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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Author: Multimedia Mike

Old Skool Fathers Day

Posted on June 17, 2007 by Multimedia Mike

Today is Father’s Day in the U.S. While visiting one of my favorite spent video game shops the other day, a mother and her son stopped in. She explained that her husband had expressed interest in a retro-gaming fix with an Atari 2600 during their 9 years of marriage. She had been to about 5 video game shops in the area but this is one shop that actually stocks really old stuff (I picked up another pile of Sega CD and Saturn games). This shop was able to oblige her with one of several custom wrapped packages that contained an Atari 2600 base console, a controller, the hookups, and a Pac-Man cartridge. Price of the nostalgia fix: $50. Plus, they still have a pile of old 2600 carts for a dollar apiece.

So that wife left happy with the Father’s Day present and I trust the hubby is happy today — provided that their current television accepts coaxial input.

Posted in Gaming Memories | Leave a comment

1997 In 1 Travel Game

Posted on June 16, 2007 by Multimedia Mike

So I was flying internationally and there was an onboard duty-free shop. Since I wouldn’t be doing much with this blog during my absence, I just knew I just had to buy this thing and write it up when I returned: Travel Game 1997 In 1 from Premier Portfolio.


1997 In 1

The feature list is a tad sparse. To wit:

  • 1997 in 1
  • Folding design
  • Sound on/off button
  • Batteries included
  • 12 month int. guarantee

Understandably, you might be a wee bit suspicious of the claim that this wondrous little device actually contains one thousand nine hundred and ninety-seven unique games. My first guess was that it had one game and 1997 different levels for that one game. At best, I figured that it would have several different games and hundreds of levels for each.

This latter assumption turns out to be correct. There are, in fact, 14 unique games listed on the tri-lingual instruction manual– err, instruction scrap-of-paper. Several of them, however, are the same concept repeated over and over again.

On a technical level, the game screen has a tall rectangle drawn around the left 3/4. This is the area that contains 200 individually-addressed picture elements arranged in a 10×20 grid. The right quarter has a few other hardwired elements such as the score. There is a speaker that sounds like one synthesized channel which can still produce a useful array of sound effects. The controls allow you to select among the 14 games, play them, force a hard reset to select a new game, and toggle the sound. Further, when starting the system, “MIRADA” scrolls across the screen. Developer, perhaps? I didn’t have time to disassemble the unit to learn more, though the screws are straightforward enough.

Among the 14 games, 3 of them are racing games– “Car Racing”, “2-line Car Racing”, and “3-line Car Racing”. The 3-line car racing game is depicted below (it’s notoriously difficult to obtain quality screenshots on this system):


1997 In 1 -- Racing Game

The mechanics of all 3 games are the same. You can move to the left or right or speed up (since the car moves pretty slow by default). The car racing game just has the player maneuvering on a narrow race track. The 2- and 3-line car racing games have cars in 2 or 3 lanes that you must dodge.

There is a “Tank Fighting” game where you navigate your tank around the field and shoot other tanks will avoiding obstacles. The tanks each occupy 3×3 grid blocks so it’s a pretty crowded game.

A game called “Shooting” simply has a bunch of blocks gradually but relentlessly descending. Shoot them before they reach you.

There is “Single Pinball” and “Double Pinball”. They are both Breakout/Arkanoid-type games. They also strike me as somewhat flawed. It can probably be proven mathematically given the constraints of the system, but I was able to show empirically that it was easy to get the game into a state where the ball followed the same pattern and could not clear a screen until you let the ball drop. The double pinball game differs from the single variant in that there is a paddle at the top of the screen that you are controlling simultaneously with the one on the bottom. I.e., there is no hard border at the top.

I assumed that the game “Shooting Space” would be a Space Invaders clone. In fact, I have never seen anything quite like it. One row of random blocks descends one level, followed slowly by another. You have to shoot more blocks upwards in order to complete lines and keep the blocks from reaching the lower level. It’s sort of like an inverted Tetris.

Speaking of Tetris, this type of hardware lends itself quite naturally to a Tetris-type game. However, it is simply called “Block Game” in this incarnation. This is what it looks like:


1997 In 1 -- Block Game (Tetris)

So I can understand why they would shy away from using the name Tetris. But that doesn’t square with the fact that they openly call their Galaxian clone “Galaxian”.

“Cross The Fire Line” is a Frogger clone when it comes right down to it while “Dragon Pearl” is a variation of the common Nibbles theme.

The unit also has a game called “Crazy Ball” which I think is supposed to be a Pong-type game. I’ve never played the original Pong so I don’t know if Pong is supposed to be this naive. The computer player simply moves back and forth in a constant manner. It’s still hard to beat the computer since the paddle is 1/3 the width of the screen.

One last game– It’s called “Block Matching” and it struck me as the strangest. There would be 3 blocks at the bottom of the screen, e.g.:

  XX  X  X
  XX  X  XX

3 blocks slowly descend from the top of the screen, Tetris-style. They do not initially match the blocks in the same position on the bottom of the screen. It is your job to alter the blocks within the group in order to make them match the bottom blocks before the group reaches the bottom. The left arrow rotates through block types for the first block, up or down controls the second block, and right manages the third.

I bought this odd item on my way back to the U.S. and my first stop was to visit some relatives. My young nephew seemed far more impressed with this device than I was. So I just collected enough notes for this post and let him have it. I’m glad it will get some use.

Posted in Action Games Puzzle Games Racing Games Shooter Games | 5 Comments

Gaming Cartography

Posted on May 22, 2007 by Multimedia Mike

I haven’t posted or even played a game since… oh wow, I don’t even want to think about it. Nope, I am unable to announce my triumphant return to the gaming pursuit and upkeep of this blog tonight. In fact, it’s almost vacation time.

To tide you over for another month, here’s a little something I dug out of my archives: 2 adventure games I absolutely loved on the old 8-bit NES were Shadowgate and Uninvited. These games along with Déjà Vu: A Nightmare Comes True completed something of a trilogy of adventure games developed in the same style. I wasn’t too impressed with the latter game but I liked Shadowgate and Uninvited enough to draw up maps for each game. I have scanned them for your review.

I drew them up on plain white 8×11″ posterboard that was in great supply in my house for some reason. I drew them with pencil and ruler at first to allow for easy correction and then drew over the edges using a darker crayon-like tool. There are several parts of each map with only a portion represented in thumbnail form below. Click for much larger scans:

Shadowgate

Castle Shadowgate map

  • Map top
  • Map bottom

Uninvited

Uninvited map

  • Map top
  • Map middle
  • Map bottom
  • Rough maze diagram

There’s a funny programming story behind that rough maze diagram: The best I could do for graphing paper was a PrintScreen of a GW-BASIC program I had written to manually draw a bunch of lines on the screen. That’s why there’s that “Ok” prompt in the upper left corner. Come to think of it, since I have been playing around with vector drawing programs lately, maybe redoing these maps with such a tool would be a useful learning exercise.

Hopefully, the maps will bring back some pleasant memories or perhaps even inspire some to fire up the emulators.

At MobyGames:

  • Shadowgate
  • Déjà Vu: A Nightmare Comes True
  • Uninvited
Posted in Gaming Memories NES Games | 3 Comments

GW-BASIC Games

Posted on April 24, 2007 by Multimedia Mike

So the family got its first 8088-based PC in 1984. It had the CPU unit with dual 5-1/4″ floppy drives and no hard drive, keyboard, CGA monitor, and dot matrix printer. Quite the luxury for the timeframe. Aside from typing up the occasional book report, I wanted to play games! But those were sparse and the ones I had access to were played heavily.

For some reason, all PCs at the time were equipped with GW-BASIC. I had in my possession a whole floppy disk full of games for this primitive language. I think there was more than one Pac-Man clone, but I can only remember one right now that must have been the least obnoxious of the bunch. Looking back on it, the game must have run in an 80×25 cell text mode. I just remember it was very difficult.

Another game that I distinctly recall is Outpost. In this game, you are stationed in a lonely outpost trying to hold down the fort against numerous ruthless advancing enemies. You have limited supplies but reinforcements randomly made it through. An overhead radar map was refreshed for every turn which updated the enemies’ positions (as well as your resupply unit’s position). If the resupply unit crossed paths with an enemy, well, you would have to spread your current stash a bit thinner. I believe there were various weapons that worked at different ranges and had different levels of effectiveness towards different enemies, whom I believe were identified by their toughness levels (1-5) on the overhead map.

But the GW-BASIC game that I remember the most dealt with being on an island full of monsters. It was Escape From Monster Island, or perhaps just Monster Island. I remember the basic thrust: It was a text adventure where you moved from location to location and fought monsters of varying difficulty for numerous treasures. Some of the treasures were just unusual and for some reason, the only one that I can clearly remember is “XYZ monster is guarding a WANTON NAKED WOMAN”. The name of the treasure was always capitalized.

Does anyone out there have any recollection of these games? Google sure doesn’t.

Posted in DOS Games Gaming Memories | 1 Comment

(Galactic) Swarm

Posted on April 23, 2007 by Multimedia Mike

A new shipment of 9 games arrived today from another eBay seller. None of the games are in MobyGames yet (or so I thought). It may be awhile before I have time to process all of them but I wanted to do my traditional hasty processing of at least one title that really grabs me. To that end, I selected one called Galactic Swarm. A lot of games in this pile come from PC Treasures and were originally developed by companies that I’m beginning to readily recognize. I’m eventually going to be an inadvertent expert on budget-type PC game titles.


Galactic Swarm -- Nebula flyby

Judging from the copy on the back of the sleeve that carried the game CD-ROM, I pegged this as an advanced Asteroids clone. When I checked the readme on the disk, I found out that the game is actually called Swarm, and it already exists in the database. Why is there this need to rename games like this? There must be a good reason, probably a legal reason. Anyway, the MG entry is from the very early days of the database and was so sparse that I pretended it didn’t exist and made it a goal to redo the entire thing.

The sparse, one-line description on the game’s entry confirms that it is, in fact, an Asteroids clone. However, it’s one that has very pretty graphics and also attempts to have a story. Each level begins with a voiceover from the character Saul who gradually explains how he got mixed up in all of this.

Here is Saul in his T-77 taking on an asteroid:


Galactic Swarm -- Asteroid

To get back to the story, mining a substance called EZT is big business and Saul is getting in on the action. It’s dirty, dangerous work, but it’s all he has ever known, or so he intones. However, he also indicates that he is indentured to a big, evil corporation for mining this stuff.

Anyway, there are reportedly over 100 levels in this game and the enemies only get meaner. But there are also plenty of weapons to pick up along the way to gain an edge.

Posted in Action Games Windows Games | Leave a comment

Jungle Legend

Posted on April 19, 2007 by Multimedia Mike

Hi! Did you come here from Google looking for troubleshooting information about the PC game Jungle Legend? If so, I just wanted to let you know that I am also getting crashes from the main menu reporting that final.exe had a problem. At least you know you’re not alone on this vast internet.

…Moving right along, tonight’s game is Jungle Legend. It came in a new batch of obscure games from an eBay seller. Whenever a new shipment comes, I always feel like delving right into at least one of them. Unfortunately, this is the one I chose. Unfortunate because it did not work. The game had IncaGold on the packaging which made me feel good because they were responsible for Hot Wired. It looks like an outfit named Flair Software licensed IncaGold’s 3D engine for this title.


Jungle Legend Main Menu

The game’s installer shows a graphic for 3D Real Hunting. That threw me off somewhat– was it an ad or an oversight on the part of the installation engineer?

The game’s documentation is quite thorough and straightforward about the storyline– skimming… African rainforests… tribes, ancient race… 4 magic stones, correspond to earth elements like fire and water. Okay, I gather I’m supposed to collect the 4 rocks. It occurs to me I almost have enough to write a MobyGames description, except that I don’t exactly know what the gameplay is like. I assume it’s a 3D game, and an action one at that. But I don’t know if it’s 1st or 3rd-person or perhaps side-scrolling.

Posted in Action Games Windows Games | 7 Comments

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