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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Author: Multimedia Mike

Deer Avenger 4

Posted on March 3, 2007 by Multimedia Mike

I’m that much closer to collecting the entire Deer Avenger quadrilogy. Apparently, the joke hadn’t completely worn out with the first 3 Deer Avenger games and Hypnotix went ahead with the fourth game in 2001. One day, I will probably see the transition from #2 to this game, Deer Avenger 3D. Without that game as an intermediary, #4 is the biggest technological leap I have ever seen for a video game franchise since the jump from 8-bit Metal Gear to PlayStation Metal Gear Solid. This time, the game is a full-fledged first-person shooter. I concede that the graphics are quite amazing, but don’t forget the kinds of games I’m used to. In fact, this game is capable of running at any supported resolution from 320×200 all the way up to 1920×1440 on my machine. So I run it at that highest resolution and it takes a proportionately long time to capture a screenshot. This is the only game I have ever run at 1920×1440 aside from the Unreal Tournament 2004 demo.

The game starts off in Bambo’s cave dwelling which has a remarkable home theater setup complete with a cave-mounted flatscreen television.


Deer Avenger 4 -- Intro

From here, Bambo has the option of watching any of the opening animations from any of the 4 Deer Avenger games. There is ample space for a trophy case and then four different passageways to differents states, 3 of which are boarded up at the outset. So I go with Idaho, my only choice. This thrusts me into a wide open wilderness that appears to go on and on at first glance. Closer inspection, however, reveals that it’s actually a large arena walled off by slightly higher hills than you can ordinarily run over.

The game makes effective use of 3D sound and I hear someone singing and strumming a guitar. I follow the sound until I happen upon a hippie specimen. I sneak up on him and open fire. Predictably, he freaks out and starts running around the woods. He’s easy to catch and I keep plugging him with my side arm but he just won’t stay down. I would eventually realize that he is in tune with nature and is actually here to help me, despite my cursory efforts to treat him as I would any other human in the game. This assistance comes in the form of food powerups which are actually used for actuating 4 different types of farts.


Deer Avenger 4 -- Gameplay
Deer Avenger 4 action screenshot

I quickly establish a gameplay routine that works like this:

  • Run around the arena landscape collecting any powerups I can find; these seem to be most abundant along the perimeter.
  • Activate the magnet fart (broccoli) whenever available since that is alleged to attract hunters. This strikes me as being as ineffective as calls were in the first game for the same purpose.
  • After a few minutes of tooling around the forest, a hunter inevitably appears. You know that they are on the map when the country twang music kicks in. You can also hear them somewhere in the distance. You can try to follow the sound of their voice or you can make use of your Taco Hut-powered compass fart which will blow in the direction of the hunter. Magical.
  • Make a bee line for the showdown with the hunter, using a rocket fart-powered assist from a hot dog powerup if you are in a serious hurry.
  • When the hunter is in view, things degenerate into a serious dogfight. Take cover and get in a shot whenever possible. You can’t take much damage so be extra careful or risk playing through the above steps again and again.
  • The hunters seem to have better weapons and aim, at least at the outset of the game. At least you have infinite ammo, though you do have to reload occasionally from your infinite stock. If you can get close enough to a hunter, unleash the chili-powered nuclear fart for a quick resolution to the hunter conundrum.

Yeah, vulgar and disgusting, just like the rest of the Deer Avenger series. But undoubtedly an effective use of fog effects available on advanced video cards.

Posted in FPS Games Windows Games | 4 Comments

Flash Traffic: City of Angels

Posted on March 2, 2007 by Multimedia Mike

Flash Traffic: City of Angels is an interactive movie that has held my curiosity ever since I spotted its MPEG trailer on an ATI installation CD quite a few years ago. At first, I thought the content of the trailer was supposed to be a joke, what with a vaguely Jerry Seinfeld-looking DEA agent kicking off the affair followed soon after by a somewhat goofy gunfight. Don’t believe me? Watch the trailer yourself:



Thanks to this gaming experiment, it occurred to me to go searching for the game, even though the corresponding MobyGames entry is fairly complete, I still wanted to experience this game. In fact, I have been using this method to scavenge for a number of old games that aren’t yet in MobyGames– think of an old game I’ve heard of and would like to play, search for an eBay store that has it, and find other obscure titles they have in stock. I managed to procure a copy of this game, still wrapped and with a “Review copy — not for resale” sticker on it (as well as a copy of Deer Avenger 4 from the same seller; I only need #3D and the quadrilogy will be complete!). It’s interesting to note that this game comes with an advertisement for Rise of the Robots, a famously sub-par game, to be charitable. Not a good sign.

The game runs great in DOSBox — no surprise there. Let me tell you, interactive movies don’t get much more pure than this. This game plays an FMV clip and then presents you with 3 lines of dialogue to choose from. Repeat, often in circles. That’s it. Most I-movies at least try to throw a few puzzles your way. Tsunami obviously must have thought their story was all they needed to make this “game” compelling.


Flash Traffic: City of Angels -- Intro Briefing

Unfortunately, Flash Traffic doesn’t trust your reading comprehension ability and sees fit to read each dialogue option to you as your roll over the line. Your character has an obnoxious, quasi-Texan drawl. So much for the you-are-there effect. Even though your character is never seen, the creators saw fit to make sure that your character is most certainly heard. I think it’s possible to shut off these line readings but I couldn’t figure out how to click that radio button (seriously, the dialog box wouldn’t let me).


Flash Traffic: City of Angels -- Interrogation

So the DEA raids a suspected drug lab only to find a nuke factory instead. The game is a race by the FBI to track down the bomb before it incinerates Los Angeles. The game copy boasts about being filmed in locations throughout L.A. More specifically, parking garages and empty office buildings throughout L.A., as you will ascertain from the foregoing game trailer. The beginning of the game has you and your partner/underling Dave interrogating 2 guys nabbed from the lab. The interrogations go around in circles until I eventually stumble on a way out of what is no doubt a virtual maze underneath the game’s covers. I don’t even clearly understand what happens next, or really, why the game took this next path, but the protaganists decide to go find “the Korean”. The Korean who has a shoulder-mounted rocket launcher in his car trunk and takes out the FBI van (huh? the FBI tools around in a non-descript white van?).


Flash Traffic: City of Angels -- Korean Rocket Launcher

So that’s my first game over. I have the opportunity to replay, but that only plays from the beginning of the van scene, where there is no other path but certain detonation. I could restore from a saved game, if I had saved up to this point, or I can restart. So I restart and make different decisions but still wind up at the same rocket-propelled dead end.

I searched and found a FAQ/walkthrough for this game. It confirms for me that the game is on par with standard side scrolling action games when it comes to sheer trial & error tedium and that it’s common to follow a path that doesn’t make any sense, such as the Korean situation above. Though on the second play, I actually received the exposition about who the Korean was and why we were off to meet doom at his hands. Naturally, I still couldn’t avoid it.

About multimedia, this game renders its FMV in the standard DOS VGA 320x200x256 video mode using a custom video format named BFI. However, there was a special version of this game and several other Tsunami games that used MPEG video. How to decode in real time on a 486? Using the bundled RealMagic hardware decoding card. A rare artifact in this day and age, but I will continue the search.

Posted in DOS Games Interactive Movies | 5 Comments

Log File Intelligence

Posted on March 1, 2007 by Multimedia Mike

The things you can learn by auditing your website’s log files. For example, I learned from this web page — that was hotlinking one of this blog’s images — that there was apparently a Sega Saturn version of the obnoxious I-movie Quantum Gate, at least in Japan. The page is hosted in Finland so I presume the language is Finnish, and I gather that the game is for sale.

Posted in The Big Picture | Leave a comment

Total Carnage

Posted on March 1, 2007 by Multimedia Mike

There are already several versions of Total Carnage in MobyGames (including SNES, Amiga, Amiga CD32, and a Jaguar version published only 2 years ago). But there is not a PC version, as my CD-ROM for the eBay 50-lot grab bag advertises, so let’s dive in.

This game seems so darn familiar. Where have I heard of it before? When I start playing, it becomes all too clear: Total Carnage was an old arcade game that was ostensibly based on the same engine and gameplay concept as another popular arcade game at the time called Smash TV.


Total Carnage -- Game Play

If you’re not familiar with either game, they are set apart by their control scheme. In the arcade version, the player controlled the on-screen character’s actions with 2 joysticks– 1 joystick controlled the character’s movements while the other joystick controlled the direction of fire. This meant that the directions of movement and fire were completely independent. This works great when you actually have 2 joysticks at your disposal. However, most home conversions have had to make due with the control facilities at the disposal of the nominal PC or console. This makes the game significantly tougher. To be sure, there are many, many ways to configure the game:


Total Carnage -- control scheme configuration

If you actually have 2 joysticks, you can certainly use them. If you have enough dexterity, you can recreate the free form control scheme using lots of keyboard keys. Or a combination of keys and a joystick/joypad. The easiest configuration (for me) is to simply accept the crippled ability and have one firing button on the gamepad so that I can only fire in the direction I am moving. I didn’t get very far with the any control scheme and I tried all kinds of combos. It’s probably just as well. I remember playing the game’s Smash TV predecessor on free play at a vintage arcade. Was that ever a tedious exercise. “Is this game over yet?” was all that my gaming companion and I could say.

Technical: The game has two FLIC files for FMV. Fun. It’s also interesting to note that when DOSBox (v0.65) saved the PNG screenshots, it saw fit to save them as 320×196 instead of 320×200. I have no idea why. Is there an undocumented VGA mode I don’t know about?

Posted in Action Games DOS Games | Leave a comment

February Status Report

Posted on February 28, 2007 by Multimedia Mike

Another month has flown by, which seems to happen regularly thanks to this new mission. Here are the latest games to make it into the MobyGames database thanks to this blog:

  • Curious George Learns Phonics
  • Disney’s Hades Challenge
  • Madeline’s Rainy Day Activities
  • Robodemons

And it may interest — or frighten — some of you to learn that this blog is starting to infect others. WildKard, a major MobyGames contributor, is embarking on a similar new-game-a-day effort. His first review is of a fascinating little indie game called Galcon.

I’ve actually managed to keep this nonsense going for a solid 2 months now. I keep wondering if I should back off a bit. Trouble is, I’m on a roll now and I’m getting so good at selecting, installing, playing, capturing, noting, blogging, and documenting these games, and all in a single evening, that I would hate to lose the momentum. Besides, the better I get at it all, the more fun it is. Still, I may declare one night a week as a break night to do other stuff that needs doing (tax season is upon us in the U.S.!).

However, I just ordered 20 more cheap, obscure, absent-from-MobyGames titles from eBay. The madness! The pathology.

Posted in The Big Picture | Leave a comment

Radio Active

Posted on February 28, 2007 by Multimedia Mike

All I know about Radio Active is what it says on the CD-ROM: “The Music Trivia Game Show.” I really hope that covers pop music from the 1980s and 1990s or I’m sunk. I eventually learned that the game covers trivia on music from 1961 to 1985, so I might have a fighting chance on the later part of the period.

The game allows up to four players to compete in this music trivia game show scenario. Each player selects an avatar to represent them. The avatars are a selection of brazen stereotypes reliably overacting. It works. You have the rebel, the cheerleader, the pirate, the cover girl, and 12 others. Name your player and move on to answering trivia.

The gameplay consists of spinning a wheel, hitting a category, and answering a trivia question. The categories generally define musical time periods, e.g., 61-64. This game is not Y2K compliant. Usually, it’s a textual trivia question with one answer you must select out of 16, which makes guessing quite difficult as you can well imagine. I don’t fare too well at 60s or 70s music question but then luck out with an 80s question when “Deadhead sticker on a Cadillac” sounds familiar:


Radio Active -- Trivia Question

You get one chance to mess up, too. If you answer a textual question correctly, you get a trivia round with a musical melody you must identify. Sometimes, you hit the video category on the big wheel. This is when the game shows you a video of someone who worked closely with a musician and tells you clues about who the musician is. Further, every third round is an extended round where each question has 3 possible answers instead of just the 1. Bonus points galore.

Call me lame, but I can actually envision this game being fun in the right company. However, don’t spoil the game for yourself by poking around in the CD-ROM. The filenames of the QuickTime files sort of give away the answers (e.g., “MCHAMMER”). And this was the avatar I chose, the Rebel:


Radio Active -- My contestant: Mike The Rebel

Enough music trivia, let’s talk about multimedia tech trivia. This game uses (or used) QuickTime v1.1.1. Talk about vintage! Thankfully, I didn’t have to downgrade QuickTime like I had to do with certain other games. What kind of codecs were in use in the first version of QuickTime? According to the files on this disc, Apple Graphics (SMC) and Cinepak.

See Also:

  • Brainstorm: The Game Show, another pure trivia game
  • Something strange about the credits in this game

At MobyGames:

  • Radio Active

Here’s a curious feature of the game: I tried to type in my usual gaming name, “Multimedia Mike”; that was a bit long so I shortened it to my backup of “MultiMike”. The game complained that it didn’t know how to pronounce that. So I backed it off to just “Mike” which is pretty well guaranteed to be recognized, and indeed it was. The game proceeded to verbally address me as Mike. As I played the game I became curious about the mechanism it used to judge the validity of the names. Did it perform some kind of complicated character or phonetic analysis on the names to be able to sound them out? That sounds awfully hard. But the only alternative would be to have a dictionary of common names and prerecorded samples vocalizing each. I was going to start poking at the game to see what kind of names it would accept. But instead, I just opened up the main game data file and went hunting for text strings containing my name.

It turns out there are 761 valid names. I counted them by using a text editor to sum the number of quote characters and then divided by 2. I extracted them all and have listed them in the remainder of this post. Did your name make the cut?

Read more
Posted in Trivia Games Windows Games | 4 Comments

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