commodore – Lungfishopolis.com https://greghowley.com/lungfish Video games on our minds Mon, 04 Apr 2011 15:24:24 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 My Game Tree https://greghowley.com/lungfish/2011/04/my-game-tree/ https://greghowley.com/lungfish/2011/04/my-game-tree/#respond Mon, 04 Apr 2011 15:24:24 +0000 http://lungfishopolis.com/?p=2858 Over at No High Scores, Bill Abner wrote this weekend about the games that make us who we are, and referred to the collection as a Gaming Tree, even going so far as to map his out.

The idea was so fascinating to me that I went ahead and drew up my own gaming tree in MS Paint. It’s not pretty, but hopefully it’s legible.

Click for full size version

Click for full size version

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List of Shame: Ultima VI https://greghowley.com/lungfish/2011/03/list-of-shame-ultima-vi/ https://greghowley.com/lungfish/2011/03/list-of-shame-ultima-vi/#respond Wed, 16 Mar 2011 13:35:48 +0000 http://lungfishopolis.com/?p=2852

Back in 1990, I was in high school. I remember reading in a computer magazine that Ultima VI had been released for the Commodore 64. At the time, Ultima V was one of my favorite games of all time, and I really wanted to play the sequel. But for whatever reason – money, girls, college applications – I never bought the game. I really wish I had, as Ultima VI looks to have been at least as good and as complex as my beloved Ultima V.

I’ve currently got The Ultima 6 Project installed on my computer, which is a complete remake of the old game done in the engine for the original Dungeon Siege. I’d really like to play it, but like anything else, it’s all about how much free time I’ve got.

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Platforming: A Retrospective https://greghowley.com/lungfish/2010/01/platforming-a-retrospective/ https://greghowley.com/lungfish/2010/01/platforming-a-retrospective/#comments Wed, 20 Jan 2010 17:15:50 +0000 http://lungfishopolis.com/?p=2151 One of the oldest game genres is the platformer, so named because you play a character that jumps to and from suspended platforms. Contra, Bionic Commando, Sonic the Hedgehog, and Super Mario Brothers all fall into this category.

I should make it clear here that I never got into Super Mario World or Mario 64, largely since I never owned those Nintendo Consoles. I know that those games were huge and everybody and their cat has incredibly fond memories of them, but alas – I don’t. I likewise never played any of the Tomb Raider games. Ever. Obviously, I am defective. Other platformer franchises lacking from my repetoire: Jak & Daxter, Ratchet & Clank, Laurel & Hardy.

In looking back at my favorite platformers, I’ve got to notice that all but one are 2D platformers. It just seems like the 3D platformers as a rule just don’t work as well. First-person platforming like Mirror’s Edge or the horrible platforming portions in the original Half-Life just don’t work. While third-person platforming in 3D games is generally better, it can fail pretty hard at times. The 3D platforming in games like Super Mario Galaxy and Psychonauts was mostly okay, but the platforming in Prince of Persia: Sands of Time and Star Wars: The Force Unleashed annoyed me so much that I had to stop playing both those games before I’d gotten a quarter into either.

So now, I’d like to share my own favorite platformers, going back as far as the early eighties.

  • Jumpman (Commodore 64, 1983)

    Jumpman’s great strength was its variety. While in the game’s early levels the premise was as simple as running around, jumping over monsters, and colecting red dots, the later levels got far more complex and varied. In some levels, you had a gun, and the button would fire the gun instead of jumping. One level let you throw lances to kill a dragon. Many levels are very puzzle-like, containing triggers that open or close doors, add or remove sections of floor, or move floating platforms. In one level, you create an explosion each time you jump. And I remember one level that generated clones every five seconds who would follow your exact path in the same way as the shadow selves in Braid – if a clone touched you, you died, so you had to keep moving.All of the above is from memory, but reading through the wikipedia page now, I see that there were 30 levels in the game. I always played on “randomizer” so as to experience the later levels I’d never have reached if I were playing straight through.Jumpman is supposed to (eventually) be released for the Wii Virtual Console, but if you’re impatient, a fan remake is available here.
  • The Great Giana Sisters (Commodore 64, 1987)
    The version of this game that my brothers and I always used to play was a hacked version. The sprites had been changed to make them look like Super Mario Brothers. The levels were far far different from the actual Super Mario Brothers game, but they were fun, and they were at some points very difficult. But I was 15 years old. I got very good at the game, and played a lot of it. My brothers and I still have fond memories of inventing stupid names for each of the game’s monsters.
  • Kenseiden (Sega Master System, 1988)
    I never owned a Sega Master system, but I borrowed one from a friend for a few months when he’d moved along to some better console – perhaps a Genesis. My favorite game on the SMS was Kenseiden. You played a Samurai, fighting various monsters, spirits, and demons. Each time you beat one of the game’s bosses, you’d get a scroll which detailed a samurai sword technique. You could gain overhead slashes, running cuts, and higher jumps.The game’s sixteen levels also had branching paths – you could skip certain portions of the game and take the path you wanted. I don’t remember seeing this in any other contemporary platformers until Castlevania 3, a few years later.
  • Double Dragon 2 (Nintendo, 1988)
    The Double Dragon series is half platformer, half side-scrolling beat-em-up. I’d played the original Double Dragon, and I later played Double Dragon 3, but what I really liked about Double Dragon 2 was the variety of moves available. I suppose I liked the game for many of the same reasons I fell in love with Street Fighter 2. The spinning hurricaine kick was easy. The super uppercut was harder, but still doable 90% of the time. The tough one was the jumping hyper knee.In Double Dragon 2, you could punch your enemy and get him into a headlock. From there, you could give him overhead elbows, knee him in the stomach, or throw him over your shoulder. You could also kick him straight out of the headlock. This allowed you to throw enemies over cliffs, instantly killing even the tougher ones. I used to go through entire levels trying to throw or kick every single enemy over a cliff. It was fun.
  • Castlevania 3: Dracula’s Curse (Nintendo, 1990)
    Maybe it was just because Castlevania 3 was the first game in the series that I really got into, but I absolutely loved this game. Maybe it was because you could pick up extra traveling companions along the way – there were 3 extra characters, and depending on the path through the game you chose, (branching paths!) you could pick up Syfa, Alucard, or Grant. Grant was a pirate character who could climb on walls, Alucard was a vampire and could throw fireballs and change into a bat, and Syfa was a wizard who could cast various spells instead of throwing axes and knives. Awesome.
  • Castlevania: Symphony of the Night (Playstation, 1997)
    I played Symphony of the Night on my Playstation and was immediately blown away. Amazing game. The game’s music was better than anything I’d ever heard. And the addition of RPG elements such as leveling and equipment changed Castlevania in a fundemental way that has carried through in all of its successors. Although I hear a lot of hype today about how Borderlands is changing things up by combining RPGs and Shooters, Symphony of the Night did that more than ten years ago when they combined RPGs and Platformers. They also added in Street Fighter like movements in for casting spells and using certain items’ special abilities. The number of secret spells and abilities in the game is huge. And hidden areas are absolutely everywhere. I don’t think there’s any platformer that I’ve put as much time into as I have Symphony of the Night.
  • Super Mario Galaxy (Nintendo Wii, 2007)
    Mario Galaxy is the only 3D platformer on this list. While games like Trine and LittleBigPlanet run on a 3D engine, they’re still fundamentally 2D in their gameplay. Super Mario Galaxy is a truly 3D platformer, harking back to Mario 64. The levels are incredibly varied, allowing for flying levels, underwater levels, 2D levels, ray surfing levels, and even a Monkeyball level. The power-ups are equally as varied, and you can complete the game without being forced to complete the 30 most difficult levels. Personally, I only got 96 stars.
  • Trine (Playstation Network, 2009)

    Yes, I rave about Trine quite often. I love the game. It definitely belongs here amongst the ranks of the best platform games I’ve ever played. You’ve got three characters, each of whom go up in levels and gather loot synchronously, and you can play with two or three players should you be so inclined. The game’s puzzles tend to have more than one solution, so if your wizard dies, it’s likely that you can get across that chasm without creating a magical bridge. Plus, the game has some very doable trophies, and it’s fun for me to think that there’s a game out there other than Plants versus Zombies in which I’m actually capable of getting 100% completion. A platinum trophy? Geez – I’ve never yet even gotten a gold one. Sign me up.
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Variations on a Theme, Part VII: Construction https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-vii-construction/ https://greghowley.com/lungfish/2009/12/variations-on-a-theme-part-vii-construction/#respond Thu, 10 Dec 2009 15:45:54 +0000 http://lungfishopolis.com/?p=2266 Since I first played Adventure Construction Set on the Commodore 64, I’ve been a big fan of games that let you create your own worlds. The more detailed, the better. After the fourteen-year-old me played through Rivers of Light and dissected it with the editor, I created many an adventure. I assembled fantasy worlds where I created my own magic swords, my own versions of manticores and wyverns, and my own castles and dungeons. I created a remake of The Goonies after having seen the movie for the first time. The restaurant, the tunnels beneath, the pursuing Fratellis, and One-Eyed Willy’s pirate ship. I also remember adding a toilet that would attack you in the basement of the restaurant for some reason. I probably just thought it was funny.

The Adventure Construction Set was a fun start for the twelve-year-old me, but it was just the beginning. I don’t think I got into videogame world-creation again until my adult life, when Neverwinter Nights was released with its Aurora Engine. The C-like language that they gave you enabled me to program my own rules for resting, where you were only allowed to set camp once per day, and you had a chance to be interrupted by wandering monsters. At an inn, you healed fully and there was no chance of monsters.

Neverwinter’s scripting engine allowed me to set scripted events, triggers, and traps, and do more than you’d ever expect. All in all, I spent a good year creating my Neverwinter Nights adventure. I think there was only once person who ever played it, and not to completion, but I had fun and learned a lot.

Today, games like LittleBigPlanet allow people to create some pretty amazing things, but as a console game, it can’t have as deep a toolset as a PC counterpart could have.

Andrew Armstrong brings things a bit further, incorporating RTS games and Sim City into his construction theme. I suppose that if I expanded like that, the one game I’d certainly include is Dungeon Keeper. The game is ancient, but it’s still very good.

In closing, I really enjoy games that allow me to create worlds, but the whole operation is so time-consuming that I can only really get into it once every ten or fifteen years.

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Gaming Made Me: Greg Waxes Nostalgic https://greghowley.com/lungfish/2009/07/gaming-made-me-greg/ https://greghowley.com/lungfish/2009/07/gaming-made-me-greg/#respond Tue, 21 Jul 2009 15:00:07 +0000 http://lungfishopolis.com/?p=1360 I’ve been following Rock, Paper, Shotgun’s “Gaming Made Me” series for the past week or so now, and I’ve really enjoyed reading nostalgic tales from different people in the industry about which games most influenced them. The series has inspired me to go back and re-evaluate which games most inspired me as I grew up.

My first game console was the Atari 2600 my father brought home when I was eight. I spent countless hours playing Yars Revenge, Adventure, Demons to Diamonds, and Warlords. I even loved that crappy Raiders of the Lost Ark game. But the one I probably spent the most time with was Video Pinball. Never before and never since have I obsessed so much about a numeric score in a video game. I developed a pattern whereby I could repeatedly nudge the ball – gently, so as to not tilt – and bounce it back and forth, watching the score go up and up.

A few years later, and after a brief stint with a Timex-Sinclair PC and an Atari 800XL PC, my parents bought me a Commodore 64. I do not jest when I say that the Commodore 64 changed my life. It got me interested in programming, which many years later led to a career. But 90% of the time, if I was on the Commodore, I was playing games. Defender of the Crown. Pool of Radiance. Autoduel. Maniac Mansion. The Racing Destruction Set. Wishbringer. Wasteland. Mail Order Monsters. Super Giana Sisters. Forbidden Forest. I could easily write about all of them. I had dozens of 5.25 floppies, and they all saw a lot of use.

I still remember vividly the day I got my copy of Bards’ Tale 2 via UPS. Cash on Delivery. Words cannot express the excitement I had as I broke open the packaging, slid that floppy into my 1541 disk drive, and typed LOAD”*”,8,1 – to this day, when I type that, my fingers try to hit shift-2 to get the quote.

I never did complete Bards’ Tale 2, although I likely spent hundreds of hours in its dungeons. That distinction goes to Ultima V, which was the most epic game I ever played on the Commodore. The NPCs had daily routines – the shopkeepers would close shop for lunch and walk to the bar to eat. I could have conversations with just about anyone in the game and ask them their names and their jobs. I could pilot ships and balloons, learn area effect spells, relocate moongates, and track the movements of the Shadowlords. I had to travel the world to learn the magical entrance words to open various dungeons so that I could travel to the underworld, battling mongbats, sand traps, and gazers along the way. When I finally made my way to the dungeon Doom in the center of the underworld and rescued Lord British, it was such a momentous event in my young life that I wrote it on the calendar and celebrated for a number of years afterwards.

While Ultima V is undoubtedly my most fondly-remembered Commodore 64 game, Wasteland isn’t far behind. It took the top-down style from Ultima, and mixed it with Bards Tale’s battle system to create an awesome mesh of the two. You could split your party during battle to have the melee fighters run up while the gunslingers stayed back. The game’s atmosphere was what later inspired the first Fallout game, but Wasteland was far edgier. The battle descriptions had you exploding foes like a blood sausage and spinning them into a dance of death, and a later mission in the game had you battling nuns with machine guns. You could even hire a hooker and contract Wasteland Herpes. And my favorite part of the game was the over-the-top robots you’d battle at Base Cochise. The robots you’d fight had names like Sonar-targetted Proton Carbine, Life-seeking Flamethrower, and VTOL Auto-fire Robot.

Fast forward to 1996. I’d just broken off an engagement, and I was depressed. I hadn’t played games much in the past few years, and my friend Rich talked me into buying myself a Playstation. One of the first games I played was Resident Evil 2, and it blew me away. To this day, no other game defines survival horror like Resident Evil 2 does. There are moments in Dead Space that come close, but the storyline in Resident Evil 2, while very complex, is the best of any game in the franchise. Also, the T-103 zombie is by far the best Resident Evil villain ever.

After that, I became primarily a PC Gamer, moving on to games like Fallout, Baldur’s Gate, and Mechwarrior. But I’ll always have fond memories of that Commodore 64.

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Free Game Friday: The Hobbit https://greghowley.com/lungfish/2008/10/free-game-friday-the-hobbit/ https://greghowley.com/lungfish/2008/10/free-game-friday-the-hobbit/#respond Fri, 10 Oct 2008 13:40:30 +0000 http://lungfishopolis.com/?p=183

This game is part of the Retro Remakes project. I remember playing The Hobbit on my Commodore 64. I never really got any further than the goblins’ cells, but that’s largely because I had no walkthroughs back then, and I suck at adventure games. If you like adventure games, or retro games, give it a shot.

Download The Hobbit

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