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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Windows Games

Sheer Pinball Madness

Posted on January 4, 2007 by Multimedia Mike

I had a pretty negative experience the other night with Pro Pinball on the Sega Saturn. To be fair, not entirely the game’s fault. I think a lot of it had to do with the difficulty of getting the game to run on the Saturn, and the video darkness and delay problems that result from sending the Saturn A/V through my computer. But then I remembered that I have at least 2 more pinball games in the queue, both of which were slim boxes purchased at the dollar section of a Super Target store, along with 5 other games yet to process; none of the 7 are in MobyGames yet.

So I broke out a title called Arcade Pinball. Since it was so cheap, and it has so many company logos on the box, in addition to AOL offers, I was eager to see who was actually, originally responsible for the actual game. When I go to install the game, I find out that it is not one game, but five! This is what MobyGames affectionately refers to as Compilation/Shovelware. It seems that a company appropriately called Pin-Ball Games Ltd. specialized in these games. Do you know what this means for this Gaming Pathology project? That having played all 5 of these games tonight, I have taken care of my gaming obligation through Monday! But I won’t do that. But I will split this up into 2 entries and cover the first 3 pinball games today. The other 2 games group well for tomorrow’s entry.

The first of the 3 pinball games is The Avengers Pinball. Fans of the old show (as I once was, before the dreadful 1998 movie) will recognize this intro clip lifted wholesale, but with the word “pinball” stuck in just the right places:



I haven’t even checked what format the video happened to be in. I just let YouTube worry about it! Magical! But I digress. About the actual pinball game, here’s the Avengers table:


Avengers Pinball Board

You’ll notice it’s very crowded and busy. But what a refreshing change from the bland pinball board from the other day! And Robert was right when he said that many pinball games have the nudging feature; this game has it too. It does not actually show the table moving. However, if you look on the right side of the board, there is a little green bubble level meter — the same used as a construction tool — to indicate that the table has moved.

One of the unique features of this table is that the ball will go into the revolver seen in the lower left part of the screen which then cocks and shoots it back out into the table. See? That’s the kind of outlandish novelty I look for in a computer pinball simulation. There is a bonus round between ball launches where the letters AVENGERS light up in sequence and the player has to capture it when all the letters are lit.

Here is the next table, an adaptation of the comic book eventually turned into a movie, Judge Dredd:


Judge Dredd Pinball Board

All 3 of these pinball games (unlike the 2 which will be discussed tomorrow) look like they’re built on the same engine. On that note, here are some notes I jotted down that cover all 3 boards:

  • The title screens for the games have a slideshow. Pro Pinball had this as well. Perhaps this is a standard feature of modern pinball simulators. Unlike Pro Pinball, these boards are actually interesting enough to examine up close.
  • The flippers were awfully far apart, more so than any reasonable pinball game I have ever seen. However, this is the first time I have ever successfully leveraged the nudging feature to compensate.
  • I had trouble running the games. Lots of crashes on “winpin.exe”. There are also bizarre visual glitches: Lots of flickering, but mostly that is restricted to intro and setup screens.
  • Those numbers in the upper-left corner are artifacts from Fraps screen capture. It is supposed to be configured to not capture its own framerate count along with the screenshot, and that feature usually works. I think this is another artifact of the visual glitching.
  • There are apparently 5 languages supported as the first screen allows you to choose among 5 flags (when I make a game, I’m going to do the same thing, but with a U.S. flag, a U.K. flag, an Aussie flag, you get the idea),
  • Each pinball game has a setup screen which, apparently, allows you to select among “640”, “800”, and “1024”. I suspect that refers to video modes. But “1024” is always disabled. Same for 24-bit mode (I can only select 8- and 16-bit). Same for 11 KHz over 22 KHz. Despite that, the video and audio are still amazing.
  • I’m not entirely convinced the physics are as accurate as they could be, but I still like the games. One of the more curious manfestations of quirky physics was when the ball bounces furiously between the forward bouncers, the ones just above the flippers (I’m not up on pinball technical terminology).
  • There is a high score count that allows you to enter your name when you make the cut. The board is pre-populated with the same name (e.g., “THE AVENGERS” on Judge Dredd). However, the field does not allow you to enter more than 7 characters.

The final game/table is an alien-themed Roswell:


Roswell Pinball Board

This has a great, cheesy, 3D pre-rendered intro video. I wish I could find the right file and upload it to YouTube. This one has an alien ray gun that comes out of the lower-left corner and fires onto the table. I’m not sure what triggers that or what the net effect is, but it’s still cool.

Posted in Licensed Schlock Pinball Games Windows Games | 5 Comments

Forbes Corporate Warrior

Posted on December 30, 2006 by Multimedia Mike

If your reaction upon reading the title of today’s game, Forbes Corporate Warrior, instills a deep sense on confusion and even apprehension, don’t worry– that’s perfectly natural. Succinctly, the game uses the first person shooter (FPS) genre as a metaphor for the world of business. “Business is war! Cash is ammo!” is the tag line. I think this qualifies as some kind of gaming mash-up.


Forbes Corporate Warrior Title

If you’re like me, your knowledge and understanding of economic theory does not extend much farther than hoping the ATM keeps spewing the green stuff. Personally, I found Corporate Warrior a bit difficult to wrap my head around. And the manual, which reads like an Econ 101 cheat sheet, doesn’t help much. Perhaps a direct plagiarism of the keyboard controls section will help you, the reader, to understand a bit better what goes on in this game:

*****************************************************************
3. Game Control:
*****************************************************************
Keyboard Commands

move                          arrow keys
fire weapon                   CTRL (hold down for rapid fire)
choose weapon                 number keys (1 through 9)
rotate thru weapons           TAB
change speed                  hold down SHIFT and arrow key
strafe                        hold down ALT and arrow key
increase Thrifty orientation  Z or DELete
increase Luxury orientation   A or INSert
sell stock/equity             END
buy back stock/equity         HOME
increase debt                 PG UP
decrease debt                 PG DN
scan competitor               C
answer the video phone        SPACE BAR
advanced Radar Mode           R
radar zoom in / zoom out      +/- (press several times)
shield On/Off                 S
exit to main menu             ESC

After awhile of trying to digest this mini-econ refresher course, I decided I should just dive into the game. It ought to just be a FPS dressed up in business-y sounding terms. The backstory is that a brilliant scientist developed a virtual reality helmet called the Direct Stimulus Market Interface (DSMI, which I believe would be pronounced “diss-me”). Some global illuminati organization got to her but she managed to get the helmet to you in order that you may be able to use it as a tool for good, or something like that. Her communications to you are highly reminiscent of Nigerian scammers.

So you start out in an exceptionally ratty little closet of an office equipped with the DSMI VR helmet. The game has you at the helm of a business with a certain amount of cash on hand. You are in a metaphorical business arena with different types of enemies (“competitors”, technically) bearing disparate characteristics. Your primary weapon for disabling competitors is the Price Slicer. That uses cash when it’s fired. You also spend cash to move, even more to run. Heck, it even costs money when you stand still, though not as much. I think the game is trying to convey the notion that it costs money to run a business.


Forbes Corporate Warrior Gameplay

The preceding screenshot depicts gameplay. The competitor in this case is a piranha, something that stalks you in packs and can’t be outrun. They can’t be destroyed by the Price Slicer; you have to upgrade to the Ad Blaster. The bottom of the screen depicts your stock performance through the quarter. Don’t let it dip too low or a disembodied female voice will torment you endlessly with, “Stock price dangerously low!” The same voice helpfully notifies you when your cash reserves are below a 1/2 million dollars.

I somehow managed to make it to the second stage by shooting enemies and collecting items (including weapons like the Ad Blaster and little blue boxes representing market share) until it was the end of the first fiscal quarter. The first thing I noticed was a slightly upgraded office.

The last FPS that I was even remotely good at was Doom. I seem to recall that affair being a matter of moving, shooting monsters, picking up items, and making sure that your health and ammo meters never went to zero. Pretty simple. I like simple. By that standard, Corporate Warrior is a very complex game. Your health and ammo meters are unified, represented as a cash reserve; there are equity, marketshare, debt and luxury/thriftiness trade-off levels to worry about and, in some cases, manipulate in real time. And on top of all that, remember to keep an eye on the radar and select between up to 9 different weapons depending on the enemy you’re facing off with. Stock price is apparently is paramount importance in the game but I could not quite figure out what factors were supposed to affect it. Indeed, out of all the keyboard instructions listed above, the function of which I had the best comprehension was “strafe”.

But if you’re any aspiring CEO with a penchant for FPS games, I definitely encourage you to check this one out.

Posted in FPS Games Licensed Schlock Windows Games | Leave a comment

Gravity Angels Part 1: Alien Discovery

Posted on December 29, 2006 by Multimedia Mike

Today’s “game” is a member of that much-reviled (by me) genre of video game, the interactive movie. This atrocity of game genres was spawned directly from the widespread availability of CD-ROM hardware and the vast quantities of space afforded to games. And what’s the first thing enterprising would-be game developers thought to do with this space? Hook a video camera up to a computer, record people (not necessarily trained actors, mostly people who worked in the office), and glue together film snippets with some code that allows the user to choose path A or path B at various junctures. Indeed, the interactive movie is also the type of game I most love to hate. Even though they’re horrible games, interactive movies often provide ample opportunity to study new multimedia formats, so-called full motion video or FMV data formats, which is my hobby pursuit and the main reason that I have so many games stockpiled in the first place.


Gravity Angels In The Digital Projector

Today’s game is called Gravity Angels Part 1: Alien Discovery from Brilliant Digital Entertainment (BDE). The title is a mouthful and it’s also ambitious. The “Part 1” implies that there will be many parts, but I’m not so confident (see also Seanbaby’s dissertation regarding the misnaming of Rapjam Volume 1). This game has “Multipath Movies” plastered all over it, including a link to www.multipathmovies.com, now defunct. Installing the game actually installs a program called the BDE Projector (BDE is Brilliant Digital Entertainment) which is shown above. Then it plays an intro by a singing, dancing, tuxedo-clad frog explaining how to use the Projector; I’m surprised the WB Network didn’t unleash legal hellfire upon them.

The Projector launches a .doc file containing instructions and a general overview of the Multipath Movies (MPMs). This document is the first clue that I have that something might be amiss. It keeps talking about how the Projector is used for previewing MPM content and then the player can choose to buy the movie from the website at which point it will be automatically streamed to the user’s computer. I was under the impression that this disc contained a full MPM. It comes with previews of various other MPM titles. And thankfully, it does come with the full content of Gravity Angels Part 1 on the CD-ROM. Phew. For a second there, I thought I got cheated out of… the absolutely negligible amount I paid for this CD ($34 / 50 CDs = how many pennies per CD?).

According to the previews, there are, in fact 3 more parts to Gravity Angels. So they weren’t just being hopeful.

I really don’t think I can spend too much time on the actual game itself. There’s not much to talk about. It’s an interactive movie. Every so often, there are squares on the screen prompting the user to make a path selection. You don’t really have to interact at these junctures as the game will seamlessly pick one (not sure how it chooses) and keep right on going without ever missing a beat. To go much further with any kind of review would be akin to reviewing a movie, which I’m just not qualified to do.


Gravity Angels Path Selection

The Projecter allows you to fast forward which speeds up the animation and the sound, though there is no analogous rewind. Chapter skips, both forwards and backwards are supported, however.

The part about this whole affair that impresses me is that all of the animation does appear to be real-time 3D when I was fully expecting pre-rendered FMV. My first indication was that the FAQ section of the documentation explained that S3 and other video cards might have trouble because 3D hardware acceleration is still a young and rapidly growing field. Upon viewing the movie, I decided it’s way too unpolished to be pre-rendered. I have looked all over the CD-ROM copy and Digital Projector program but I cannot find any copyright date. By today’s standards, the 3D animation is absolutely pathetic, but looks reasonable by the standards of, maybe mid-90s 3D games. Googling for Multipath Movies reveals this Word Spy entry that notes the earliest press mention of the tech as October, 1996 (allegedly still in development at the time).

Technically, the interactive movies appear to be comprised of 3 files: a .nav file, a .map file, and a .bhf file. The BHF file is the big one. Presumably, it contains a lot of 3D vector information and how to animate them, along with audio data which, according to BDE’s partners page, is compressed using VoxWare audio compression. The main Gravity Angels BHF file on the CD-ROM is 162 MB large. I tend to think a lot of internet users were still on dialup in the mid-late 90s (or maybe that was just me) and I really don’t see how such a file could have been plausibly delivered online back then.

Now that I am running so much new, untrusted software on my Windows XP system, I am diligently running Spybot Search & Destroy frequently. The first thing the program picked up on today’s run was the BDE Digital Projector. Apparently, it is known to download and display rich 3D media advertisements on the desktop. Brilliant Digital appears to be no more as the last press release from their site is dated over 2 years ago. The spyware allegation makes this press release all the more interesting: BRILLIANT DIGITAL ENTERTAINMENT ANNOUNCES ONE BILLION RICH-MEDIA ADS SERVED, RELEASES NEW PLAYER VERSION.

I can’t help thinking that maybe BDE would have been better off in the long-term if they had focused on this type of content:


Gravity Angels: Censored

Posted in Interactive Movies Windows Games | 5 Comments

A Taco Bell Game! Tek Kids Flash Ops– Mission: Polar Challenge

Posted on December 28, 2006 by Multimedia Mike

I started out this evening playing some more Hot Wired and actually finished 3 of the 10 tracks. I think I’m well on my way to being able to write the authoritative strategy guide for the game. But duty requires that I soldier on!

Tonight’s game is a Taco Bell promotional game, Tek Kids Flash Ops– Mission: Polar Challenge. You might be surprised enough to learn that there is a Taco Bell promotional game, but wait until you find out that this is actually number 2 in a series. This is actually the first of a great many promotional tie-in games that I have in my possession and look forward to playing. This title is not very well-known: A Google search brings up an entry I wrote about it on another of my blogs.


Tek Kids Title Screen

Based on the CD sleeve packaging, this Tek Kids promotion must have run from August 3 through September 6 of this year (the sleeve says that you can call for technical assistance between those dates).

The primary game enables the player to select from one of four Tek Kids to carry out a special mission to stop a particularly insane villain, Dr. Havok, from inflicting his namesake effect upon the world. How insane is he? Insane enough that he saw Al Gore’s global warming movie, An Inconvenient Truth, and decided that the best way to blackmail the world’s governments would be to accelerate the warming process by manually melting the polar ice caps with what the game describes verbally as a giant radar attached to a tank.

I was eager to jump right into the gameplay and see exactly how they managed to tie tasty tacos and burritos into what was sure to be a fast-paced action game. I am happy to report that Polar Challenge delivers, at least for a brief, free, promotional tie-in game. The principal action has your character piloting a little hoverjet over the ice, on your way to take out the problematic tank device. On the way, there are skiing robots that will try to trip you with their ski poles, spiked mines and some other exploding weirdness. On the plus side, there are 2 different types of weapons to pick up, as well as 2 types of powerups– fuel tanks to keep your jet craft moving, and spinning Taco Bell insignias to keep your life meter up. So that’s the tie-in! Taco Bell = life!


Tek Kids Gameplay

You have to maintain both your life meter (getting hit drains it) and your fuel meter (just moving drains it) or it’s game over. A frustrating aspect at the outset was that the game would abruptly end with Dr. Havok laughing himself silly– it would have been nice for some indication about exactly why the game was over. There are 2 different weapons — a green ring weapon and a pink cube weapon — but neither seems to be more powerful than the other. Also, there are copious warps on the mission that give you a major speed bump and make you bump into enemies much faster.

The game features 3 segments, each with progressively more obstacles. While the game has 4 characters to choose from, that doesn’t necessarily give it any particular replay value– the 4 different characters are apparently in place to fulfill certain demographic diversity goals, though someone put in a lot of effort to define different profiles for each Tek Kid.

After completing the game, you get a 4-character code. If you get the codes for all 4 games, you can unlock a bonus game. This implies to me that all 4 games carry the bonus game. The code at the end of this game is PXM6. Searching for the string in the binary is fruitless. I can’t imagine the developers put a lot of effort into an difficult-to-hack code system. However, only one character from each of the 4 4-character codes is used to unlock the bonus game, so it’s reasonable that the PXM6 string would not occur in any binaries (and the screen where it is presented is graphical).

From the code screen, I learn that the other 3 missions are titled Data Island, Aqua Zone, and Sky Fortress. I may make some trips to area Taco Bell restaurants and inquire about any CDs they might have in the back. Yeah, I’m just that lame.

One last feature of the actual game is that it allows you to create desktop wallpapers featuring the various Tek Kids on top of polar locale backdrops, with a “Think Outside The Bun” logo, and even that’s customizable.


Tek Kids Wallpaper Generator

The CD sleeve also contains a number of different puzzles including a connect-the-dot puzzle and a secret decoding message puzzle. The code is to drop the first and last letters of each word. Fiendish. The funniest puzzle is a picture of the Havok global-warming-accelerator tank, and the viewer needs to find the items that don’t belong in the picture, items like pliers, wrench, and snowshoe. I take this as a tacit acknowledgement that there’s nothing wrong with the tank being in the picture.

The game is the product of a firm named Maxx Marketing. Apparently, there is a long-running campaign based around Spy-Tek that they created for Taco Bell.

For multimedia trivia, underneath the covers, the game uses a lot of FLV files for full motion video. Flash-based game? That would certainly ease time to market.

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

Inaugural Game: Hot Wired

Posted on December 27, 2006 by Multimedia Mike

No more running, no more hiding, and no real reason to wait until January 1st to get going on this (hopefully) game-a-day cockamamie idea. I’m still not sure how this is all going to work out, but it’s time to get down to it and try. And I’ve had my inaugural game for this exercise picked out for some time now: Hot Wired.


Hot Wired Title Screen

I actually played this game briefly after I picked it up for $5 in the cheap section of a media store (in early 2003, according to my records). However, the game has slipped through the MobyGames cracks.

The minimum goal is to play the game long enough to capture a variety of game play screenshots and form enough of an impression of the game to be able to write a competent description worthy of MobyGames, and perhaps a review.

Hot Wired is a car stealing and driving game. Actually, the stealing part is implied– you just need to drive the car and outrun the cops. Cursory impression of the game: This has some very real potential for fun, if only I could make it a few meters down the first road. A-ha! I eventually realized that I had selected the ‘joystick’ control option when, in fact, I have a gamepad. That makes a world of difference.

And I’m off! Structurally, the game has you driving a stolen car, presumably from the location you jacked it, to the border, with cops in constant pursuit. These cars’ alarms must be wired directly to the local police precinct. There are 10 tracks to complete, each corresponding, allegedly, to a major U.S. city (I say ‘allegedly’ because there is little to distinguish various cities; L.A. has a few more miscellanous office buildings than Miami). Really, the only variation between tracks is the distance to the ‘border’ (i.e., distance to the end of the track), the course curviness, and the volume of local law enforcement.

Hands down, the most remarkable aspect of the game is the cops. Their commitment and sense of self-sacrifice is the stuff of legends. That’s assuming that it’s not standard police procedure to ram stolen cars every which way in order to force them into submission. And though they don’t look the part, the cop cars can manage at least 130 mph in order to knock around your stolen property. Then again, rules seem to be a bit different in this alternate universe– there is this all-consuming obsession with “getting across the border”, a common cliche in cops & robbers tales. I wonder where I would cross the border into in order to escape L.A. jurisdiction with a hot ride? And Miami, well, that could prove problematic… and wet.

So I’m reading too much into the game. That’s all part of the fun. Some other random notes I took while playing:

  • Your car can take damage. Apparently, a major gripe regarding realistic racers in recent years is that cars don’t take damage, ostensibly because the owners of the car licenses didn’t want to see their digital properties banged up. Hot Wired does not suffer from that constraint with its not-quite-Lamborghini and not-quite-Ferrari models. The car starts the track with a set price for the black market (in non-descript ‘credits’; maybe the U.S. Treasury wouldn’t allow ‘$’ to be licensed for the game). If the car takes damage, that price goes down.
  • The streetlights and road signs on the side of the road (not to mention random flora) are not solid objects, which makes the game a bit easier. However, there are various stretches of freeway that have a median which is uncrossable and can be like a tar pit if you happen to be straddling the yellow lane and hit the median head on.
  • Speaking of road signs, there are occasional speed limit signs in the game. I thought briefly what would happen if I actually obeyed the speed limit, then remembered that an inability to drive 55, so to speak, was not why the local constabulary had issue with me.
  • Odd physics, but what driving game models everything accurately? Much of the fun of a driving game is learning to exploit the quirky physics.
  • There are occasional intersections on these 80 mph freeways. They’re essentially flashing yellow lights in all directions. These seem like they would be dangerous, but rarely are, at least in the first 2 tracks.
  • Lots of other traffic (cars, delivery trucks, semis) and they occur at random, which is a smart feature (harder to memorize tracks).
  • There might be some curious chaos modeling at work in this game. I noticed an accident occur ahead of me that, as far as I could tell, had nothing to do with me or the cops.
  • The 12 function keys at the top of the keyboard correspond to 12 different camera angles. This is the weirdest one:

    Hot Wired Front Camera Angle

  • Yeah, it sort of looks cool for half a moment, until you remember just how useful it is to actually be able to see where you’re driving.

I played hard for at least an hour but could not make it past either of the first 2 tracks, though I made it within 0.2 miles of the border out of L.A. (with a starting distance of 4 miles) before one of the game’s suicide constables got to me from the opposing direction. I eventually had to quit when I started developing a headache from the constant police sirens blaring in my headphones. Occupational hazard of the career car thief, I suppose. But I think I have more than enough to write up the MobyGames entry.

Posted in Racing Games Windows Games | 3 Comments

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