davidn: (prince)

It's been a long, long time since I just showed a game off - but I want to give some attention to a ZDoom game that's been criminally overlooked!

This is an amazing conversion of The Crystal Maze into first-person form by Stephen Clark, "The Ultimate DooMer". It's incredible to see the set transformed into Doom geometry, and there are 32 games of varying scope and complexity - some of which seem to also have taken inspiration from Knightmare. This is my chance to prove that I can do better than the protozoa we watched being led around by Richard O'Brien weekly.

If you want to try it yourself, get:
- A copy of Doom II from GoG or Steam or something
- GZDoom from here: http://zdoom.org
- The mod from here: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cr-maze

Then look up a guide on how to set it up, I'm not explaining everything!
davidn: (prince)
I got back into playing Elasto Mania again after seeing it mentioned on a "shareware games we grew up with" thread on Twitter! Seventeen years after it was first released, I finally registered it (which you can still do on the slightly spartan original site) and gave author Balázs Rózsa some money at last.

The usual

Did anyone else here have this? It was called Action Supercross earlier in its life, and is labelled a "motorbike simulation", which doesn't really describe it at all (though I will concede it does have a bike in it). It's sort of an... action-puzzle platformer?, starring a man with nerves made of steel on a bike with suspension made of elastic. The aim is to propel yourself around the levels, collect all the apples and then get to the flower for some reason. You have to watch your rider's head, because if that contacts the scenery at any point, you're dead - and the same goes for letting your wheels touch any of the nasty spinny obstacles that start appearing in later levels.

What will probably happen the first time you try it is you'll line yourself up with an apple, hold down Accelerate, immediately flip over and die. Because this is a physics game - and one written from the ground up before we had Box2D and Havok to mess it all up for us, making it an impressive piece of programming indeed. (Perhaps unsurprisingly, the author went on to establish a lab for 3D function network and dendritic imaging, whatever the hell those are.) Acceleration tips you backwards, so you have to go easy on the throttle and control your brake to keep yourself upright. You can also influence your rotation a bit by using the left and right arrow keys to throw yourself in that direction - and the last control is Space to "turn around", which somewhat bizarrely flips the chassis of the bike around so that the front wheel becomes the back and vice versa, without affecting the bike's acceleration or angle or anything.

It starts off simple enough, with flat surfaces and gentle slopes, with just your own overenthusiasm as the main obstacle. But things start becoming more involved very quickly, and you have to navigate the nightmare-skateboard-park levels by using all kinds of impossible tricks - only your head and wheels collide with the ground, so sometimes you'll have to cling on to a platform with your back wheel with the rest of your bike and rider dangling below it, desperately getting up the momentum to reach for an apple with your front tyre.


I was drawn back to the game by finding that there is, of course, a competitive community that has sprung up around it. Some of the recorded runs they've achieved are unbelievable, flinging themselves around levels at the speed of sound while I have to carefully teeter over mild hillocks to avoid crashing and burning. In fact, if I have a criticism of the game, it's that the later default levels tend towards ridiculously long and large, taking upwards of three minutes to complete with just one unrecoverable slip between you and the ground (and a subsequent restart). So now I'm working through the vast library of community-created ones!
davidn: (Default)
As [personal profile] xyzzysqrl mentioned it on Twitter yesterday, I had another go at Cosmo's Cosmic Adventure. I had been noticeably disparaging towards it in my overview of the entire 3D Realms Anthology among the other games, and wanted to give it another try to see if my impressions of it were justified.

Long story short, they were. I feel bad for it because it has so much variety and colour to it, but the game doesn't really work for reasons including but not necessarily limited to the following:

  • The Duke Nukem engine, specifically the way that everything moves on an 8x8 grid. This worked noticeably better for Duke, and I'm not totally sure why - part of it is that Duke had enemies that ignored the grid and moved smoothly, whereas Cosmo doesn't. Combined with this, Cosmo has to get a lot closer to enemies rather than shooting them at a distance - he has to jump on them (often multiple times) with his only distance attack being bombs that are fairly rare (and that have to be set close to the enemy anyway if it's stationary!) Perhaps it's also at odds with the console-style platformer presentation that Cosmo is going for - it's noticeably janktastic compared to its counterparts.

  • No vertical visibility. 200 pixels isn't much in the first place, but the status bar takes up a quarter of that - on the ground you can look up and down, but during even quite short jumps there's no way to see what you're landing on. The game tries to remedy this by placing pickups in arcs to guide your jump, but trusting them is a mistake - look at the cluster of red fruit near the right hand side of the map. You can't see the bottom of the level from the ledge, and so it's easy to assume there's ground under there and walk off to instant death. I did it twice.

  • Combined with that, there are too many bottomless pits - the levels might not look long in the maps, but they encourage exploration so progress can be slow through them, and it's very easy to lose all of it with one slip.

  • And the lack of health in general! You get four hit points by default, and that number can be extended, but health upgrades are few and far between. When you switch levels, fall off the bottom of the screen or otherwise die, it doesn't even restore your motherwanking hit points - if you entered a level by the skin of your teeth, you'll start in that state again if you die at any point during it.

And while not a flaw, I want to repeat that it's strange that the game is called "Forbidden Planet" on all three of the episode title screens, and that the name "Cosmo's Cosmic Adventure" is only mentioned on a startup card before it along with the Apogee logo. Perhaps there were intended to be more cosmic adventures at some point?

I only played through the first episode and the second two are reputedly much harder... I'll see how long it is before I give up.

[personal profile] xyzzysqrl offers a second opinion here, which is quite similar to this opinion because it's correct.
davidn: (Default)
So, The Colonel's Bequest, then. Since completing the game I've read around it a bit more, mostly starting from this dedicated Colonel's Bequest fansite, and I think that despite its flaws - and the sense I had at the start of being completely clueless - I think I grew to appreciate what it was doing. There are also some interesting notes laid out in this recovered design document with some complimentary tea-stains - I love seeing how games of this era came together.

It's certainly an interesting game, particularly when you consider the time it was released - it's still hard to believe it was 1989, a time when most PC games I knew about resembled Jason Jupiter. In terms of graphics, obviously, it was very advanced, and it was an unusually early attempt at making a game that was more about observation than fiddling with things (something much more prominent in the modern era with 'adventures' like Gone Home and Rapture). If you look in "About" under the menu, you get a glimpse from the authors themselves of what Sierra was trying to do here:

They acknowledge that the inventory-based puzzles of their previous games are pushed to the background here in favour of being an interactive story, and - rather pompously, if you ask me - tell the player that if they don't get it then they're not putting enough effort in. Looking at some magazine reviews from the time, it seemed the setting and new idea was appreciated but that some reviewers found the game extremely dull (the linked reviewer's experience being exacerbated by being on the Amiga and therefore having to swap disks every two minutes). I would agree with this, as without a walkthrough there really is very little in the way of the player being given purpose in the game. From first principles, a new player would have to lap the house many times trying to discover the largely random-seeming events that they needed to witness to move the game forward, and there isn't really a thread of clues to follow - your role is to wander around observing things and there isn't any guidance as to what important things are about to happen, not even that you can dig up somewhere to hint as to where to go next.

For that reason, I wonder if this would work better as a visual novel with a limited decision tree instead - in a way, it already is, just with a ton of wandering in between important scenes while you try to find something else worth seeing. Though it's understandable that Sierra kept to the familar adventure-like appearance, as games as non-interactive as that were a long way off in the West when this was released. And it's hard to imagine how they could have balanced that while preserving the sense of mystery as you creep around the increasingly empty house.

One of the most significant things the game has going for it is just how sharply it improves towards the end, leaving me with a good impression! Including an entire alternative ending was something I didn't expect (I thought I'd just done something else wrong earlier because surely they wouldn't have put in an entire ending-like scene for making a bad decision when their usual go-to was just to kill you for the most minor infraction). The game seems very bland at first, but starting very late on once you reach act 7 (if you take the correct route), there is suddenly a sense of danger that's been lacking from the game until that point.

I went back and looked at just how little it's possible to discover - you can blaze through the game in about 20 minutes if you know exactly what you're doing, but you miss out on all of the story and get the Barely Conscious rating if you do so. The only actions that are actually required to reach the end of the game are detailed here - each action that advances time is fixed although the order in which you do them within an act doesn't always matter, so it's up to the player to notice when the clock moves and when to move to the next act. But as for the number of actions that are possible, that seems to be stratospheric - every time this walkthrough says "perform full conversation" it's asking you to run through the whole spiel that I did in addition to trying various combinations to see how their responses change. I'm not totally sure how many of these will produce more than brief generic responses, but... in theory, there's a lot there.

The trouble is that the important actions are so hopelessly arbitrary - the fourth act does the best job at illustrating this even when you have a walkthrough, because you're relying on random chance to prevent you from advancing until you've seen everything. From looking at [personal profile] kjorteo's playthrough, the sequel The Dagger of Amon Ra improved on this in some ways and absolutely fell flat in others - a lot of information you can gather in the sequel leads you to know that you have to be in certain places at certain times, so that you can then eavesdrop and discover further information. However, time seems to advance in a much less controllable way than in this game, meaning that your chances of actually getting anywhere on time are slim even if you do everything correctly.

The final complaint that I have is that even bearing in mind that the game improves the tension at the end, there really isn't any danger - in a game that should have been ripe for danger in every corner, you can't die except in incredibly stupid Sierra ways that aren't related to the ongoing mystery. Yes, you can get grabbed by the mysterious man who lives in the toilet roll cupboard, but most of the time you'll die from falling down the stairs or be pointlessly squashed by a falling chandelier. But I'll definitely give them extra points for the bell.

So that's about where I am - I'm still not quite prepared to call this or Amon Ra good games, because they're immeasurably more enjoyable with a walkthrough on hand that helps you to avoid what the authors considered the actual "game" part, but they're... interesting. And this one in particular was ahead of its time.

The Colonel's Bequest is available on GOG.com!

One last thing I want to note is an oddity with how the graphics in the SCI0 engine are stored - one of the secrets to how good the game looks for EGA is that the graphics weren't actually drawn with regard to limits of the EGA standard - the artists used many in-between colours in their background vector artwork and the engine was written to rasterize the graphics using dithering when a colour wasn't actually available. As the extra colour data still exists in the files, a source port like ScummVM can ignore the need to dither pixels and can produce the backgrounds as they were drawn - and this is what some of them look like.

Undithered artwork )
davidn: (skull)
Now that Laura has escaped from a traditional family getaway where everybody tries to murder everybody else for various reasons and the guilty party was the one who happened to get there first, it's time to be judged on our performance. How did we do, Roberta?

Colonel's Bequest - Finale )
davidn: (savior)
Welcome back to the severely depopulated scAry iteMs estate (yes, that really is an anagram of it, but then so is Rim Ecstasy). This is going to be something of a mini-update becauase the act is extremely short - but finally, we're reaching the end of a very long night...

Colonel's Bequest - Act VIII )
davidn: (skull)
So, it's Doom House Act VII. It's late in the game, but things are finally starting to speed up now - brace yourselves, because this is a good one.

First of all, let me remind you of the state of the diagram.

With not too many targets or suspects left, there is finally a real sense of tension beginning to build, and anyone might be next to go. Why did the act switch over when I knocked on the door, anyway?

Colonel's Bequest - Act VII )
davidn: (Default)
Misery Aches has, so far, been the site of four murders tonight. Let's see if anyone else drops dead by the time Act VI is finished.

Colonel's Bequest - Act 6 )
davidn: (Jam)
All right, it's time once again for our daily visit to Murdery Acres. Last time, a clock had appeared out of nowhere.

Colonel's Bequest - Act V )
davidn: (skull)
Creepy Acres is looking less and less like a nice relaxing weekend by the hour, isn't it? And I'm not counting on Act IV to change that much.

Colonel's Bequest - Act IV )
davidn: (Default)
All right, welcome back to Misty Hollows or whatever it's called, where we've currently got another dead body to interfere with.

Colonel's Bequest - Act III Part 2 )
davidn: (skull)
Just like before, Act III starts largely by accident when you next happen to wander into the library after doing some unknown subset of the actions that I described in the last post.

Colonel's Bequest - Act III Part 1 )
davidn: (Default)
Let's reanimate ourselves, head upstairs and enter Murder House Zone, Act 2!

Colonel's Bequest - Act II )
davidn: (Default)
After piecing together all the information we gathered from the previous part by looking through strategically placed portraits (which is one of the most seriously obvious ways of spying on people when you think about how it would look in real life, but options were limited in the 20s), I've produced this helpful diagram of the characters' known relationships overlaid on the Dijon family tree.

Colonel's Bequest - Act I Part 2 )
davidn: (Default)
Okay, with the introduction out the way, it's time to get down to a hard night's snooping. Act 1 of 8. Not even the Germans write plays this long.

Colonel's Bequest - Act I Part 1 )
davidn: (skull)
Well, [personal profile] kjorteo has been requesting for someone to do this for a very long time - partly because of interest in the game itself but mostly as repayment for the years of suffering she went through to produce her wonderful run of Laura Bow 2 - so at long last, I'm going to take a look at the first game Laura Bow appeared in, The Colonel's Bequest.

Colonel's Bequest - Introduction )


May. 11th, 2017 10:35 pm
davidn: (Default)
I'm having a serious try at the Starcraft campaign for the first time, now that it's free. I remember playing it online before but being severely crushed - I can just about get by with some saving and building about a hundred aerial units before attempting anything.

The Zerg Cerberates in the mission briefing screen reminded me of someone.


Mar. 3rd, 2017 10:24 pm
davidn: (rabbit)

I’ve finished Vulkan! Enough to call it a beta, anyway. Venture down into the Vulkan power station, a promising side project by UAC that as usual accidentally drilled into Hell and summoned an army of bloodthirsty demons.

This is a partial conversion for Doom 2, a bit more than a set of levels but not quite a different game. It features a ton of effects from Brutal Doom, a new weapon the Flak Cannon, several new enemies and a boss level that isn’t terrible.

It runs under GZDoom, which you can get here, and you’ll need a Doom 2 WAD. As you can see it’s particularly dark and bloody compared to most of my games, but not in a particularly realistic way.

Download: http://teamouse.net/games/vulkan/vulkan.pk3

davidn: (prince)

Team Hatoful finished our playthrough of Undertale (quite some time ago, actually - it just took me this long to finally edit together the final part) and it's now up as a playlist on Youtube. At 45 videos totalling fifteen and a half hours of the game, it's our longest playthrough ever (narrowly beating Holidaystar which was about 15h 10min but did it across 48 videos).

Thanks, Toby Fox, for your characters and amazing world!
davidn: (rant)
I just remembered about something very weird that happened to me a long time ago. When I first came to live in America in 2006, I had two suitcases of possessions, and a desktop computer was not among them - my personal computer was an increasingly eccentric bulky laptop that was built in 1998. After moving into our flat and ordering furniture, household things and computer parts, I chose to spend the time with my limited computer power writing a ZZT game. This became Castle of ZZT, and with the time I was forced to spend on it combined with the way that I actually drew a plan out before starting, it was by far my best effort in this department (though this might not be saying much).

The weird part was after I submitted it to Z2, the premier site for both ZZT and impenetrable lunacy at the time. Games went into an approval queue that was publically visible before being added to the site, to make sure they weren't spam, and I checked to see if it had been accepted once in a while. But on one check, I saw my uploaded ZIP had been replaced with one that had a different file size - and there was also a new ZIP that was called "castle_of_zzt_use_this_one_instead.zip" or something along those lines.

Both ZIPs contained an altered version of the game, which I saved because I was so baffled by it. This is what you get after starting it up:

Curiously, the "OF" has been removed from the title screen. The same has been done to the scroll that you pick up in the first room - the game's title is changed to just "CASTLE ZZT".

Messing around with the first part of the game, I don't notice any other obvious differences, though I haven't looked very closely because it's quite long. But slightly later on, things get strange. The castle has a large central staircase (which I could have made less awkward to navigate, looking back), which allows you to take several routes at the start of the game from the first and second floors, and you'll get a key to access the stairs up from the second floor at some point.

In the actual game, these stairs lead to an aerial view of two towers, which contains a puzzle that you have to plan ahead for.

But in the altered version, a third floor has been added instead. It's decorated in red, convincingly in the same style (using the same kind of "splat a KevEdit gradient background on it" aesthetic that I used throughout the rest of the game).

The boards are all named "Third Floor" with cardinal direction markers afterward so that the mysterious editor could keep track of where the rooms lay. The floor is laid out as a largely empty maze of twisting passages that are consistent but not logically laid out - you can loop around by going north or south. But if you keep heading roughly northwest, you can progress.

The next few boards are called "Free Will", but they continue the red and grey corridor theme with no apparent differences from the Third Floor boards. You have to pick either the east or south passage here - going south will dump you back near the entrance, going east will take you to another long corridor - which has some strange cracks at the end...

The corridor ends at this strange board, which is called "Free Will EEE". It contains a red circle/boulder that says "Y2" when you touch it (Colossal Cave again!), a guard programmed to let you through the blue "gate" of sliders for nine gems, and what appears to be "Snoop Doggw" written in yellow walls beyond that. Underneath is a nest of tigers, a small river and some ammo. The border of the room breaks down at the bottom left, but if it's meant to be saying something I can't tell what it is (enqn?)

Going south from here brings you to this place, a surprisingly detailed outdoor scene with shadowy round trees that displays the text above when you enter it. (The "fake wall" message is part of ZZT itself.) The tone of the dialogue is strange - was it copied from another game file? And going south from here...

...you reach the end of the game, which is my own "THE END" message from the end of Castle of ZZT, shifted up on the board a bit with the red/grey type of background from above added. And then it ends - no further clues are offered. This is the only way to finish the game, as the boards that would have let you escape the intended route south from the main entrance have been deleted or overwritten.

After discovering the switch of files I asked the site's admin, who I think at the time was Quantum P., and he helped put the real version up - but I saved this oddity to preserve it. The readme accompanying the ZZT world file was left intact, and my name was still on the game with no other credit added. With the game largely unaltered at the start, was the idea to make people think that they were playing my game and then for it to appear that I'd gone mad halfway through? That's my only guess - they had clearly put a fair amount of effort into whatever it was they were doing, but I never worked out who this was or why they did it.

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