3 more games profiled on this blog have just been approved for eternal preservation in the MobyGames database:
Author: Multimedia Mike
Snow Day Bonus Games
We’re not through with that Gap Game yet. I found this article that revealed the codes for the 2 bonus games on Snow Day: The GapKids Quest The 2 6-digit codes were, in fact, in plain ASCII text in the game executable file. I was sort of expecting something a little more Gap-related.
The first of the bonus games is Skate Race (code: 894367). When I first saw the Pac-Man clone, Snowed In, I fully expected to find this type of game elsewhere on the disc. You’ve surely seen this countless times– one of the most famous incarnations is Nibbles. You have a character that moves in straight lines collecting items and avoiding obstacles. Each time you collect an item, you leave a longer trail behind you which only becomes one more obstacle. The first time I ever played a game like this was on the Intellivision (I remember now! It was Snafu).
Now for Snowball Frenzy (code: 426985). Finally! Overt kid-on-kid violence. This is a first-person snowball shooter. Snow or be snowed. All of the kids in the neighborhood have playfully decided to gang up on you. Fortunately, it seems to be a fair fight since you are apparently the best snowball slinger in town. The goal is to knock out every kid that pops out from behind every tree, fence, snowdrift and snowman. You have a limited amount of snowball ammunition but you seem to get automatic refills when you run out. You also have a power meter in this game. Sustain a snowball strike and lose health. Fortunately, you can parry snowballs with your own.
It’s worth noting that the children squeal with glee when you take them down. More FPS games need that kind of positive spirit.
So I won a game! I won Snow Day: The GapKids Quest! Sing it from the rooftops! That means I went back and finished all 4 of those Snowed In mazes. It’s not so hard once you get a little strategy down. I must contend that those children armed with shovels could take a snowman. But I didn’t make the game so I didn’t make the rules. The ending shows the group of GapKids enjoying hot chocolate indoors. Wearing their Gap apparel, naturally.
What now? I guess I could try to win the game with the other 3 characters. But I don’t think there are any more secrets in this game. When I exit the game after winning it, the game no longer claims that there are more secret codes to wait for.
See Also:
- My first post on this game
- Taco Bell Tek Kids — better than you might expect
- The Lost Island of Alanna — Cherry Coke tries its hand at a promotional game
At MobyGames:
- Snow Day: The GapKids Quest
- Advertising/Product tie-ins game group — you won’t believe some of the products that have received their own games
Favorite Pellet-Muncher?
Tonight’s Gap-themed Snow Day game — with it’s Pac-Man, umm, homage — got me thinking about other Pac-Man clones. Surely, countless clones have come and gone through the years. This one, that I discovered through a bulletin board back around 1992 or so, is CD-Man by Creative Dimensions and is my favorite clone:
It had detailed, high-resolution, and colorful graphics, smooth animation, spider enemies, and new features such as a gated community for which your character needs a key to enter in order to complete the maze. The second maze of the game is water-themed with sharks as enemies.
Around the same time I discovered this game I also downloaded a 3D first-person perspective Pac-Man style game, which was not the first of its kind (I seem to recall an arcade game with the same theme as early as 1989). It was novel in the way that 3D graphics were always novel back then. But when I think back on it now, I don’t know if it was really an idea that worked.
How about you? What is your favorite member of the official Pac-Man family (whose franchise thrives to this day), or perhaps favorite Pac-Man clone?
The Gap Game
(Hi! If you came here from Google in search of the forbidden Gap game knowledge, the codes you seek are 894367 for Skate Race and 426985 for Snowball Frenzy.)
I’ve been looking forward to tonight’s game for some time: Snow Day: The GapKids Quest. That’s right: it’s an actual Gap-based video game, or GapKids to be more precise. The sleeve copy states that the CD-ROM contains 3 games ready to play and 2 more that are unlockable via secret code. Oh dear, I hope it’s not another deal like the Taco Bell Tek Kids Flash Ops where I’m expected to collect a number of different discs. No, in fact there is a different system which will be explained (maybe) later.
Indeed, the game holds true to its title– this is a game about a snow day. Finally! A game that I can relate to on a deeply personal level. Actually, where I grew up, if a snow day were to be called, it would happen early in the morning; rarely, if ever would school let out when it was already in session, as is colorfully depicted in the setup for this game. So school is let out early and our group of carefully multicultural GapKids is free to engage in a variety of fun, frolicky, frivolous games that kids play in such inclement weather. Or not. Maybe I should just show you the specifics of the games.
The first — and perhaps most disturbing — game in the repertoire is innocuously entitled Snowed In. The object is simple: shovel all the snow. You wouldn’t expect a simulation of such a laborious chore to be much fun, and the designers shared your sentiment, so they added killer snowmen to the proceedings:
The above screenshot actually depicts what happens when your GapKid obtains the snowblower powerup in the game– the hunted becomes the hunter and the look of unbridled terror on the snowmens’ faces is priceless. As you can plainly see, this game is a thinly-veiled ripoff of the venerable Pac-Man concept. One key difference is that the 4 snowmen spawn from 4 different places. And if a snowman touches you, your GapKid is depicted as shivering frantically, but not necessarily dying. He does have to start over, but with the same area of snow already cleared.
Next up is Snowman Match. Unlike the previous game which exploits our most profound childhood fears of snow-spawned demons, this is a memory game that briefly shows you a glimpse of a snowman fashionably dressed in Gap apparel. The snowman melts away and 4 new snowmen rise up. You have to match the snowman you just saw, and you have to perform 8 correct matches within a given time limit. It’s not always as easy as it sounds. Sometimes the game throws 4 fairly similar snowmen at you:
The last game that is, per default, unlocked is Snowboard Slalom, a fairly benign downhill snowboarding game where you must dodge trees, logs, rocks, and ice patches but, thankfully, no killer snowmen. Your X-treme snowboarder dude is quite resilient:
Obstacles are merely temporary setbacks and he bounces right back to continue on his downhill trek. The goal is to reach the finish line at the bottom of the hill under a certain time constraint.
There are still 2 locked games. How to unlock the games? That’s unclear, but here is the intelligence that the installation program lends: “Sometime soon, a secret timer inside your Snow Day CD-ROM will ring and your computer will tell you how to unlock 2 secret games! Be sure to check your computer every week so you can find out how to get the secret code.” This is further reiterated when you quit the game:
I want my secret games unlocked NOW! (which, BTW, are Skate Race and Snowball Frenzy and the codes are 6 characters long, or at most 6 characters long). Maybe someone else out there on the vast internet has looked at this first. A quick Google search brings up a brief mention on another of my blogs as well as my master games spreadsheet. I guess I’m the only person out there who has ever thought that this game is interesting enough to write anything about. So now I’m investigating the game a little deeper.
See Also:
- Followup blog post on this same game — I located the secret codes!
- Taco Bell Tek Kids — a shining star among promotional video games
- The Lost Island of Alanna — Cherry Coke’s Myst knock-off
At MobyGames:
- Snow Day: The GapKids Quest
- Advertising/Product tie-ins game group — you won’t believe some of the products that have received their own games
The rest of this post is just me thinking out loud about how to recover the codes, which turned out to be superfluous.
Let’s talk technical: Snow Day is a Smacker-based video game. My first clue to this effect was when I watched the installer program copy over nothing but Smacker files, WAV files, and an EXE file. All of the cutscenes are Smacker files. Further, the backgrounds, character animations, and UI widgets are all Smacker files as well. I am able to see from the directory structure and filenames that there are, in fact, 4 mazes in the Shoveled In Pac-Man clone. I only made it to the 3rd maze. I wonder if formally completing the 3 unlocked games would expedite the unlocking of the other 2 games? My secret gaming shame is that I have never been very good at Pac-Man or derivatives thereof.
Now we get into my favorite computer-related pasttimes: Reverse engineering! There is only one executable file and one support file, the Smacker decoding DLL. I disassembled the executable and looked for interesting strings. The first fascinating string is “Hypnotix”. I recognize that name. I recognize it from a 1995 demo CD-ROM of a Smacker-heavy game called Wetlands. This game bears the name of BrandGames, which is also known to be responsible for Taco Bell: Tasty Temple Challenge which, from the MobyGames screenshots, has nothing in common with this game’s engine. The context in which the “Hypnotix” string appears in the binary is for manipulating Windows registry keys. The registry does have entries in “Software\Hypnotix\GapSnowDay”, but only for CD drive letter and game directory. Thus, I suspect that BrandGames may have licensed the engine from Hypnotix. It also appears that there is a CD check in the game as evidenced by the string “Please insert the Gap Snow Day CD-Rom and then press OK”. But the game still runs fine after installation without the CD-ROM in the tray. A CD check doesn’t make much sense for a promotional game with 35 MB of game data that is copied completely onto the HD during game installation.
I have followed a number of theories to recover the codes:
- I found the Smacker file that notifies the user about the wrong code being entered. I looked up the string in the binary, hoping that it would lead me somewhere interesting. I found the filename, but the logic around it was not immediately obvious.
- The game has to grab characters entered by the user, but I’m not sure which of the standard imported Windows functions does the trick.
- Under the assumption that the string that the user enters is maintained as a string, it would be compared against the correct code string. I see that CompareStringW() and CompareStringA() are being called. Googling these functions brings up Wine references, first and foremost. The usage is quite odd; if I understand this program correctly, it is passing the same string as string1 and string2 into these functions.
So I’m not getting anywhere with this tonight, and I don’t have any good, live analysis tools installed on this machine (i.e., no breakpoints or memory inspection). Perhaps I will get around to installing my old copy of Visual Studio. That could take up to 2 weeks, if memory serves, so it might be easier to just wait out the estimated 2 weeks it will take for the codes to somehow manifest themselves.
I’m still curious about exactly how the game is going to spring new codes on me on a weekly basis. SpyBot doesn’t report any new known spyware, and I don’t think the game installed any special background service (the level of technical ingenuity that went into building the game is certainly not on the same level as writing such daemons). I suspect that when I start the game again at certain times, it will let me know about certain codes. This might imply that the game knows when it was installed (perhaps by checking certain key file timestamps) and checking if the current clock is 1 or 2 weeks later. This could be corroborated by the usage of FileTimeToLocalFileTime() and FileTimeToSystemTime(). I suppose I could set the clock ahead, but I get nervous about doing that for some reason. Perhaps in a VMware session, though?
Check back in 1 and 2 weeks.
Update: Things just got easier when I found this old article that mentions the 2 codes: “For Skate Race, enter 894367; for Snowball Frenzy it’s 426985.” According to the article, the game would periodically tell you to visit your local Gap store to get the codes for the other games. I should try that just to see if they know the codes for this 6 or 7-year old game.
Update 2: See also Snow Day Bonus Games.
Doom For Everyone
Thanks again to Mans for furnishing a FreeDOS VMware image that enabled me to try Lost Eden without resorting to an actual vintage machine. The image came with the now-GPL’d Doom in order to verify that FreeDOS could play a DOS4GW-based game. Since it was there, I had to give it a go for old time’s sake: A brief diversion that’s still fun. I started to wonder why it maintains its enjoyability. Here’s one factor:
You go up the stairs from where you begin into a turret with some body armor. Outside the windows, you can see expansive, isolating mountains. It’s atmospheric. It grabs you. The manner in which the mountains are presented gives a real sense of depth. I just love those mountains. I remember seeing this game — and those mountains — in action in the early days of its release at a local computer shop that was showcasing it on a very large monitor (19″, maybe 21″, whatever it was, it was ridiculously HUGE at the time when 14″ tubes were the norm). And that mountain scene is what made me remember the moment.
Its simplicity is the next engaging aspect. It’s not difficult for a newbie to dive right in and start killing monsters. Story time: In the spring semester of 1997 I was a teaching assistant for an experimental course called Internet For Everyone (incredible! The University of Colorado still maintains a record of the courses for that semester). Despite its high course number, it was actually just a basic internet exposure course in the early days of the WWW. One of the lab exercises dealt with (get ready for it) finding games on the internet. One of the students in my lab found the Macintosh port of Doom sensibly titled MacDoom. She started playing…
I witnessed a curious transformation in the span of a few minutes. She bumbled around the first room where there are few offensive threats to your health. Eventually, she found the door that leads to danger. An alien spits fireballs. She’s sustaining damage. “Ah! What do I do?!”
“Shoot back! Ctrl key,” I bark back. She does so. Monster dies.
Brief calm after the storm… then, wide-eyed, the student exclaims, “That was awesome! What else can I kill?!”
So, yeah, she aced that lesson.
(Here’s an old copy of the Internet For Everyone course materials; note one of the course textbooks on the syllabus: “The Road Ahead” by Bill Gates.)
Lost Eden Redux
I’m glad to know that Gaming Pathology readers are as interested in this project as I am and shared in my disappointment that I couldn’t run Lost Eden. VAG came through with a suggestion to downgrade DOSBox. Unfortunately, even DOSBox 0.63 begs for mercy. I came up with the brilliant idea to actually run the game natively through Windows XP. I was hesitant to do this the first time since I remembered the instructions advising against running under Windows. The game actually does run in the WinXP Command Prompt, but without sound, and only in fullscreen mode. I can’t capture screenshots from any of my utilities and I can’t get the Command Prompt to operate in a window and still play the game.
Mans R. proposed and implemented another solution: A VMware image running FreeDOS. This turns out to work, though, again, without sound. No matter– the game has subtitles which are likely far superior to the voice acting (though the MobyGames entry mentions that some people thought the soundtrack was good enough to release separately).
So I can get screenshots using the VMware image. They come with VMware frames but I have a process to remove those automatically later before I submit them to MobyGames. This is Eloi, a character in Lost Eden, and he is old:
Remember, this is a game about a land of intelligent dinosaurs and the humans who coexist with them. So now I am able to view the intro FMV in all of its silent, subtitled glory. Given the length of the sequences between subtitles, the designers sure were proud of the FMV. It’s actually quite beautiful by 1995 standards. It speaks of a crumbled alliance between the dinosaurs and the humans. Then I am thrust into the first part of the game where I, Adam, the Prince of Mo, must wander around the Citadel of Mo — which is not nearly as large as it sounds, thankfully — searching for the long lost secret of what makes the citadel so impenetrable by T-rex’s. It’s also my birthday, or “coming of age” day, and everyone in the joint has a Coming Of Age Day present for me.
Here is a sample gameplay screen:
On the bottom, there are items that you have accumulated. On the top is your location and the number of characters presently in your party. Characters will come and go during the game, according to the manual. It looks like there are enough slots to hold at least 4 and perhaps up to 5 characters. Clicking on the characters, or right-clicking the mouse, takes you to the status screen where you can pan to individual characters, talk to them, or ask them questions regarding your items. Clicking on your character in this sub-screen will take you to game information (save/exit/settings/etc.). In the primary gameplay screen is a constantly rotating cube as a mouse cursor. You can point to where you want to travel to next, or perhaps whom you would like to talk to next. At first, I was a little annoyed that, unlike Of Light And Darkness, this didn’t appear to have hotspots to indicate where you could move. But, somewhat cleverly, the rotating cube forms arrows as it rotates to indicate possible directions of movements, and transforms into a scaling eyeball icon to indicate that something can be examined.
So far, this is just typical adventure fare. Allow me to spoil the game all the way up until you learn the secret for building T-rex-proof citadels: Wander around the citadel, familiarize yourself with places you can travel, including the citadel foyer, the main hallway, the king’s chambers, your bedroom, the mummy crypt, and the execution chamber. Eloi, the advisor is talking to your dad, the king. Pop says you can’t leave the citadel because it’s dangerous out there. Eloi meets you in your room to tell you to sneak out the side door with Eloi’s sister, Dina, to go visit Grandpa Tau, who’s dying. You stealthily cross the snow-covered plains with Dina to watch their old pterodactyl die. He gives you some items before croaking. You trek back to the citadel and visit the cryptkeeper. This is when he gives you your present of a courage amulet. You give this to Dina to give her courage to enter the executioner’s chamber to talk to the executioner because she has the ability to translate his gibberish. He then gives you your present– the tooth of the guy who designed the citadel. A clue! …
Bored yet? I sure was. I got a little further and figured out the secret to building the uncrackable citadels. Then I got a prism. I didn’t have the motivation to jump through the next hoop and figure out what to do with it. What I’m getting at here is that the proceedings are — at least the beginning of the game — rote adventure game tedium. Alas, I never got to see the strategy or RPG game elements.
Do you still care about the unbreakable citadel secret? There’s a giant lizard underneath the place blowing on a giant horn that apparently scares off the T-rex’s. I think that has something to do with it. Then there is the matter of keeping the citadels safe while they are still under construction. It turns out the secret here is harmonious collaboration between the non-T-rex dinosaurs and the humans. The dinosaurs are on construction detail while the humans fight any T-rex’s who drop by. Or the duties might be reversed. Either way, it didn’t seem that earthEden-shattering. But apparently, it would have been necessary to coordinate that kind of effort later in the game to construct more citadels in order to protect more humans, and probably to re-energize strained dino-human relations.