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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Author: Multimedia Mike

Gender Wars

Posted on February 14, 2007 by Multimedia Mike

Gender Wars is another game that doesn’t strictly need any MobyGames data from me. But it’s a game I haven’t yet experienced. And what game could be more appropriate on Valentine’s Day? This is another game from the eBay 50-lot grab bag and came with no manual when I received it.

Executing the game launches into what is intended to be an academic point/counterpoint historical discussion about how the great Gender War flared. It quickly devolves into escalating barbs between the male and female historians. Drink it all in:



At its core, Gender Wars is an isometric perspective strategy action game. Your mission is to assemble a team of suitable soldiers for a variety of missions, sometimes bloody, sometimes sneaky. You have a selection of team leaders and soldiers from which to build your team of 4. Various soldiers are rated differently in 4 different attributes which is supposed to make some soldiers more suited for certain missions than others.

Mostly, the game is an excuse to exchange ruthless, equally sexist barbs at both genders. Here is a shot from the FMV sequence when the men approach their drop point. One is drunk and can’t offer much-needed assistance in landing the craft:


Gender Wars -- Men's Drop-Off

Here is the first mission briefing for the mens’ side. I retyped it because the screenshot was tiny and indecipherable:


Right lads, Coach (The Patriarch unless you’d forgotten who THAT was) has got in mind a little mission for us. It’s our job to stealthily infiltrate the female city and cause as much destruction and mayhem as is manly possible.

This will be the start of a cunning scheme to once and for all overthrow the Matriarch and her evil harlots.

Our target is their egg-shed. They reckon it’s well guarded but one of our lads could get through wearing only a pair of boxer shorts and armed with a can of beer. Once you’re inside grab the storage tubes and kill any women you see. The supplies you need are in repro-tower B but if you accidentally go to the wrong one and lots of women should accidentally die because you accidentally riddled them with laser bolts, I’m sure the Coach will understand that you were confused and misguided by the emotional effects of war. Our Boss knows the score. Remember, body count up, female population down.

As you might be able to guess, I’m just trying to fill up space here. I didn’t play the game too long. I had trouble figuring it out. Plus, real time strategy is another genre that I have never gotten into. I’m pretty sure that’s what this game is. It’s hard to gauge since I don’t have much of a reference point. Please correct me if I’m wrong. Here’s an action screenshot depicting the manly men invading a female lounge area:


Gender Wars -- Action

You lead your team around the base, through series of elevators and corridors and lounge areas on your way to the mission goal. Kill any women you see. A lot of games where I control just one entity confuse me. These games where I am expected to control multiple entities in real time are always beyond my grasp. You can issue orders such as “fire at will” or “wait for my signal”. Plus, the character you are presently controlling only fires when you indicate; the others are operated on some limited AI. When I enter a new room, the other soldiers may or may not follow. This game reminds me a lot of Powermonger — the virtual cat herding simulator — in this regard.

I’m just thankful that there was an instructional text file on the CD-ROM. This isn’t exactly a point & click interactive movie (though I do like the FMV on offer). I didn’t quite understand this segment of the keyboard quick reference. Is there a range of keys between PgUp and PgDn on some keyboards?

 PAGE UP  - Fire at Will - soldiers fire at anything that moves
            On my Signal - soldiers only start shooting when you do
            Defence Only - soldiers shoot when they are attacked
 PAGE DN  - Fall Back    - soldiers retreat and `fall-in' behind you

What kind of fun do the ladies have in Gender Wars? I’ll end with the briefing for the first female-on-male mission:


As the Matriarch lays down her plans to annihilate the Patriarch’s interbred forces, we have been blessed with the task of gathering information about their so-called Military Corps.

The Communications Sector is the backbone of all the city’s information exchange. If we access their computer terminals we can insert listening programs that will send copies of all their communications to our base. The squad should be kept small for this mission, to minimise the chance of alerting the enemy to your presence.

You will be given four encrypted cards, each of which must be placed in a different terminal. You only need to insert one card to complete the mission, but if you insert others our listening system will be more secure. Some of the messages that we will receive are certain to be encrypted so try to get your hands on a decoding card. Unfortunately you will have to kill one of the senior staff to get one. Oh dear, what a pity.

Once the mission is complete return to the pickup point for your triumphant return home.

Happy Valentine’s Day to you and yours.

See Also:

  • The Lawnmower Man, also developed by SCi

At MobyGames:

  • Gender Wars
Posted in DOS Games RTS Games | 5 Comments

Special V-Day Message

Posted on February 14, 2007 by Multimedia Mike

For all I know, some of my gaming brethren out there might be struggling on this day of love and giving and giving love because their selfless devotion to digital challenges has left them little time to pursue outside interests. Just an illustrated reminder from Danny Vermin in Johnny Dangerously:


“Dames was put here on this earth to weaken us…
Valentine's Day-- Chun Li

“drain our energy…
Valentine's Day-- Metroid

“laugh at us when they see us naked.”
Valentine's Day-- River City Ransom


Posted in The Big Picture | Leave a comment

Movie Player

Posted on February 13, 2007 by Multimedia Mike

Over on my main blog, I have detailed an outlandish brainstorm which is a direct result of my anguish over having played too many interactive movies in such a short time. Give it a read: Dynamic Uninteresting Movie-Based Adventure System Simulator.

Posted in Interactive Movies The Big Picture | Leave a comment

Skateboard Park Tycoon, Part 2

Posted on February 13, 2007 by Multimedia Mike

I told you I would revisit that Skateboard Park Tycoon game. I thought tonight would be a good night to do that thanks to the resoundingly dull experience with last night’s sim, Restaurant Empire (which, to be fair, I will probably revisit as well because I just feel that it should get better). There was at least one facet of SBPT that I had not yet experienced and that was the actual skateboarding action. Before I got into that, I wanted to try my hand at a new game and build from scratch with a fresh cash allotment.

There are three properties to choose from at the start, differing in quantity of real estate. There are also three difficulty levels to choose from: Easy starts you with $50K, medium is $10K, and hard is a measly $5K. It’s a good thing I started on easy again since once my park really got rolling, it seemed to hover in the neighborhood of $35K.

One of my first projects was to lovingly craft this monstrosity:


Skateboard Park Tycoon skating monstrosity

It looks sort of neat but scarcely any skater wanted anything to do with it, save for the platform on the lower left corner of the picture. That was an expensive lesson learned for when I start a new game.

5 days into my park’s operation, my first skater showed up. I’m not sure how that compares with my last game when I wasn’t really watching (and when I thought the skater was a mouse and tried to squish it). I sprinkled a variety of support structures all around the park which seem to satisfy the customer base. I also used the zoom feature (via the mouse scroll wheel) — something I discovered late in the game during the previous investigation — to great effect which allows me to have much more control over placement of objects. I created a network of railings of varying elevations in one corner platform which saw a fair amount of use. I also created what I would later refer to as the pain pit:


Skateboard Park Tycoon pain pit

Ironically, this actually fulfills my initial goal laid out in my first SBPT post– to make sk8rs hurt. It seems to be immensely popular despite the fact that about 95% of the patrons go flying off into the pile you see on the right side of the picture. They dust themselves off and, like moths to the flame, come back for more.

But I finally started to hit my stride when I constructed this attraction:


Skateboard Park Tycoon structure

I forget what it’s called, but I was careful to make it in 2 sizes because the manual emphasized that you needed to cater to a variety of skill levels. Indeed, these structures saw significant use. Another statistic the game provides is how much patronage each skating structure is receiving.

With much apprehension, it was finally time to try skating. Just like the main simulation part of the game, I wish I had tried the skateboarding portion earlier.


Skateboard Park Tycoon skateboarding

It’s not so scary after all! Actually, it’s extremely rewarding to be able to skate around and explore the park that you have carefully crafted using this 3D perspective. Above is my commandeered skater about to head up the ramp to the popular skating structure. I didn’t have time to try much in the way of tricks. I guess I can look forward to devoting at least one more gaming evening to this title.

Posted in Simulation Games Sports Games Windows Games | Leave a comment

Restaurant Empire

Posted on February 12, 2007 by Multimedia Mike

I’m doing something unusual because it’s my blog, my experiment, and because I can: I’m playing a game for which I don’t need to gather data for MobyGames. I bought Restaurant Empire some years ago with the honorable intention of actually playing it. Tonight I finally tried.


Restaurant Empire Title

I figured that my experience with Skateboard Park Tycoon should have prepared me for this virtual restaurant simulator. True, it did help me get into the genre and pump me up in anticipation of this game. But in the end, it just turned out to be completely dull. I’m not sure what I was expecting exactly. I think that maybe I got the impression from the jewel case copy that the game also served as a database of the 180 recipes that you had at your disposal at various junctures of the game.

The game’s story (I didn’t realize simulation games needed those) is that you were inspired to attend chef school by helping out in the kitchen of your uncle’s fancy-schmancy Parisian restaurant. After graduating with honors, you visit the uncle to learn that he retired from the restaurant business 4 years prior. And that he has retained ownership of the piece of prime Parisian real estate and has essentially left it uninhabited for that duration. See, it seems that OmniFood — apparently the Electronic Arts of the gourmet food biz — is gobbling up the gourmet restaurant market. Our determined, yet inexperienced chef, sets out to challenge OmniFood and set up a competing empire.

The first step in this grand master plan is to — sigh — decorate the interior of the old restaurant that your uncle says you can now run. SimInteriorDecorator. What can I tell you? This just isn’t what I was hoping for in any video game in this experiment. I mean, it’s not as bad as an I-movie, don’t get me wrong. But when I have to choose between a rosewood side table and a redwood center table and decide where to put it, that just doesn’t mesh with my personal gaming tastes, and you know that I’m willing to put up with a lot for the sake of this project.


Restaurant Empire Interior Decorator

At first I was a little concerned when I could not locate the game’s manual. But that’s no matter since the game has a thoroughly hand-holding spoken tutorial to guide you through every aspect of the game. On balance, I think I preferred SBPT’s approach of just letting you have at it and trying all the buttons until you gradually figure things out. This game is every bit as micromanaged as SBPT, though, right down to the different fonts used for the header vs. contents of the menu you must lovingly assemble. I chose stuffed peppers for the main course of my menu, something that has a cost of $1.04 but retails for $16. Impressive. But that’s because there are plenty of other costs involved in running this restaurant. Like a $20K booze license if I should want to serve the stuff.

Maybe one day I’ll get back to this one, perhaps after I have given Skateboard Park Tycoon a more thorough examination.

I took a brief look through the data files installed onto the hard drive — I was curious what was occupying ~650 MB of disk space. There are many straightforward text files which merely contain scripts in some language I don’t quite recognize. I imagine it’s some proprietary matter. The scripts define object movements and placements and even dialog trees (more like dialog trunks since they don’t branch in any meaningful way). Here’s the script file labeled ‘Explode.txt’:

ParticleSystem "CandleFlame" 1.00
{
   Position = XYZ(0, 0, 0)

   EventSequence "BOOM"
   {
      LifeTime = 1
      EmitRate = 1500
      EmitRadius = XYZ(random(-5,5), random(-5,5), random(-5,5))
      Gravity = XYZ(0, 0, 0)
      Texture = "P_Glow_01"
      NumParticles = 100

      Initial Velocity = XYZ(random(-20,20), random(-20,20), random(-20,20))
      Initial Size = 10
      Initial Color = RGBA(255, 255, 255, 230)

      Fade So At 1 Size = 1

      Fade So At 0.25 Color = RGBA(Random(245,255), Random(111,121), Random(111,121), 180)
      Fade So At 0.5 Color = RGBA(Random(245,255), Random(53,63), Random(53,63), 125)
      Fade So At 0.7 Color = RGBA(Random(245,255), Random(53,63), Random(53,63), 60)
      Fade So At 1 Color = RGBA(110, 81, 253, 0)

      Fade So At 0.25 Velocity = XYZ(random(-50,50), random(-50,50), random(-50,50))
      Fade So At 0.5 Velocity = XYZ(random(-70,70), random(-70,70), random(-70,70))
      Fade So At 0.7 Velocity = XYZ(random(-100,100), random(-100,100), random(-100,100))

   }

}

Further, there is an anim/ directory that has pairs of files: the first has a .am2 extension and the second has a .am3 extension. The .am2 file is large (megabytes) and the .am3 file is small (kilobytes). I postulate that the latter is an index into FMV-type compressed data stored in the former. But quick exams of both file types reveal that they are more likely to be 3D engine data.

Posted in Simulation Games Windows Games | Leave a comment

More About Periodic Gaming

Posted on February 12, 2007 by Multimedia Mike

So here I am trying to play a different game every day. That’s nothing (but you knew that). Via the MobyGames forums, I just learned of a blog on which a developer named Petri Purho is trying to create a new game every… well, not every day, thankfully, but every month.

Check it out: Kloonigames: Monthly experimental games.


Calendar Date

Posted in The Big Picture | Leave a comment

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