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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Interactive Movies

The Lawnmower Man

Posted on March 21, 2009 by Multimedia Mike

I have a CD-ROM containing a DOS game based on the 1992 movie The Lawnmower Man. So what we have here is an interactive movie created very early in the PC multimedia era (1993 copyright), based on an early example from the netsploitation flick genre, and created by an outfit called Sales Curve, a name that doesn’t exactly scream “hip, cool digital entertainment”. But, really, how bad could this possibly be?


The Lawnmower Man

What we’re looking at is a game that runs in DOS 320x200x256-color mode that is trying to offer a faithful representation of virtual reality (or what the common perception of VR was in the early 1990s). Technologically, the game is very uneven. Some animations appear to be 160×100 in resolution, doublesized by doubling the width of the lines and skipping the rendering of every other line. Many VR-type animations look like above (and that drives much of the game). And then there is the occasional movie clip digitized directly from the source film, and quantized to a blue scale:


The Lawnmower Man -- digitized movie graphics

I tried to remember something about the movie from all those years ago, but I think I blocked most of it out. I remember all the phones ringing in the final scene, a sign that Cyberjobe had taken control of the world’s computer network. The intro of this game recounts that finale and goes on to describe that the mass ringing caused massive political and economic upheaval throughout the (physical) world. I really don’t know why the game cares about describing the goings-on of the real world when this game is obviously supposed to focus on what happens in the digital realm.

During the same overly long intro, a bunch of Jobe’s enemies from the film get digitized into cyberspace. One digital entity — perhaps an enemy of Cyberjobe, or perhaps just the player’s neutral character — is shown trapped in the all-encompassing cyberspace and Cyberjobe’s lawnmower gets territorial:


The Lawnmower Man -- This is my domain

Right about the time that I start wondering if there is actually a game here, rather than just an extension of the movie, the intro loops. I get the bright idea to press a key and the game begins (quick game design tip: lead into a menu sometime during the opening proceedings). What kind of game is on offer here? One that would severely lower the bar for even the bottom-scraping interactive movie genre were it not for the fact that this game is probably one of the pioneers of the genre.


Lawnmower Man -- Jumping action

As far as I know, this game has 2 actions: Jump and duck. In the opening stage, your virtual character is being pursued by the malicious lawnmower. He runs along a narrow plain and a disembodied female voice advises you on when you should perform which action. Since everything is pre-rendered, there is obviously a tiny window in which you can possibly react with either the up or down key. This game mechanic reminds me heavily of American Laser Games titles such as Mad Dog McCree and Who Shot Johnny Rock?. If you miss that window, as I often did, you are treated to one of the most drawn-out game over sequences ever in which the lawnmower runs you down:


The Lawnmower Man -- Getting mowed over

About the company responsible for this game — Sales Curve — did they ever survive? Turns out that they did, but renamed themselves SCi games, apparently shortly after this game. I have even played at least one other of their games for this blog, the RTS game Gender Wars.

See Also:

  • Who Shot Johnny Rock? and Mad Dog McCree, 2 other games with the same frustrating “window of opportunity” gameplay mechanic as this game
  • Gender Wars, from the same company

At MobyGames:

  • The Lawnmower Man (DOS)
  • Sales Curve Interactive/SCi company rap sheet
Posted in Action Games DOS Games Interactive Movies Licensed Schlock | Tagged virtual reality | 1 Comment

Actual Video Games

Posted on December 25, 2007 by Multimedia Mike

I put my iPod on random play recently and out of the thousands of songs loaded, “Jump” by Kris Kross came up. I construe this as a supernatural sign that I can no longer avoid my duty of playing the notorious Kris Kross Sega CD game and entering it into MobyGames. This is something I have been putting off since I first started in with the Sega CD titles for this experiment last March.


Kris Kross Gonna Make Ya Wanna… Jump! Jump!

I have long dreaded this day. But I recognize that if I can nail down just one of the games, the other ones should be fairly simple to write up and enter in the database. I can’t quite articulate why these games give me such pause. I mean, I’ve suffered through some real stinkers this year. But perhaps it’s the fact that I once tried to wrap my head around these so-called Make My Video games well before this experiment began, and I knew what was in store, trying to articulate this game for the sake of the database.

It’s not uncommon to hear jaded game geeks clamor for new, innovative types of gameplay. Be careful what you wish for. When CD-based games first hit the market, developers weren’t quite sure how best to use the capacity (I wager that there are similar growing pains right now surrounding the new Nintendo Wii controller scheme).

Maybe I should just get to the point. There was a series of 4 games called “Make My Video” released for the Sega CD system. Each one starred a different musical act popular at the time (circa 1992). The gameplay revolved around intense, real-time video editing. The four different games technically do qualify as games since there are goals to achieve. The goal takes the shape of editing together a video according to varying specifications.

The four acts in the different games are Kris Kross, Marky Mark and the Funky Bunch, INXS, and C+C Music Factory. That latter one went by a slightly different title than the rest, Power Factory Featuring C+C Music Factory, which has thankfully already been entered into the database. I thought it was an unrelated title until I did a deeper investigation today and recognized that it’s part of the same series.


Seth Green stars in Marky Mark’s Make My Video

I started with the Marky Mark title since I actually have the manual for that title. It doesn’t matter. The game, or rather the gameplay, makes so little sense that I would find it a wonder if any player ever succeeded in any of these video editing missions. Each game has some setup, some raison d’être for the task at hand. In this episode, teenage siblings (the brother played by Seth Green) argue about the ideal contents of a Marky Mark video. After much heated debate, they enlist the help of a boxer and his trainer, a trio of airheaded teenage girls, a garage band, and their own parents, all for advice on a perfect Marky Mark video.


Marky Mark Make My Video — Video editing

Once you select a song from among 3 Marky Mark smash hits and have solicited specifications, you are thrust into the editing screen seen above. There are 3 video channels playing– one is the original music video and the other is random footage that, as Seanbaby hypothesized, is most likely public domain stock footage. You switch between the 3 channels using the A, B, and C controller buttons. The control pad allows you to select among various effects, such as color filters, blocking filters, strobes, freezes, lyric subtitles, and others.


Marky Mark Make My Video — Final product

The “level”, such as it is, lasts as long as the video does (4 1/2 minutes for “Good Vibrations”). When finished, the game torments you with the fruits of your own labor by playing the final product back for you. At the end, the girls have the audacity to criticize me, almost as if they’re forgetting that they’re the ones who custom-ordered a Marky Mark music video.


Marky Mark Make My Video — Judgment day

One down and 2 to go, but oooooooowwwwwwwwww, does this hurt! Christmas Day was not meant for this kind of misery. The setup in the Kris Kross game is that a radio disc jockey is hosting a radio program in which callers are helpfully offering advice about their ideal Kris Kross video. One woman essentially wants a version of their video for “I Missed The Bus” but without all the shots of alarm clocks because she disapproves of the devices. I must concede that this title offered a marginal improvement over the last since if I fail to deliver a video up to spec, the DJ refuses to play it back for me.


Kris Kross Make My Video — Playback denied

Is that supposed to be a punishment for me? Okay, getting close. I just need to listen to Michael Hutchence of INXS crooning about how he needs me tonight and I’ll be done. The setup for the INXS one is that 2 obnoxious women in a bar are monopolizing the pool table. Alternately slack-jawed and nerdy guys are trying to pick them up and some tough, leather-clad chicks are trying to earn the privilege to play their Megadeth videos on the bar’s TV (their Megadeth VHS tape looks so quaint these days). So the pool ladies do what comes naturally and challenge all comers to create superior INXS videos.


INXS Make My Video — Bar skanks

And as a point of fact, “Need You Tonight” is not one of the three videos available for editing here. For reference:

  • Make My Video: Marky Mark: “Good Vibrations”, “I Need Money”, “You Gotta Believe”
  • Make My Video: Kris Kross: “Jump”, “Warm It Up”, “I Missed The Bus”
  • Make My Video: INXS: “Heaven Sent”, “Not Enough Time”, “Baby Don’t Cry”
  • Power Factory Featuring C+C Music Factory: “Gonna Make You Sweat”, “Here We Go”, “Things That Make You Go Hmmm”

The INXS selections make sense in light of the fact that the game was published in 1992, and the songs come from the 1992 album Welcome To Wherever You Are. In fact, that album’s cover art graces an early screen of the game.

Note that you don’t have to play in the competitive mode — called EditChallenge — where you create videos to spec (of course, you don’t have to play the games at all, ever, or even acknowledge that they even existed). There is also the U-Direct mode where you can just flex your editing skills as you see fit. Otherwise, the EditChallenges usually seem to consist of around 5 specifications — either types of footage to either include or omit, or different filter requests.

All in all, I have to give the game programmer credit (it appears to just be one programmer who wrote the engine that drives all 4 titles) for the types of effects he was able to pull off on such limited video hardware.

Kudos also to one Mark Wahlberg who exhibited the humility to actually shoot special scenes for his title:


Marky Mark Make My Video

None of the other artists made special appearances for their games. Of the subjects of all 4 games, I ask you: Who has the biggest career to this day?

At MobyGames:

  • The entire “Make My Video” series
Posted in Interactive Movies Sega CD Games | 1 Comment

More Sega CD Insanity

Posted on March 28, 2007 by Multimedia Mike

I plugged away at a few more Sega CD titles this evening. I don’t think I meant to process so many of these flat, circular, bastard stepchildren that gaming forgot. But I did know that there is only perhaps a 50% chance of a Sega CD game working in Gens. Further, I realize that even if a game does boot up, there is an exceptionally slim probability that the game will hold my interest for longer than the minimum amount of time required for me to collect at least a small sampling of representative screenshots and write a marginally comprehensible MobyGames description.

Let’s start off once more with the games that I tried to make work but could not. First was The Adventures of Batman and Robin. This appears to be based on the early-mid 1990s Batman animated series. I can boot the game. I can start the game. I can watch the opening movie. But I can go no further. Still, with these few screenshots, a complete set of cover art, and the power of Google, I should be able to throw together some nonsense for a description. I’ve done it before.


The Adventures of Batman and Robin -- Sega CD

The next failure of the evening was Mary Shelley’s Frankenstein. I can only hope that this game is widely divergent from the previous Frankenstein-themed game covered in this experiment. I won’t find out tonight. I only have the disc for this game, a disc that does not like to be read. I am not entirely convinced that I have all the data correct to begin with. When I mount the ISO rip under Linux, I see some suspicious file entries such as:

[...]
-r-xr-xr-x 1 root root 12288 Oct 11  1994 men_sub.ovl
?????????? ? ?    ?        ?            ? menu
-r-xr-xr-x 1 root root 38912 Oct 11  1994 muf_main.ovl
[...]

Moving along to stuff that worked even if it wasn’t very good: Powermonger. I somehow missed this last night when I was going through games already present in the database that only needed screenshots. Or maybe I blocked it out from my mind. I have the DOS version of this game (purchased as part of an Electronic Arts/Gravis collaboration for preording the Gravis Ultrasound sound card). I really enjoyed Powermonger’s predecessor, Populous. But I could never quite wrap my head around this one.


Powermonger -- Game play screen

Powermonger is a realtime strategy game where you play an outcast warlord on a quest of world domination. You start out with a small following and start ravaging the countryside, territory by territory, taking what resources you can until everything belongs to you. I usually had the worst time controlling my armies who always seemed to be ambling off to pick flowers in the field or something other than marching off to battle like I thought I was ordering them to do. That’s why I took to calling this game the virtual cat herding simulation.

Given the technical capabilities of the Sega CD — or lack thereof — I’m rather impressed that the programmers were able to achieve Powermonger’s 3D effects on the console. How did they do it? Slowly, but they did it. It’s interesting to note that while my DOS version of Powermonger was delivered via a pair of 1.2-megabyte 5.25″ floppy discs, the Sega CD version expanded to fill the available capacity. The main data track is 320 MB large and there are 9 redbook audio tracks to boot. What to do with all that space? Why, FMV, of course. This is a different kind of FMV, though– it’s silent film FMV. Seriously, you sort of have to interpret what’s going on– no speech or subtitles:


Powermonger -- Silent film FMV

Next game is Stellar Fire, apparently one in a long-running series of games under the Stellar 7 banner (I have yet another such game for the 3DO — Draxon’s Revenge — that’s not yet in the database). This game started out as a treat since the FMV on offer was actually very good. You’re humanity’s last hope, piloting a starship, yadda yadda, invading the Draxons’ homeworld and orbiting moons, blah blah. It’s a little more compelling when you’re actually watching the intro, of course.


Stellar Fire -- Introduction

You pilot something called a hovermorph. It’s supposed to be decked out with enough firepower to destroy a small solar system. That may or may not be hyperbole; the intro depicts this ship blowing up a Draxon capital ship. Too bad the ship’s pilot (you, I guess) hesitates until the Draxons had iced his 2 wingmates, a.k.a., the second- and third-to-last hopes for humanity, respectively.

Moving right along to the gameplay, the action takes place on a polygonally-rendered, first-person battlefield. The game’s box copy prides itself that it’s not an on-rails shooter but is instead real-time 3D. Hover around and shoot stuff with your lasers and missiles. There are flying creatures that are essentially drawn as 2 long arcs, similar to the way you used to draw seagulls as elongated McDonald’s arches when you were younger. The first fortified moon was teeming with the large beasts that I believe were called Xarz Voor. The disparity between the intro art and the in-game art reminded me mightily of the difference between Atari game cover art and the actual in-game character representations.


Stellar Fire -- Xarz voor artwork
this is the artwork from the mission briefing


I think that polygon creature on the right is the in-game representation of the creature in the picture above
Stellar Fire -- Xarz voor in-game

I can’t exactly figure out what the goal is in this arena, nor can I even find a way to die; I’m constantly knocked around but I don’t see any health meters diminishing. Indeed, if this ship really is tough enough to take out a star cruiser, it shouldn’t have a problem with these negligible opponents.

The final game tonight is Surgical Strike, one in a proud tradition of “FMV backdrop” shooters. I have a terrible, sinking feeling that this is going to suck notably. For the uninitiated, this type of game features an FMV clip playing, simulating intense 3D action, while you navigate a little target around the screen and shoot at opportune moments. One of the most in/famous examples of this sub-genre is Sewer Shark. (Aside: I know we’re supposed to reflect on these games now and cut them some slack because they seemed so novel and innovative at the time but I’m not playing along this time. I distinctly remember seeing Sewer Shark on display at a toy store when it was brand new and being wholly unimpressed.) Quick rundown: Middle-eastern madman launching rockets at civilians, U.N. secretary-general steps in to discourage this practice. You are assigned to pilot a heavily armored, advanced military hovercraft (built by a carpenter, according to the game credits) through war-ravaged cityscapes and hit highlighted hotspots at opportune times.


Surgical Strike -- gameplay

Fail and your commanding officer chews you out, while your teammates continue to cheer you up by offering some fairly generic advice. Fail too many times and even your peers abandon you, call you a bonehead and throw you in the slammer!

I admit: this game sucked harder than I was prepared to handle. Still, the most bizarre Sega CD titles are yet to come.

See Also:

  • Sega CD Mini-Extravaganza — my first big exploration into Sega CD games
  • Actual Video Games — Working through the Make My Video series, the most notorious Sega CD titles (the bizarre titles alluded to above)

At MobyGames:

  • The Adventures of Batman and Robin
  • Powermonger
  • Stellar Fire
  • Surgical Strike
Posted in Action Games Interactive Movies RTS Games Sega CD Games Shooter Games | 3 Comments

Sega CD Mini-Extravaganza

Posted on March 27, 2007 by Multimedia Mike

I went off the deep end with Sega CD games tonight. This is due to the fact that I got around to writing a Python utility that rips entire Sega CDs in a format suitable to play from the hard disk using the Gens emulator. You can find the Sega CD ripping script on my more technical blog. So I spent a bunch of time ripping games to the hard drive and concentrating on collecting screenshots for Sega CD games that are already in the database.

As best that I could, anyway. In the most ambitious evening yet of this project, I tried 7 different games. Only 3 worked. Among the ones that didn’t work:

  • Sol-Feace: Space shoot-em-up with a large redbook audio soundtrack. I am listening to the energetic soundtrack ripped to MP3 right now and I am disappointed that I don’t get to try the game. It wouldn’t run in Gens. But at least it sounds like fun.
  • Masked Rider: Kamen Rider ZO: I’m pretty sure this is based on the Power Rangers franchise. It, too, would not run in Gens.
  • Bram Stoker’s Dracula: Severely multi-platform game based on the Coppola film, this game started to run but has trouble making it past the company logo movies; if it does, it never gets past the title screen movie. The problem is always the same: When the movie ends, the last second or so of audio gets stuck in an infinite loop. At least I got the title screenshot:

    Bram Stoker's Dracula -- Sega CD opening screen
  • Slam City with Scottie Pippen: This is actually a Sega CD/32X game. I’m not sure how well Gens is supposed to support the 32X hardware. The game does have a redbook audio track with the theme song which is performed by Pippen himself, according to the game’s credits. It’s a rap about respect that’s only 1.5 minutes long but feels much, much longer. I would post it for posterity but it’s not so much funny or embarrassing as it is dull. Definitely early-90s style, though.

Now it’s time to cover the games that actually did work. The first 2 are cut from the same cloth: Mad Dog McCree and Ground Zero Texas. While produced by different companies, they are both interactive movie-based shooters. McCree happens to be a little more straightforward in concept than Texas, but they’re both phenomenally obnoxious in their own ways. When I tried playing the DOS version of Who Shot Johnny Rock? with a mouse, I noted how difficult and tedious that was and I predicted how much harder it would be to play the same game with a control pad. I was right. McCree is from American Laser Games, same people behind Johnny (also for the Sega CD). What a chore! It’s less a game of skill than a game of memorization. You had better remember exactly where each goon emerges or be doomed to repeat the same level:


Mad Dog McCree -- Corral shootout

Actually, scratch that. It doesn’t matter if you know the precise coordinates of each crony. If you don’t hit precisely the right hot spot, your bullets have no effect. I routinely emptied my revolver squarely on the bad guy only to get plugged when my chamber was empty. I just played long enough to collect a diverse sample of screenshots and I was out. I often hear that this game was a huge hit in its day. I would like to hear more than second-hand testimonials to that effect.

Ground Zero Texas was a little more promising. The premise is that there is a covert alien invasion occurring in Podunkville, Texas, U.S.A. The military has sent out a minor military detachment to deal with this pressing end-of-the-world-type scenario and you are the new tactical ops specialist brought in. Your 3 predecessors mysteriously disappeared and the brass has thrown up its hands in frustration and declared, “If you can’t handle this, we’re nuking this Texan hamlet”. So there’s a sense of urgency. Your task is to sit at a console that is connected to four camera/gun combos in 4 locations in this tiny town. Watch for suspicious humans who are probably inhabited by alien invaders– they will spring up and shoot at the heavily armored gun.


Ground Zero Texas -- Action

Sci-fi fans will of course recognize the alien-host-inhabiting-human-bodies theme as a convenient plot device for avoiding having to create expensive alien costumes or effects. Anyway, the game was mildly promising until I found I was unable to switch to any other camera when I was done with a particular area. The A button was supposed to enable me to switch but that didn’t work. The A button responds fine in other games played in this emulator. So I got just enough screenshots to make this play time worthwhile.

Finally, it’s on to Sherlock Holmes: Consulting Detective which represents the rarest of rarities: a halfway decent interactive movie! It even has the distinction of being one of the very first I-movies. Checking my master list of Sega CD titles, I would also have to qualify it as the best Sega CD game I’ve experienced thus far (admittedly, the competition is not especially stiff). The game boasts something like 90 minutes of FMV, and it’s reasonably well done (even if it’s necessarily tiny and grainy).


Sherlock Holmes: Consulting Detective -- Holmes delivers orientation

The aspect of this early genre game that struck me the most during my brief gameplay is the level of extraneous detail. For example, there is an extensive newspaper archive to which Holmes may refer. Each newspaper has marriages, deaths, classified ads, all in addition to actual news. There is a sizable directory of London citizens that Holmes may opt to visit. Granted, not all of them have corresponding FMV clips, rather just Watson informing Holmes that the person didn’t have anything to say. Still, the game is not on rails as you would expect from an interactive movie. This is truly just an adventure/mystery game supplemented with competent use of FMV.

See Also:

  • More Sega CD Insanity — plowing through more Sega CD backlog

At MobyGames:

  • Sol-Feace
  • Masked Rider: Kamen Rider ZO
  • Bram Stoker’s Dracula
  • Slam City with Scottie Pippen
  • Ground Zero Texas
  • Sherlock Holmes: Consulting Detective
Posted in Action Games Adventure Games Interactive Movies Sega CD Games Shooter Games | 5 Comments

Who Shot Johnny Rock?

Posted on March 11, 2007 by Multimedia Mike

This is my first exposure to this curious genre of American Laser Games interactive movie shooters, a genre mashup that came about before anyone was likely aware of the concept of a genre mashup. Allegedly, Who Shot Johnny Rock? was wildly popular along with other games from the same group, the most famous of which was Mad Dog McCree. Maybe these games worked better in the arcade where players got to use a gun instead of a mouse. I do remember seeing such games in the arcade and they certainly were novel, which is great for an arcade run.

Unfortunately, I think novelty was probably the one and only thing this game and others like it had going. At first, I thought that maybe this would be an I-movie type game. But as I started it up, I remembered that this was from the Mad Dog McCree folks and that shooting would somehow figure prominently. So a lounge act by the name Johnny Rock has been brutally riddled with bullets. His now-former fiancee enlists the help of you, a private investigator, in order to find who killed him in this quasi-noir 20s-style detective comic story. The whole affair begins in a surreal enough manner. She wanders into your office but there is a thug close behind. You have to plug him fast before he can do you first.


Who Shot Johnny Rock? -- client oblivious to shooter

The woman continues as if nothing is wrong, even as goon after nameless goon files through the door, or crashes through windows to put this P.I. on ice before you have a chance to accept the case. Shoot or be shot.

The mechanics of each possible encounter are as such: The encounter is a FMV scene that has a slight window of opportunity to react after the character actually brandishes a weapon. If they don’t show a weapon, no matter how suspicious or overtly threatening they appear, you are treated to a funeral scene where someone patiently and condescendingly tutors you on how not to screw up. If you don’t shoot within the proper window of opportunity, then it’s off to a hospital cutscene where a wisecracking doctor removes the foreign material from your body, but only if you have $400; otherwise, he leaves you for dead and it’s off to the morgue for a sly comment courtesy of the undertaker. If you happen to hit the hostile presence within the window of opportunity, you get to continue the quest/case.

There is a minor adventure element at work here in that you have an overhead city map that allows you to select where you would like to visit next. You must visit the hangouts of the “Four Diseases” — big time gangsters in the city — to learn what they know. But not without a major shootout first, one for each locale. The game is primarily trial and error, mostly error on my part. But what it lacks in playability, it makes up for in comedy relief. When you take out this random henchman during the pool hall shootout, he actually leaps forward onto the table to die:


Who Shot Johnny Rock? -- pool hall shootout

This game was also available on the Philips CD-i and Sega CD systems. I can’t imagine having to play this on a system with no mouse! To have to react to the characters using only a control pad — ouch.

See Also:

  • Mad Dog McCree for the Sega CD — I was right, it’s a nightmare to control

At MobyGames:

  • Who Shot Johnny Rock?
Posted in DOS Games Interactive Movies Shooter Games | 6 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

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