Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Monday, August 25, 2014

Zork


I watched the documentary "GET LAMP" last night and it made me want to play a new Interactive Fiction game. I've played a good deal of Adventure, but never really got into Zork. Today that changes.

I already have two pages of maps and the world is starting to come together. The entire game will be streaming on twitch, so check it out. 

http://www.twitch.tv/robot2600

Right now I've managed to get into this little murder shack in the woods and now I'm stealing stuff and hopefully getting into more trouble.

Again, I'm mapping it by hand so this is not a quick and easy endeavor.

 A staircase descends into the darkness. Time to go.

Sunday, October 27, 2013

Venture


Venture is like Berzerk but worse. It's still a fun game, and it's theoretically an adventure, but so is Berzerk if you want it to be. It was released in 1982, but it probably could have been better than it is. 

Still, there is an unmistakable, hard-to-define quality that keeps players coming back for more in Venture.





Friday, August 9, 2013

Small RPG Minecraft Server PALADINS, McMMO, Jobs, Epic Bosses, Dungeons, Adventures, and Quests.



Come play minecraft on the Paladin's server! Our goal is basically to make the best fantasy/scifi Minecraft mmo-style server. It's been an adventure so far dealing with the ups and downs of server maintenance, but really its been a blast so far. We've been online for 7 months and had only a few thousand players, so generally its a smaller environment than some of the huge servers.

If you want to come play you can log in at 75.65.252.229:9000. It's free to play and we can host up to 20 people at a time. We run McMMO at 20x exp, Jobs, and about every plugin we can to make it a fully-functional rpg world. Recently we added Large Biomes as well, Superflat, as well as a pvp+griefing world called "WAR." The other worlds, however, don't allow griefing and only friendly pvp (duels) are allowed. Stealing outside of war is against the rules, but other that than you'll have free reign to level up and gain perks.

You can build, farm, etc etc. You'll find you have few restrictions and lots of perks. You can buy summon eggs in town for cheap, for example. Our goal is to let everyone have access to some of the hidden "developer" features of Minecraft while still balancing the features with the economy plugin.

Eventually you will even earn the /fly command, when you become a full PALADIN. We don't accept money or any sort of pay-to-win perks or anything like that. Everyone can earn the ability to fly, as well as control the weather and time of day.

Some snapshot dungeon profiles:

Killbot Factory
-----------------------
/warp factory
-Fight Killbots and Engineers
-Destroy the infernal machine, EXODUS
-use the EMP to destroy the swarms of summoned robots!

Ice Palace
-----------------
/warp ice
-Fight the epic Necromancers in their Ice Palace
-Also fight merchants, who can summon pre-packaged auto-assembling Killbots, and deadly Hork Zombies

The Morgue
-----------------------
/warp ice
-walk past the Ice Palace to find the dark and deadly Morgue
-combat deadly undead: Death Knights, Nazgul, Horks, Zombie Kings, and the total badass boss, BigPiggy.


Camelot
------------------
/warp camelot
-Arthur's Corrupt Court of Death
-Destroy Merlin, Lancelot, dozens of Knights and the Psychos in the basement
-Take all the loot and sell it in town!


Crystal Lake
--------------------
somewhere around the Ice Palace is the frozen Camp Blood of Crystal Lake
-Kill Jason and other Psychos
-Take their deadly swords and kill other bosses


Charlock Castle
-------------------------
/warp fight
-Fight in a derelict city
-Warlocks, Ogres, Astaroth, Spider Queens and more haunt this place
-fight a huge variety of bosses at once!


Vampire Tower
---------------------
/warp tower
-Climb to the top of the deadly spire and learn the secrets of the Necromancers
-Put an end to the Dark Magic of the realm
-Kill the deadly trio of Merchants, Warlocks, and Necromancers at their arcane tower
-gamble with your life in hidden rooms


The Casino
----------------
/warp casino
-Gamble with your life in hopes of finding treasure!
-Slots spit out treasure or monsters
-1/9 chance of spawning a Knight, Hork or something similar



Ok well that's a lot for now, come check it out if you have Minecraft. I'll post the Shops guide later. Mention this post on the server and get 10 free diamonds!





Thursday, January 24, 2013

Adventure 2600 CGI Tribute


"Oldgraphics" made this awesome Adventure 2600 CGI film. The graphics are so retro you'll be slammed into nostalgic flashbacks of Reboot and Toonami. If you like Adventure, or adventures in general, then check this shit out now!

Sunday, August 5, 2012

Download Ultima IV: Quest of the Avatar for FREE (Legally!!!)



The Ultima IV tileset is enjoying surprising amounts of traffic, so I thought I'd follow up with another cool download. This came as a nice surprise, but you can actually grab Ultima IV: Quest of the Avatar on gog.com 100% for free. It's hard to complain about free. They've also got deals on the other Ultima games as well, so check those out if interested. Don't listen to any haters talking about the games "not aging well." Those people can gtfo my internet.

The PC version is much better than the somewhat-butchered NES port, but I like the NES box art (pictured above) a little more. I suppose the NES version has it's charm, but it's still more of a curiosity than anything else. Thankfully I've had the PC version since the days of AOL, so I never bothered with the NES port.

The NES port of Ultima III: Exodus, on the other hand, is quite brilliant.

Ultima IV Quest of the Avatar Tileset


Last week I finally finished Ultima II, which allowed me to return to my 7-months-in-progress game of Ultima IV: Quest of the Avatar. Tonight, all I have to do is reach the depths of hell and recover the lost codex of the Avatar.

So in honor of this historic event I'm posting the Ultima IV tileset in all its glory. More posts on various Ultima-related escapades forthcoming.

Overall it's an amazing tileset that can teach new pixel artists a lot about economy and representation (particularly of environments). My only criticism of the graphics is the decision to use 4 frames of animation for the enemies. 2 frames per monster would have been plenty. Sorry it's slightly messed up at the bottom, that was a mistake I made when adjusting the colors to more-accurately reflect how they appear on a very old but brilliant 14-inch CRT monitor.

Friday, March 13, 2009

The 2600 Adventure of Zelda

Every gamer suspects that games were better in the past. Obviously, most such feelings are nostalgia, but others enjoy playing older video games more than most modern ones. Older games ring true in myth. Modern games fail because of the lack of integrity in the creators of the game, executive meddling, stupid ideas, million dollar budgets, or, primarily, an asbestos desert of creativity, content to copy the great games, adding nothing and producing hollow xeroxes of great adventures.

Adventure was the first graphic adventure game and released in 1979. The story is distilled medieval adventure: a hero travels from the gold castle, through countryside and mazes, fighting dragons, harassed by bats, steals the treasure back from the wizard's black castle, returns to the gold castle. He then becomes king and builds an army and takes over other video game worlds. That's the story to adventure and it is a perfect description of the gameplay. That connection between material function and story exhibits pure unbridled form.

"Created by Warren Robinett" was inscribed as a rejection of Atari's unrestrained video game commidification. You can't expect people to care about your video game company at the expense of the artists producing your product; it breaks every code of author attribution. The video game creator functioned as programmer, artist, musician, and writer. Obviously a man or woman might be exceptionally skilled in some areas and lacking in others forms a small team of individuals who carry out a united vision.

On February 21, 1986, Nintendo released The Legend of Zelda in Japan, with Miyamoto credited. They don't credit Adventure, the game released 7 years (that's seven years without a decent overhead graphic adventure game) previously, maybe no one noticed. Adventure has 1 screen scrolling (so does Zelda...), dungeon entrances on one screen, isolated in the center (Zelda, too, has castle entrances like these. The point being that if one were to take Zelda and compress it, the result would be Adventure.) Multiple quests, bats, multiple items to solve puzzles, 3 dungeons, dragons, weapon, mazes, a holy item that needs to be retrieved. Zelda has, multiple quests, bats, many items to solve puzzles, 18 dungeons, dragons, 6 or 7 weapons, octorocks, mazes, a 8 holy items that needs to be retrieved AND a princess! Adventure even has an area, in the white castle, called the crypt. Zelda makes overt reference to this with the "white castle" i.e. the entrance to level 6 in the first quest being next to the graveyard. Zelda even assumed the dragon's mechanic of eating the character with the Like Like enemy, consciously avoided, but still changed and put to use.

The Legend of Zelda adds everything that Adventure couldn't with only 4k of memory. Zelda was on a 1-MB cartridge but was only 132K thanks to clever programming. The overworld is stored as "rooms", but rooms are made of columns, not tiles, which greatly decreases the amount of storage space, but sacrifices flexibility in map design. Certainly a matter of aesthetic taste, but the game that captivated 6.5 million had a certain aesthetic symmetry, a mathematical quality which made Hyrule appear as crafted by ancient and sleepy gods.



For your comparison here are both maps. Notice the graveyard in the west of Hyrule, as described in the above passage.



Where do these games not fail? In story, because each is simple and mythic. The games are likewise simple and mythic, and artist expectations are upheld. But what of other games that purport to good storytelling yet fail with hollywood blockbuster lowest-common denominator entertainment? Sometimes it's hard to appreciate a game without thinking, "this is all 50 million dollars could make?" And at the bottom line consumers buy graphic... actually consumers buy well-marketed video games and, occasionally, the outstanding AND well-marketed video game. One has to imagine that that money could have funded 10 smaller projects, with plenty of money left over for executives to waste, and at least some hope of producing something worth the time and effort invested by designers and consumers (and critics!)

Atari even made a little known spiritual prequel to the Legend of Zelda, which you can only play if you download the rom, known as The Adventure of Zerda. Here is a magazine scan of the world map. As you can see there are clear similarities between Adventure and The Legend of Zelda, proving the relationship conclusively.



Human nature assures us that individuals will make good video games because they want to, and people with a job making video games will become disillusioned with the corporate world and decide to at least get paid well and work on (what I assume) is important science, or put their name on half-assed products like Wii Music, the worst game ever made. Video games need artists, not fatcat sellouts.