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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Action Games

Positech Racers

Posted on March 23, 2007 by Multimedia Mike

Earlier today, I asked the MobyGames admins to completely obliterate an entry that I entered a long time ago when I was new to the database. I realized there were a bunch of things wrong with it and it was easier to perform a summary “do-over” than submit a series of corrections. The game was entitled Space Racers, or I thought it was. In-game, the title was Rocky Racers. This game is another one of those credit card form factor mini-CDs published by Selectsoft as “Pocketware”. Now that I realize that they like to gratuitously rename games, I need to change the title, the publisher, the description, the release date, everything.

I played Rocky Racers again tonight. And since that was quick enough, I picked out another random game from the pile: Kombat Kars. The company name on this one sounded familiar: Positech, same company that did Rocky Racers. Guess what? Kombat Kars is essentially the same game with slightly different art and music! In fact, the brief credits screens for each game are exactly the same (one guy doing programming and graphics, outsourced music, and 3 playtesters; I pity that trio, more on why in a moment).


Rocky Racers Gameplay

Rocky Racers, a.k.a. Space Racers, involves 4 outer space ships racing around an asteroid-delimited 2D race course. Multiplayer is possible via TCP/IP or IPX, or the balance of ships is controlled, rather ruthlessly, by the computer. Any of the ships has the capacity to fire on other ships or activate a tractor beam in an effort to slow their progress. It’s also possible to work your way outside of the asteroid boundaries. However, there are a number of waypoints that you are expected to cross and if you miss any, the game will complain and presumably disqualify you from winning.

Not that I would know for sure. The controls are very difficult to use. Or maybe the ships are too quick, or the track is too confined. I found it all very difficult. The other ships fought ahead of me in short order and got way out ahead of me while I was still constantly bouncing off the game’s eponymous rocks. I didn’t get far. Those 3 playtesters must have been a patient bunch.


Kombat Kars Gameplay

Kombat Kars has cars instead of spaceships and, while apparently published a bit later than Rocky Racers, isn’t quite as involved. There is one less track (8 vs. 9), no multiplayer support, and no tractor beam, though that last feature might not make as much sense in context. I found it just as frustrating to play. These 2 are such pretty games and should make for awesome casual distractions. I really wish they had joystick support as that probably would have made gameplay easier.

This is the person to blame for these 2 games. He still appears to be gainfully employed in the same field.

At MobyGames:

  • Rocky Racers
  • Kombat Kars
Posted in Action Games Windows Games | Leave a comment

Persistence

Posted on March 22, 2007 by Multimedia Mike

It was a difficult night with the games. But I was determined to play a new game and it finally paid off, in a manner of speaking. I’ll chronicle the brief adventure:

The first game I tried was Eraser Turnabout, apparently based on the 1996 movie with Arnold Schwarzenegger and Vanessa Williams. I wanted to give it the standard fair shake but the game wouldn’t let me:


Eraser Turnabout absolutely requires Windows 95

“The OS is not Win 95. Eraser Turnabout only runs under Windows 95.” — retyped for the benefit of hapless would-be gamers googling for tech support. The game comes from Imagination Pilots who have all of 2 other games to their record in the database, and one is an interactive movie.

I want to point out a few other technical aspects of this game before I assign it to the “couldn’t make work” section of the Master Play List. The game material I have (2 CDs and back CD cover; no art or instructions or adornment) prominently boasts Intel MMX technology used in the game. MMX chips first hit the market in 1997, per my understanding; this game lists a copyright date of 1996. Early adopter, I guess. The game has lots and lots of Indeo 4/AVI files and Smacker files. There are also miscellaneous temp files and directories left around the filesystem structure. Seems a bit sloppy.

So that was a bust. Let’s look at one of several Pocketware games. What happens here is that a company called Selectsoft licenses a bunch of fairly simple yet graphically pleasing computer games for redistribution on these adorable credit card form factor mini-CDs. Here is Star Scrambler, which contains ~40 MB of data:


Star Scrambler Pockerware CD-ROM

Sounds exciting. Let’s try it out… noooooo! How can this be?!


Star Scrambler/Astro Assembler

It’s a repackaging of Astro Assembler. Who knows? Maybe there will be some further intelligence provided in this version that will indicate who actually developed and who published this game. I need to know because that’s hanging up my MobyGames submission on this game right now. Nope; everything looks the same as before– manual, game, and everything. If I were to do a byte-wise comparison of all files involved, they would likely be identical.

Let’s move swiftly on to another Pocketware mini-CD. This one is called Trax: The Robot Wars. It has ~80 MB of data on its surface, ~70 MB of which belong to one big WAV background music track. It works, so it’s my game for tonight. To sum it up, it’s a life and death game of bumper cars.


Trax: The Robot Wars

The title makes the game sound a lot more epic than it really is. There are several modes in the game. The first is Ascent, where you battle one other computer-controlled car at a time to rise up through the ranks. You defeat the other car either by pushing it out of the ring and hitting it enough times so that it blows up. The other two modes are Battle and Tournament where you can configure up to 4 cars, either human or computer-controlled, to have an all-out war in various arenas. You can win money with which to customize and your vehicle to gain a bigger edge.

So you can select to play against 3 other CPU opponents. That makes things marginally interesting. I settled on a strategy of staying out of the way and avoiding the other 3 cars until there was only one other car. Then I rolled around the arena as nimbly as I could and hoped that the CPU car would fall off the edge.

Another mildly amusing feature is that all 4 cars in these battles royale can be configured as CPU players. This is great for the really lazy gamer, such as yours truly.

Posted in Action Games Windows Games | Leave a comment

Astro Assembler

Posted on March 10, 2007 by Multimedia Mike

Astro Assembler comes from a brand new batch of obscure software recently procured from an eBay store. It’s another lost gem courtesy of PC Treasures, Inc., the publisher responsible for all of those Super Target dollar specials that I have reviewed thus far. It finally occurred to me to investigate their website this evening and I realized that there must be well over 100 games in their OEM catalog that I don’t have and that probably aren’t in MobyGames yet.

One reason that a number of these games are not yet in the database is probably that a number of them were licensed from non-American development houses (whereas the vast majority of MobyGames records come from American games). Based on some of the names involved with this game, I am guessing it comes from Portugal even though the main title looks somewhat Japanese at first glance:


Astro Assembler Title Screen

The box copy sells the title as a relentless action game. Let’s see if it lives up to the hype. What kind of game are we dealing with here? It shapes up to be a vertically scrolling shooter, what I liked to call fly-through, shoot-em-ups when I was growing up. Gradius and R-Type seemed to be the archetypes and were always among my favorite brainless action games though they were frustrating beyond belief, principally due to the fact that one hit did you in. Astro Assembler is no exception to the rule.

AA is gorgeous, to be sure, though a little sparse on music despite the promise of 15 CD audio tracks in the game. The graphics shine throughout. 3D rendered spaceship enemy sprites swoop from different planes onto yours for the attack. The scrolling starfield and tumbling background asteroids are beautiful, and the explosions are crisp.


Astro Assembler Action

It takes me awhile to settle on a satisfactory control scheme. There are several default keyboard layouts from which to choose. I can’t get used to any of them. Finally, I remember to plug my gamepad into my new computer and I have that option available to me. Unfortunately, it doesn’t work! When I configure for joystick, I can navigate the game menus just fine but the in-game ship won’t respond to me. Fortunately, I found the option to customize a keyboard control scheme and I come up with a halfway decent one.

One of the first features I noticed was that holding the fire button results in a rapid, continuous stream of fire. This seems like the desirable approach. However, this type of offensive power only works against flying opponents. There are all types of things to hit on the ground (various solid objects passing beneath you in space). These include enemies and powerups that need to be hit before collected. Nailing these targets requires a missile and missiles aren’t fired as quickly as the main cannon, though you can speed up the rate of fire by manually firing.

I should mention that the “Assembler” part of the title comes from the feature that allows you to assemble various upgrades to your craft if you gather enough powerups. I would show you this if I could possibly make it far enough into the game, even on the easiest skill level.

So committed are the authors to maintaining an authentic arcade feel that the high score initial entry mechanism forces you to cycle through letters using the left and right controls and select initials with the fire button. I only mention it because it’s sort of a pet peeve when PC games don’t take advantage of the keyboard in these situations.

At MobyGames:

  • Astro Assembler

See Also:

  • Astro Assembler Archived at Internet Archive
Posted in Action Games Windows Games | 2 Comments

Tek Kids Closure

Posted on March 9, 2007 by Multimedia Mike

Tonight was the night that I set out to achieve closure on the whole Taco Bell Tek Kids Flash-Ops series. To pump me up for the occasion, I purchased a representative selection of fine Taco Bell cuisine, including nachos, burrito, taco (chalupa, to be technical), and that curious Mexican/Italian crossover fare, the Mexican pizza. All are pictured here next to the 4 Tek Kids games destined to become merchandising classics:


Taco Bell Tek Kids Feast
Click for larger image

Fortified with the foregoing food powerup items (as in the game), I was ready to load up the Aqua Zone and Sky Fortress episodes again, ironically attacking them with the pacifist strategy I had worked out. Don’t shoot anything, just maintain power levels by picking up fuel tanks, plus the occasional Taco Bell powerup if I accidentally bump any bad guys. It takes a little while and some practice but I finally make it to the end of the Aqua Zone where the Tek Kid takes out this aquatic structure:


Aqua Zone Ending

This is strange because I thought the target was an underwater sub. Then again, the sub shown in the intro might have just been your ride to the scene. Similarly, the X-perimental aerial aircraft carrier Albatross is not seen at the start of Sky Fortress, only a large, civilian-style jet presumably to launch you into your mission. Here is the assault on the airborne aircraft carrier:


Sky Fortress -- Taking Out The X-perimental Aerial Aircraft Carrier Albatross

This is even stranger since I distinctly recall from the intro of Sky Fortress that they were supposed to recover the XAA Albatross on behalf of the U.S. Air Force. Someone up the chain of command is going to give these Tek Kids a time out. But I now have all the codes:

  • Aqua Zone: 4GH7
  • Polar Challenge: PXM6
  • Data Island: AR93
  • Sky Fortress: 8E3H

Selecting a specific letter from each code yields the final secret code of AGMH. This triggers the final sequence where the 4 Tek Kids take their spaceship up to Havok’s orbiting satellite, where he probably, and foolishly, believes that he would be safe from spying minors.


Tek Kids Flash-Ops Finale

The preceding screenshot captures the Tek Kids’ abject astonishment when they find Dr. Havok and realize that he has totally ripped off Doctor Octopus.


Tek Kids Flash-Ops Finale

Our young heroes defeat the madman by moving around so quickly that the tentacles become tangled and then they maneuver behind to press some auto-destruct button on the suit, which destroys the suit but not the human. A suit from the bureau comes up to the spaceship to apprehend Dr. Havok and congratulate you, thus ending the south of the border odyssey.

Posted in Action Games Licensed Schlock Taco Bell Tek-Kids Windows Games | 1 Comment

Tek-Kids Flash-Ops: Mission: Sky Fortress

Posted on March 8, 2007 by Multimedia Mike

It was another late work-related night. You know what that means: Another Taco Bell Tek-Kids game! Actually, this is the last one that I have in reserve: Mission: Sky Fortress.


Sky Fortress: drop off

Wouldn’t you know it, that wily Dr. Havok is up to his old dirty deeds again when he steals a technological device capable of great destruction. The game acknowledges the passé nature of the good doctor’s exploits by stating that the device will be used for his usual evil purposes, implying that even the game engine is getting tired of this schtick. Conspicuously absent is any overriding environmental theme. Get this, though: the device in question is eXperimental Aerial Aircraft Carrier, the XAA Carrier “Albatross”. I wonder if our brilliant mastermind is aware that that’s not exactly a revered bird of prey?


Sky Fortress: gameplay

The gameplay features the same dual-maneuvering gameplay mechanic as seen is Mission: Aqua Zone. Using the cursor keys maneuvers your craft in the same direction as the key pressed while aiming the target zone in roughly the opposite direction, making it extremely difficult to collect items and line up shots at the same time. Oh, and the primary enemy in this episode is the flying monkey drone; that’s worth mention.

I plan to replay both Aqua Zone and Sky Fortress soon so I can complete both missions and unlock the secret mission using codes from all 4 regular games. The strategy will be a pacifist approach: just concentrate on collecting fuel tanks and dodging enemies until the end of the mission.

Posted in Action Games Licensed Schlock Taco Bell Tek-Kids Windows Games | Leave a comment

Independence Day (Windows)

Posted on March 7, 2007 by Multimedia Mike

I have to qualify the platform of this game with the title since I also have the Sega Saturn version which will probably come up in the experiment sooner or later. Indeed, Independence Day, based on the 1996 movie, has a total of 3 platform ports including the PlayStation, and none have screenshots in the database. Why the mystery? I shall be the brave soul to take on the savage aliens.

I suppose I’m lucky in a way since I generally get to experience these older games with the maximum features on offer. ID4 for Windows allows the player to select between a 3D MMX software engine and a Direct3D HAL engine. Naturally, I choose the latter hardware option along with 11 kHz stereo audio rather than the plain monophonic option. High-end.

The object of this game is to fly a jet, shoot down alien fighter craft, and ultimately bring down a bunch of gigantic alien ships. I see from the instruction manual that the control scheme is slightly reminiscent of Descent, which strikes me as a bit cheesy. Fortunately, it’s not precisely the same; the jet is always moving, never stationary although you can throw on the “air brakes” to slow way down temporarily.


Independence Day -- Aiming For A Generator

The beginning of the game shows you some cinematics lifted from the film. The jets approach the big ship, get their collective rears handed to them, and then fall back to the Grand Canyon to continue the battle. Strategically, no voices or likenesses of actors from the movie are ever heard or seen. Unlike in the movie, one of the city-destroying alien ships follows you to the Grand Canyon. You first mission is to take out its 4 shield generators and then fry its main cannon.

So you’re bounded by some uninspired canyon landscape below, a flat spaceship surface above, and the alien forcefield on all sides. Boundaries, we need boundaries. Also, all objects are essentially rubber in this game. If you hit anything, you sort of slide and bounce off into a different direction. Sometimes your aircraft sustains damage as a result but you have the check your power meter in order to know since there are no audible or visual cues to indicate hurtful encounters.

I realized that I’m thinking too hard about the game at first. The gameplay isn’t complicated and you don’t have to aim. When you fire your bullets, the cannon just points to wherever the auto-aiming facility is pointing. The alien fighters would be impossible to hit were it not for the audible “You’ve got tone” chatter from your wingman to indicate that you really ought to fire off a missile. Hitting the generator requires constant sweeps back and forth past the stationary targets until I remember about those “air brakes”. Eventually, I somehow bring down one of the big craft. The game rewards me with an overly long sweep of practically the entire unremarkable ship along with clipped canyon polygons below.


Independence Day -- Successful  Mission

All told, I find the controls to be incredibly awkward. I can’t wait to see how the design crew transposed all the controls onto the Saturn controller.

When I procured and investigated the Sega Saturn version of this title many years ago for the purpose of multimedia study, I found that it had a number of multimedia files bearing the extension .egg. I was always curious if the other platform ports used the same format. Amazingly, no! At least the Windows port uses uses yet another custom file format, this one with the extension .yqs, and it’s a completely different format inside.

Posted in Action Games Windows Games | Leave a comment

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