Showing posts with label classic. Show all posts
Showing posts with label classic. Show all posts

Friday, July 25, 2008

FPS history on your PSP

I've been toying with the idea to write this for quite some time now, ever since DOSBox was compiled for PSP and I could play Wolfenstein 3D on it, the game that started it all. Just recently a separate build of the game was made for PSP, thus giving me an excuse to finally present the development of 3D first person perspective shooters (abbreviated to FPS) through the looking glass of PSP screen.

I have been growing up with first computers and following the development of video games industry since I was nine. There were many milestones in the industry of digital entertainment since then, but one of them was the moment when first person perspective hit the mainstream. Wolfenstein 3D was a breakthrough, it spread like fire, everyone played it and so from that point on the FPSes have developed into a separate genre. Looking at how these games look nowadays (Call of Duty 4, Crysis) it's hard to imagine how it all started...

So whether you are a young enthusiast who have missed on observing the FPS genre gradually evolve to what they are now, or an old melancholic who would like to take a nostalgic trip to the happy times when both life and games were simpler and more enjoyable - provided that you have PSP, you can now relive the whole experience. From the genre's grand ancestor that is Wolfenstein 3D to lively grandpa Quake, the whole family can can now sit in your pocket and you can revisit them while commuting to work or during that particularly boring lesson.

Wolfenstein 3D


Although technically it was not the first game ever to use first person perspective (some will say Catacomb Abyss was the first, but actually the idea of FPP was something that has begun already in ZX Spectrum era), this is the grandfather of all of them. Wolfenstein 3D was so successful

While the levels were almost 2D with constantly grey untextured floor and ceiling, with all corners being exactly 90 degrees, the 3D illusion created unprecedented sense of immersion. I have mentioned in my post on fear in games how I got shivers from the sound of heavy doors slamming in the distance when I played it as a kid. It just goes to show what impact this game had and it explains while it has spawned a whole army of followers.

The PSP version can be downloaded from here and as an additional bonus it contains Nazi Requiem music in the first menu - I included it on my list of the best game music remixes.


Doom


As a testament to how badly inaccurate my opinions may be sometimes, I should confess that when I first saw Doom on my friend's PC, I said "nah, this is just some sci-fi clone of Wolfenstein, this isn't gonna stick around". Boy, was I wrong.

Doom took the execution of FPS games one step further. The graphics were unparalleled, the monsters suggestively scary, the sounds and the music unsettling. While still relatively 2D - player was not allowed to look up and down yet - Doom's engine allowed for more than just square rooms and constant grey floor. All surfaces were textured, labirynth of walls were running in all directions (all of them vertical, though) , first attempts at water were made, floors were at different heights (just a mathematical illusion in fact) connected with elevators, switches activated moving walls - the immersion factor increased tremendously.

I remember first approaching the window and observed the mountains in the background. At that moment it seemed so real, I felt like I could step forward, enter the game world and go climb this misty peaks and there would be more of the world behind them. My best friend was subconsciously ducking in front of computer when imps hurled fireballs at him. We were both drawn into the world of Doom.

Doom improved on his predecessor in many other aspects, introducing many distinct enemy types, increased number and types of weapons (compared to four simple weapons in Wolfenstein 3D), armors as well as multiplayer (over local network). No wonder it was a huge hit with so many people having played it that it has been remade to almost every platform out there, including Gameboy Advance, Nintendo DS, mobile phones and of course PSP (get it here).


Hexen and Heretic


Essentially a fantazy shooting frenzy with thin layer of RPG on it, these two games based on Doom engine were quite popular in their time. And while neither of them really was as much of a breaktrough as Doom or later Quake, they have gained quite a following. They have also been remade for the PSP and can be downloaded here (together with older Doom version), so I included them on the list, but more because of their sentimental value than due to merit in shaping the history of FPSs.


Duke Nukem 3D


This game marked my entering into adolescence. I first played it at my friend's place after school and I was stunned by how the graphics shone, how interactive the environment was and how addictive Duke Nukem 3D turned out to be.

The simple fact that Duke would reload his pistol every eight or so shots and that the bullet shells would fly from it was a peak of realism at that time (compared to Doom it indeed was a huge step forward). Being able to use surveillance camera, turn on the movie in the theatre, switch lights on and off, operate different devices was a level of environment interaction unseen before. It also made multiplayer matches so much more fun (strippers!).

Wolfenstein 3D and Doom both included silent protagonist, but Duke Nukem was a talkative guy, commenting the action with catchy one-liners. The fact that our hero would occasionally crack some funny line was a definite novelty.

Even though contrary to its name Duke Nukem 3D was still not full 3D game, player would be allowed to look up and down. The perspective was distorted while doing so, but the illusion of going through a real world was one step ahead of Doom.

Duke Nukem 3D was also very important due to the fact that its engine got licensed and thus players received Blood and Shadow Warrior. The first one was a self-mocking horror pastiche, the other one Hong Kong ninja movies spoof with, both with memorable protagonists cracking cool lines while hacking swarms of enemies to pieces. Unfortunately, they have not been ported to PSP (yet?).

Download Duke Nukem 3D for PSP here.


Quake


I remember that Polish game magazine Secret Service wrote in their review of Quake:
Duke Nukem 3D unveils its secrets slowly and it always has something hidden up its sleeve, while Quake just shows off everything in one mighty blow and after that you are left with just more of the same

It was a little unfair to say that, especially since the two were obviously designed with different philosophies, both in terms on engine and of gameplay. Duke Nukem 3D had more parodistic tone to it, less powerful graphical engine, and many switches and devices to interact with, while Quake was serious, gritty, dark shooter with great gothic visuals and no funny distractions - it was all about pure slaughter in 3D environment.

Quake became the first truly 3D game in which player could turn their head around and look at level architecture. I am of course aware that technically it was still more of a 2.5D, but from the players perspective it was already a marvellous three dimensional world, complete with archways, spires, towers and occasional outdoor fragments. The violet clouds speeding over the horizon were making one hell of an impression. The dynamic lightning, while present, was still more of a hack from technical standpoint, as lightning maps were calculated during level creation, but the flying rockets would brighten up their immediate surroundings.

Quake was among the first games to profit from the hardware graphics acceleration that was just being born (we're talking about 1996). VQuake and GLQuake took advantage of the new graphical possibilities and Quake was the first FPS to use bilinear filtering, dynamic lights and higher colour palette.

Another thing that Quake has done for FPS development was introduction of client-server multiplayer. While it was technically possible to play Duke Nukem 3D over internet in multiplayer mode, it required additional program. It wasn't until Quake that internet FPS carnage has really begun.

It was also one of the first games that required using keyboard and mouse simultaneously. While Duke Nukem 3D and its counterparts could easily be finished without, this was not the case of Quake anymore, since flying enemies in real 3D were hard to shoot down using just keyboard. Although finishing the game without mouse aiming was feasible, it was definitely hard.

The port of Quake on PSP is almost perfect - it is running smoothly, it has mouse mapped to analog stick, it even allows multiplayer over Wi-fi in Ad Hoc mode, all the sounds are there. So you have no excuse not to download it.


Later times

What happened next? Quake II introduced OpenGL to the masses in the flashy galore of colourful lights, as well as popularised rocket jumps (one day it might also be remade for PSP). Half Life demonstrated how powerful a narrative using FPS can be. Unreal Tournament broke the rule that a FPS game must have single player story mode by essentially being just a multiplayer game. Quake III joined this school of thought and introduced great level design. Unreal Tournament 2003 dazed everyone with incredible graphics and its 2004 edition introduced vehicles as well as new story modes. Enemy Territory became first free multiplayer FPS that would include different classes of players. Far Cry raised the bar in graphics department, took players for a walk outside and topped that with pretty smart AI. The story continues...

But while all FPS lovers owe much to each of the aforementioned titles, it's really Wolfenstein 3D, Doom, Duke Nukem 3D and Quake that have laid the foundations for the genre. Playing them in chronological order give an opportunity to see how much FPS games have progressed over time. And having them all in my pocket on PSP is a marvel of XXI century, which I didn't even imagine when I was playing them as a kid, teenager and student.

Thursday, June 12, 2008

Even further beyond Good and Evil

A long time ago in a galaxy far, far away there lived a girl who was a reporter and lived in a lighthouse. Her name was Jade - very fitting, since she had green hair and used green lipstick. Since the planet she lived on has been struck by war and the girl had good heart underneath tough street-smart tomboy skin, she was running a shelter for war orphans of all races. It didn't matter whether a kid had horns or blue skin - she tried to help them all. Unfortunately, her job was not always allowing her to pay all the expenses, so one time electricity was cut off, just when evil DomZ attacked, leaving her and kids without a shield. Lots of trouble resulted, including new job, joining resistance, taking part in illegal races, assembling a spaceship, flying out in space and taking lots of photographs...

This is a premise of Beyond Good and Evil, a very good but underappreciated game. To give you the taste of it, I suggest you watch this very atmospheric trailer:



You might also want to see the excellent fan-made trailer and game beginning, as well as Jeff Gerstmann's videoreview.

It has gained a cult status quite some time after it has been published, because even though it was really fresh and with captivating story, it didn't really sell well. Unfortunately, we, who loved the story and stylish execution of it, were left with story that begged for continuation, as BGaE was only a first part in what was planned to be the trilogy.


It is therefore with great joy that both me and many others have welcomed the news that after long time Ubisoft has decided to allow the original game's creator, Michel Ancel, to continue the story in a sequel.


Ladies and gentlemen, without further ado let me present to you the first teaser of the second part to this beautiful and touching story:



Yes, the art style has changed to a more gritty and serious look, yes, this is some desert setting suggesting that "we are not on Hyllis anymore, Toto", yes, I have a ton of doubts and fears concerning the sequel, but nevertheless it's Beyond good and Evil 2 and Michel Ancel is behind it! Just how cool is that!

I hope they don't screw this one up.
Carlson and Peters, page 364

Friday, June 06, 2008

Return of the Spy Hunter

Accidentally, I have stumbled upon this Pontiac commercial:



For the convenience of younger viewers who might not get the reference, please find the movie below:



Yes, that was a real computer and arcade game - Spy Hunter. I am writing this for those of you who are less than thirty years old.


For me it has a special place in my heart, because it was one of my first ZX Spectrum games. I actually have totally different memory of how it looked, but it was due to ZX Spectrum version limitations - click here if you want to see the version I played as a kid. Also, if you remember Blues Brothers, there is C-64 version with some familiar music in the background.

And if you feel like trying your luck with it, you can play it here (courtesy of World of Spectrum).

Friday, February 01, 2008

Gotta catch 'em all!

Despite the title, this post won't have anything to do with Pokemons (phew!).

Just recently I have stumbled upon a really cool drawing (a little dated, but still), depicting a whole lot of classic computer games' heroes. You can find it here and I uploaded it on Blogspot for your convenience.

Be sure to click image for a full view

The question is : how many games can you distinguish in the image?

With some folks from my company and also from a computer board (Polish only, sorry) we have managed to pin down most of them, but there is still a couple missing. See here if you are not afraid of spoilers (and if you find any new ones, please let me know via comments).

I am particularly proud of my contributions, such as Bioforge, Messiah and Metal Mutant (on the other hand these ones made me feel old - how many people even remember those games?) or combination of Dune and Earthworm Jim.

These people's identity remains unknown.
If you know them, please help us identify them.

Some other puzzles put me to shame, for example the Morrowind dude - I actually got it because I realised that dots on his face are Dark Elves' tribal tattoo, but afterwards I felt like an idiot for not deciphering the meaning of "No more winds".

This has totally made me laugh.

A couple of drawings are so-so (how is one to guess that Deus Ex one without knowing Russian is beyond me), but some are brilliant - such as protagonists of Grim Fandango, Dungeon Keeper and Undying together with scythes.

Reaper Men

All in all, it was really fun and I encourage you to have a look at it as well. Perhaps you'll even be able to pinpoint something I might have missed.

Tuesday, January 22, 2008

A bit of deja vu - Final Fantasy Tech Demos history

Okay, so some time in 2005 people got really hyped up because of a certain PS3 Tech Demo that suggested the possibility of Final Fantasy VII remake. If this video doesn't cause a surge of warm, fuzzy memories in you, let me explain - it is hardware rendered version of pre-rendered cinematic from PS1 game, which you can see here or here (the second one is longer, but contains a bit of gameplay showing Cloud jumping off the train).


PS vs PS3 comparison

Collective imagination of gamers population was further teased by speculations in different media, such as this IGN article, or Square-Enix folks hinting at potential remake. Honestly, I can't blame people, as for me Final Fantasy VII is one of the most influential and unique stories of videogame world (together with Silent Hill 2, Final Fantasy VI, Dark Earth, Deus Ex, Morrowind and others)

So recently all the hype re-emerged due to the hidden (not sure about that, as I haven't played the game yet) ending of Final Fantasy Crisis Core, a game that is technically a Final Fantasy VII prequel. Both PS3 Tech Demo and Crisis Core ending share the same renewed look of characters, just like in Final Fantasy Advent Children, which in turn is a sequel (movie sequel to a game... no comments).


Final FantasyCrisis Core ending

Okay, so if you're a gamer, then you probably already know all that, and if you're not, you really don't give a damn anyways.

Still, I wanted to make a point here

Did you know that this kind of tech demo, teasing gamers with the vision of remake, using hardware to render in real time animation that would not be feasible on the earlier generation of consoles - did you know that it has happened before?

A-ha!

Watch this movie showing dance scene (Dance with the Balamb Fish, a beautiful moment by the way) and then this movie that recreates it - the difference being that the first one is a pre-rendered sequence from PS1, while the second one is a PS2 tech demo, rendering the same scene in real time. Sounds familiar?


Both renditions head-to-head comparison for your viewing pleasure.

But that's not all! I have also found two other interesting things. One of them would be tech demo of Final Fantasy VI (considered the best part of the series by many, at least story-wise) on ... Nintendo 64.


Nintendo 64 tech demo

Yes, it is incredible. Looks like Square actually considered what would it be to take a plunge into 3D long before they decided to make Final Fantasy VII for Playstation. One can't help but to wonder about some alternative reality where Final Fantasy series is a Nintendo exclusive... Do you think it would influence the outcome of console wars?


Final Fantasy VII Beta

And speaking of Final Fantasy VII and Square's first ventures into 3D world - have a look at the above movie and see how Final Fantasy VII Beta was different from the actual game that came later on. Observe especially the proportions of protagonists' models and their 2D images in menu...

So you see, it is not the first time we, gamers, are being teased with unfulfilled promises of recreation of our favourite adventures in all-new graphical galore. And that's essentially the point I wanted to make. Share your comments below!

Sunday, December 09, 2007

Little wishes come true - in green

In my last post about PSPCAP32 and Amstrad Schneider CPC I mentioned that probably the only thing that might make this program a little more perfect was the monochrome display option, just like on the old green monitors.


And voila! Christmas is approaching and my wish was granted! Zx-81, the man behind porting of this emulator (and a handful of others, too) to PSP, heard my cries and added this feature to the newest release, which, by the way, happened just a couple of days after the last one. That's what you call support!


So thanks to Zx-81 you can now see these games the way I have experienced them for the first time. For me it is yet another trip down the memory lane, for younger readers unique opportunity to see how gaming used to be long time ago. I bet there are one or two other guys out there who have just shed a tear of nostalgia as well. At least I hope so, otherwise this means I am really weird.


Oh, and if you were able to tell the name of the above games based on the screenshots, you're a geek over thirty.

Answer : Knight Lore, Fruity Frank, Boulder Dash.

Saturday, December 08, 2007

Amstrad CPC on PSP

Long time before I actually got my first personal computer (we would call them microcomputers back then), which would be ZX Spectrum+, my sole contact with the emerging computer science would be to implore my Dad to take me to his work, where his friend, Mariusz Smoczyński, worked on Amstrad Schneider CPC 6128. Thus begins the tale of my digital fascination, born in the green light of the monochrome screen in the 8-bit times.

Fruity Frank - in that innocent times people were
not afraid to give such name to the game...

A little anecdote here. Many years later, when I was still a student at the Technical University of Lodz and had laboratory classes in one of too many laboratories where time has stopped, we were supposed to calculate some viscosity coefficients using ... Amstrad CPC with a prepared and preloaded program. I was the only one who knew machine, so after we had finished our task, I broke the program and wrote some simple animation in Basic that would scroll our names on the screen instead of boring program. Boy, was that nerdy, but you can't beat that feeling.

Ghosts'n'Goblins - there even exists a PSP remake now.
History has made a full circle.


It is therefore understandable that I have a special place in my heart for this machine, like some have for their first girlfriend. Fortunately, the development of everything digital has allowed me to have it in my pocket, more precisely on my trustworthy PSP.

The emulator that allows me to relive my childhood adventures in other worlds is called PSPCAP32 and it's author Zx-81 has just recently released yet another version that has transformed it from a very good emulator into a perfect one.

PSPCAP interface

The emulator runs very fluidly (50fps), has nice interface, is very configurable and user-friendly. It is enough to select a disk with a game (speaking of which - all Amstrad games are legally free) and the game will load automatically. I have not yet found any game that would be incompatible. They are just like I have remembered them and I am flooded with nostalgia (if you have read Barts' News for some time, you already know I have a soft spot for good, old times.).

Green Beret - one of the hardest games back in the day

The only thing I could think of in terms of features I would like to see would be to implement some filter to make the games monochrome, as seen on the green monitors back then. But this is a very bizarre request, stemming from the fact that I played these games this way. Apart from that, PSPCAP provides the ultimate Amstrad experience on the go. Thank you Zx-81!

Wednesday, October 24, 2007

Street Fighter II Overdose

My first contact with Street Fighter II consisted of playing it on my friend's Amiga during his birthday when I was more or less 12 years old. I played Dhalsim (reasoning that long arms and legs would help me win), and I lost (the winner chose Blanka and was just repeatedly pressing fire). It was one of the greatest computer games I have known for a long time - it had beautiful graphics, interesting characters, great gameplay (even if a little unbalanced - take Dhalsim for example...).


I had played the numerous variants of the game later on : crappy PC port, then cool PC Turbo version, some arcade machines (on one of them Ryu's fireball would fire FIVE fireballs at one, dunno what weirdo tweaked it), then Zero/Alpha series, the last one on my PSP.

I was excited when I learnt that the game is going to be redone in HD (High Definition) meaning high resolution sprites, more animation frames and essentially the same gameplay. I was even more excited that the guys doing the graphics are going to be studio Udon that I know as the creators of SFII comics and also from watching art of some of their artists on DeviantArt. But my scepticism kept me from getting my hopes up too much - it is so easy to spoil


Just recently I saw full screens and I think they look gorgeous. Of course, the final verdict can only be made based on the final product, but so far the screens look both great and surprisingly faithful to the original game.

Indeed, Street Fighter II has gone a long way...

The interesting fact is that already the whole process of converting and redrawing the characters into HD was causing quite some controversy. Capcom never replied to this and as far as I know. Personally, I like new looks and feel a little ambiguous about possible art copying. Anyhow, seeing screenshots of the new version flooded me with memories of playing it as a kid, which felt almost like re-reading a good book after years and finding out that it is still as good as before (I wanted to put some metaphor about women, but it would be risky and inaccurate, so I gave up).


On a side note, this reminds me that some time ago I have stumbled upon (probably via Kotaku) a very funny series of movies called Street Fighter : The Later Years - it's hilarious, especially if you are a fan of the series (like me).

As always, I intended to write a short note about the new HD version Street Fighter II and I ended up mentioning all sort of SFII-related stuff that came to my mind. At least I hope you could find out something interesting in it.

Monday, September 24, 2007

Space Invaders Extreme hands-on impressions

Space Invaders is one of the all time game classics that any gamer simply must know, even if they missed on early 8 bit era. If by any chance you don't know what I am writing about, read about it here and play it here (also, be ashamed and hand over your gamer's licence).


At Tokyo Game Show Taito has just presented Space Invaders Extreme, a remake of the original title for Nintendo DS. The game formula has been severely altered, which is a good thing, since the original was, to put it diplomatically, not the most complicated game in the world. The game was given major graphical overhaul in the vein of Q Entertainment's recent games - different skins, different weapons, special effects flashing on the screen, combinations of strange colours and crazy electronic music made me think of Gunpey or Every Extend Extra.


The few minutes I have spent with the game went by quite fast and the game seemed to be enjoyable. I don't know, however, how about the playability and replayability of the title. I mean how long can you shoot to rows of aliens?

Oh, and while on the topic of Space Invaders - someone please get me these shoes :

Tuesday, September 04, 2007

Japan is Lumines, Lumines is Japan

Yes, you've heard it correctly. For me, Lumines is pretty much my Japan experience in a pill.


I have bought my first PSP in Japan after seeing it on Tokyo Game Show and watching incredible movies on Gamespot - contrary to many people in the world, I haven't been drooling over it before it arrived. It was an instant love - it was there, I saw it, it saw me, trumpets, and I knew I wanted it.

The very first game I bought together with it was Lumines, which I then played travelling at night on Kodama Shinkansen from Tokyo to Osaka. I completed it, going through last level, on the plane starting from Narita airport on the day of my leave. I have played it during all my stay in Japan almost everyday, usually before going to sleep, and the experiences of Nippon have blended in my mind with the experiences of the game.

The thing about Lumines is that it is not so much about the game itself, but about the whole audiovisual experience it delivers, putting player in slightly trancey state/mood through combination of sounds and graphics. There are so many clones of Lumines, yet none of them is half as playable and I know no other game that puts player in such a trance (even Lumines II is less stylish and entrancing). Oh, and before we continue - remember that what we call a skin here is a combination of graphics, music and sounds for a given level (skin = the whole audiovisual set).

Traditional Japan

Noh theatre, Kabuki theatre, temples of Kyoto and Kamakura, shamisen music, samurai parade in Hakone, maiko walking through Ponto-cho and crying of Sumo judges - somehow it all melts in this skin. I know, it is simplistic as hell of me to even think about squeezing all the cultural past of Japan into one game level, I am making a complete gai-jin ass out of myself, but anyhow this skin resonated well with all these memories of idealised traditional Japan.

Nightlife Japan

Nightclubs of Shibuya, discos of Shinjuku, karaoke clubs of Machida - for me, it's all in this skin. Mondo Grosso music, lots of shiny elements, general electronic chaos, happy tunes, overall feeling of fun, explosions of bright colours - this is the face of modern Japan as I experienced it in my stroll through Tokyo nightlife.

Trains

If you have travelled with trains in Japan, you know that this is dominating mode of transport and quite often they run on and under bridges not unlike the one depicted above. Quite often they go by shore, too. This music together with swiftly moving orange streak makes me feel a surge of memories of sitting on the train speeding by the seaside and watching other trains zooming in the distance while sun is setting over the ocean.

Nature

If you travel outside the neverending megalopolis of Tokyo and into the countryside, you will find some incredible forrests, flowing streams, beautiful spots far from the civilisation. This skin echoes these parts of my stay in Japan - the calm tranquillity of Japanese nature.

Gaming

Basically this skin is me with my PSP, even hands are up to scale. And the retro feeling and sound effects made me recall the beginnings of my digital journey through gaming worlds - ZX Spectrum+ games and Russian counterfeits of Nintendo's Game & Watch. The childish fascination of still unbelievably simplistic, but already emerging electronic entertainment that has further lured me to study electronics, telecommunications, computer science and finally led me to NTT laboratories in Japan and Tokyo Game Show. It all sort of mixes with each other in this one skin.

Skyscrapers

Minato Mirai complex in Yokohama, Landmark SkyTower, Tokyo Tower, skyscrapers of Shinjuku... I have been there, I have seen Japan from above, observing its countless blocks of flats crowded around numerous skyscrapers, I have been watching traffic for hours until night settled and lights shone, cities beneath my feet bursting with movement, animated with millions of lives rushing through the streets below. That feeling is present in this skin.

Farewell

The sky over Tokyo agglomeration is full of planes and they fly over you in most unexpected moments. The presence of nearby ocean was also something I remembered - all the canals entering the city, ports of Yokohama, island of Enoshima, shores of Kamakura...

My departure was marked by getting up at dawn, leaving in the darkness, travelling towards Narita airport, passing over Chiba by the seaside with early sun rising, with seagulls and planes in the air above.

The waking of the dawn, changing dark clouds into shining morning, Eri Nobuchika's song going from slow and sad, to optimistic and strong, cawing of seagulls mixed with planes whooshing in the background - it completed the bitter-sweet feeling of leaving Japan.


Also, as I've mentioned, I reached this skin playing on the plane leaving Japan, so my stay was pretty much stretching between starting first level with hands shaking of digital lust on Kodama Shinkansen speeding through Japan at night, and completing the final level on British Airways plane, farewell tear still in the corner of my eye.

All the best moments of my stay were going through my head, called by progression through Lumines' different skins, then I finally put away my PSP and began reminiscing about them again, personal slideshow displayed on the inner side of my eyelids, plane engines humming...

As you can see, Lumines is for me the very essence of Japan and somehow I can't imagine it being conceived in any other place in the world. So when I am landing in Japan this time, I will be playing Lumines on the plane, for the sake of good old times, hoping that this stay will be as much, if not more fun than the last. And you may call me a freak.

Tuesday, August 28, 2007

100 Amiga games in 10 minutes!

For nostalgics like me - a must. One hundred Amiga games flashback - I recognized so many of those...



There are similar videos on Youtube with early PC games - if anyone is interested, let me know through comments and I'll post them here as well. Enjoy!

Saturday, August 11, 2007

Emulating Amiga on PSP with PSPUAE 0.63

One of my earliest posts on this blog was about PSPUAE, the Amiga emulator on PSP. Being an avid Amiga fan since childhood, I bought PSP fueled by the desire to play Amiga games on the go. Unfortunately, the reality was not that great back then, which made me somewhat bitter and unpleasant (read here to find out more).

Anyhow, just recently I have got my hands on the newest version of PSPUAE, namely 0.63 nicknamed "Birthday Edition". Happy birthday, PSPUAE!


Right, and now to the essentials: it certainly is nice, but how does it play?

The answer to that is : really good. One year has passed and it was not wasted. There's a lot of things that have changed since I first got a copy of PSPUAE

Most importantly, the authors have significantly improved the speed of emulation with this edition. Although still not sufficient to fully emulate every game in perfect fluidity, PSPUAE definitely has made progress. Many games are emulated almost perfectly, and many more have accelerated and crossed over a threshold from barely playable to playable.

The usability has also improved, in terms of user interface and the customization options available. The menu is more user friendly and I had no problem finding the options I needed.

Another important feature is the use of so called save-states. They allow for loading the state of Amiga memory directly in the emulator, instead of emulating the regular loading process from a fake drive - thus allowing for much faster loading times. It sounds a little complicated, but it boils down to being able to start playing without having to wait for a long time. Certainly a nice feature.

In order to use the emulator, user needs to have KickStart files. Due to copyright issues they are not distributed with the emulator, but they can be found on Google. The emulator itself can be downloaded from a couple of places, such us QJ.Net or its homepage.

A couple of examples of test scenarios (what a nice euphemism for playing games) is presented below :

International Karate Plus - plays great with sound and a little amount of frameskip. Fluid and playable.

WarZone - slight slowdowns, but playable with sound.

Speedball Deluxe - runs smoothly with sound. Impeccable.

SWIV - unfortunately not really playable. Sluggish even with frameskip, less so with no sound.

Another World - no problems here, runs great with sound and music.

My beloved Wolfchild also loads and plays great, with sound and decent framerate, although some frameskipping is necessary. But it finally plays fluidly!

To sum up, this is a very good release of a very good emulator. I hope for some more improvements, but given the complexity of task, I must say I appreciate what we already have. If you have a PSP, this one is a must.

Friday, August 10, 2007

Wolfchild speedrun

One of the most memorable games of my youth was Wolfchild. This can be attributed to many things, but for me it was The Game. The cyberpunkish story, the atmosphere, the graphics and music, the gameplay - Wolfchild had it all. And metallic howling of werewolf during the transformation...

I remember this commercial from Amiga Power or some other Amiga magazine.

The intro sequence, although today it may seem boring and uninteresting, back then made the kind of impression on me that today might be similar to watching Animatrix or some perfectly produced anime.

The forest level with its dark backgrounds and strange music remains for me one of the most vivid memories of 16 bit era. Also, the moment when the player beats the first boss and starts falling down from crumbling spaceship - this was really an innovative approach to already established shoot'em up genre.

As for the music - I even asked one of my friends, Arek Maciejewski (now a respected businessman), to record the music track on a tape recorder for me to listen (yes, we didn't have CDs back then...). This music is still my soft spot - I have it in mods and also two great remixes.

Why do I reminiscence like this at this moment, and, what's more, publicly?

The answer is that I have just discovered a video of Wolfchild speedrun on Youtube, which caused a surge of memories. So whether you are a nostalgic like me, dwelling on the 16 bit past, or a young PSP user who has never owned a Gameboy (the last 16 bit gaming machine) and never heard of Amiga, I invite you to discover the retro charm of Wolfchild story



Thanks for bringing this to us, Cubex!

Thursday, August 09, 2007

Reminiscing Flashback

I have told you the story of my fascination with Amiga games, maybe even a little too often. One of the unforgettable games of that generation was Flashback from Delphine Software.


Incredibly fluid animation (referenced in one of Kid Paddle comics), great atmosphere, space conspiracy, thrilling story, incredible music - this game had it all. Oh, and insane difficulty, too. Nevertheless, there are some people that still get tears in their eyes when they hear the main theme...

Reminiscence is a homebrew application aimed principally at these people. It is an engine for running Flashback on PSP, sort of an emulator created for emulating but one game. I almost overlooked it in the flood of cool homebrew apps appearing recently and I certainly am glad I didn't.


The cult classic actually looks great on the PSP screen, and even though I don't usually like to play my games in artificially stretched 16:9 (due to the fact that proportions look strange to me then), somehow this format goes well with Flashback.

In order to play Flashback with Reminiscence, you will need to provide the engine with data files, but this is not a problem - you can download the game from House of the Underdogs, or from any other abandonware site. You will also need to download music from Amiga version in mod format, which you can find on UnExoticA.


The game hasn't lost anything in translation and it is a real pleasure to be able to have it in my pocket everywhere and anytime. It is as difficult as always and I have lost the patience to retry same fragment over and over, but it still is very enjoyable, especially for a nostalgic like me. I also think that younger PSP users might actually have fun playing Flashback as well, since it is a game that gets so many thing right, contrary to so many modern products.

So if you are reading this - have a flashback of gaming past and play the damn game!

Monday, July 16, 2007

Abe's Oddysee redone on ZX Spectrum

Abe's Oddysee was the game that I got all of a sudden from my friend in 1996, without ever having heard anything about it before. I tried it with certain dose of suspiciousness and I was blown away. That game had incredible story, was oozing with atmosphere, great graphics and sound, and above all it was ... odd. the whole world presented in the story was as alien as it could be. Rarely have I seen such an incredible otherworld experience (with positive exception of Another World). If you don't know it (shame on you), catch up by checking the game intro on YouTube and also this great music video, containing a lot of gameplay.


Although unfortunately Lorne Lanning, the founder of Oddworld Inhabitants, gave up and withdrew from video games world (it is a topic that deserves a separate post), the game remains a cult classic and still has some faithful followers. Recently two Russian programers, Tropimtchuk brothers, have ported Abe's Oddysee to... ZX Spectrum. Yes, from 32bit to 8bit, just see the video below :



Now you see, I couldn't have missed that - a great game from my past ported to the very first computer I ever owned. To be honest, it is just the first level that got ported (see the map here), but nevertheless it constitutes a remarkable feat. It definitely looks better than the Gameboy version.

Personally, this event has made me sit down and replay Abe's Oddysee on my PSP (you can see how it looks in this video and also check this custom eboot animation, which goes nicely with the game). You can also download the game port and check it on any decent ZX Spectrum emulator (I did). And if you still have too much free time on your hands, see this music video made of the sequel.

Monday, June 25, 2007

Łódź City Stories

Some time ago this was posted as news on Kotaku, but since it makes me chuckle everytime I pass nearby, I've decided to share it with you as well.


What you can see on the photo is a local pawn shop in my hometown of Łódź. It is one of many small establishments, some of which function on the very edge of law, selling, ahem, 'used' mobile phones, for example (this particular place is all right, but not all of them are). Since almost every wall in the center gets immediately some vandal graffiti, some shops ask local 'painters' to paint the shop for them, and then others leave the façade in peace, because it's considered bad manners to paint over others painting.


What gives it a funny twist is that the graffiti on wall depicts Maria (on the right, which I add just in case...), a character from Grand Theft Auto : Vice City, the game in which player plays as a mafia thug making his way to big money. And yes, pawnshops are something that is very much in scope of the game. Therefore, there's certain irony in it, albeit I doubt if it was a concious decision.

As for the mention on Kotaku, it was me who sent it (that's how I received my account there in the first place), because I didn't have my own webpage to publish it back then. The news even made it to top stories. Personally, I loved the comment "I wonder if they sell hot coffee there?"...

Sunday, June 17, 2007

Prince of Persia revisited

Just a short, but nevertheless interesting video, that Grocal has drawn my attention to. As you might remember, I recently wrote about the Prince of Persia remake on Xbox Live! - and I generally liked the idea. The video in question shows the differences between original Prince of Persia on PC, Sega Genesis and Xbox 360 (there should be also ZX Spectrum and Amiga version for the sake of completeness, but...).



Enjoy!

Monday, May 21, 2007

Prince of Persia

When I was playing Prince of Persia for the first time, it was on the old IBM PC AT 286 with Hercules graphic card, monochrome amber monitor and no sound card (just a beeper). Playing it a couple of years later on VGA with SoundBlaster was like playing a new game, but the core gameplay remained the same. You can see it below :



The beautiful things about the game were the fluidity of animation, the wealth of moves that main character could pull off and the oriental atmosphere, somehow conveyed through rather limited graphical and audio means that the computers back then could provide. There even was a ZX Spectrum version!


Why am I writing about it now, though? Well, because I have just learnt that the remake of the game is hitting Xbox Live and I quite liked what I saw. Furthermore, I feel about it the same way as when I was replaying Prince of Persia in colour and with music on my new 386 - that the new audiovisual beauty is just adding to the great gaming experience. Watch the new Prince of Persia Classic trailer below and see if you agree with me :


Sunday, May 20, 2007

Starcraft