Thursday, February 26, 2009

Pitfall!

Pitfall! is considered the first major platformer, and an important piece of video game history. The game was released in 1982 for the Atari 2600 and soon found its way to the ColecoVision, Commodore 64, Intellivision, and Sega SG-100. I think the game is also playable via GameTap, but who cares? It was the second biggest seller on the 2600, surpassed only by Pac-Man. Unfortunately, Pac-Man on the 2600 is one of the worst games ever made. Pitfall!, however, is amazing.



You control Pitfall Harry through a jungle, jumping over pits of tar and water. You can swing from vines, jump on alligators, and collect treasure. Pitfall! has a unique game mechanic: you only have 20 minutes to beat the entire game. The perfect game results in only 1:42 seconds left on the clock... so you've almost no time to enjoy the detailed landscapes. You can complete the game by collecting all 32 treasures scattered about the jungle. Don't expect an ending, however. When you beat the game, everything just stops moving.

The world of Pitfall! is composed of 256 screens, each with some combination of pits, animals, logs, treasure, fire, and vines. The player can choose to progress through the game in either direction, but it is generally easier to move from right to left. Occasionally, you will have access to underground passages infested with giant scorpions. These passages allow for extremely quick travel: each underground screen corresponds to three above ground screens. To complete the game, you must use these passages.



Collecting treasure adds to your score, while tripping on a log or falling down a hole reduces your score. All the other obstacles (including the water and tar pits) simply kill you, and you have three lives (and are unable to collect more). A perfect score is 114,000 points.

Pitfall! was created by David Crane (who also made A Boy and His Blob, a similar game... sort of), and the famous anecdote is that he designed the game in 10 minutes and programmed it in 1000 hours. He probably could have spent a little more time in planning, but, I must admit, Pitfall! withstands the 27 year test of time.



My friend had this game, and I remember swinging across vines and jumping on alligators. However, at the time I didn't have the benefit of the internet and we had no idea what the goal of the game was, other than exploring. It was fun, but completely eclipsed by the fluid gameplay and fantastical world of Super Mario Brothers.

Pitfall! was a technological accomplishment upon release, proving that the Atari 2600 could make games that didn't look like garbage. Activision has tried to update Pitfall several times, resulting in several abominations (Pitfall 2 is pretty good, but I haven't played it much). Ironically, the installments with the least technological advantages proved to be the best games. As with many classics, Pitfall! possess an almost supernatural magnetism. Play one single game of Pitfall! and tell me you don't hunger for more.

Monday, February 23, 2009

Arcadia Part One: Chasing Ghosts: Beyond the Arcade

This is the first entry in a three part piece entitled Arcadia. The second and third installments will cover philosophic readings of Berserk and some personal experiences in arcade hunting, respectively. Part one reviews the movie that inspired these articles.


Chasing Ghosts: Beyond the Arcade is a brilliant documentary detailing the glorious rise and ultimate fall of the Golden Age of video games. Comparisons between GC:BtA and King of Kong: A Fistful of Quarters will inevitably arise: both documentaries star some of the same people and examine similar themes and ideas. King of Kong, unfortunately, proved highly inaccurate for a documentary (despite telling a great story). Chasing Ghosts does not suffer from the same problem.

The film draws an implicit parallel between the lives of some of the greatest arcade players and the end of the Arcade Era. Some stories are truly sad, even depressing, but the film doesn't just poke fun at them. There is a respect for the subject matter, an understanding that life doesn't work out for everyone, and, hey, these people are still living even after their dreams were crushed.

These players were on top of the world from 1980-1983, when the market started to crash. The most powerful image in the film is a series of arcades flashing, with the date they closed at the bottom. Dozens of arcades closed their doors between 1983 and 1985, and almost overnight the arcade scene was decimated. Some made their living from video games, and were left unemployed. Others were disillusioned and left the gaming world forever. Others dedicated their lives to preserving arcade gaming in history.

Ultimately, Chasing Ghosts is about lost dreams. Arcades were magical places, highly social, unique creations. The world turned its back on them, and some of the players subsequently turned their back on the world. Video games survived, but the arcade is dead; it was intense and brief like the life of a Romantic poet. Surely all things are transient, but arcades were something special, and their death was premature.

Monday, February 2, 2009

Dr. Zilog, Malevolent Necropolis



I've been listening to the latest cd by Dr. Zilog, Malevolent Necropolis. It's free to download on his myspace blog. It's a death medal odyssey using 8-bit sounds and common 8-Bit video game themes with at least one Sealab 2021 reference and plenty of 8-bit thrashing. 12 tracks, 32:42 hours and minutes long. I'm not a music critic but I know rhetorical devices, humor, sarcasm, and good video game music, though, in this case, curiously without the video game. Likely too intense for any games we play unlike the demonically-programmed arcade deathfest this album would demand.

Thursday, December 25, 2008

Retrospective: Top Ten Games of 2008

The title of this post is intentionally misleading. What this retrospective is all about is taking a post to remember 2008, not in terms of new releases, but by examining the games that I spent most of my time playing. I encourage any readers to post their own lists, with optional commentary.

2008 was an extremely busy year for me, between working, applying to graduate school, blogging, programming and designing games I still found time to sink hundreds of hours into new and old classics. The following works of art are especially memorable and set the tone of 2008 quite nicely.

10. Animal Crossing: City Folk
Nintendo's latest entry into the Animal Crossing series has been a pleasure, and a slight disappointment. I was hoping for innovation and expansion of the series's scope, yet neither were delivered. What we received, however, was a solid entry and a slight improvement over Wild World. Incredibly fun if view objectively, one can't help but be disappointed. Though released only a month ago, I think this title sums up the mounting animosity that gamers have with Nintendo. They are abandoning their original consumer base, and, most frighteningly, it's working. Well, good luck in 2009 Nintendo, because there will be a lot less of your games on this list next year.

9. Ys: Book I & II
These classic TG-CD games were hotly anticipated, but were released without much fanfare. I finished Book 1, and am working on Book 2. This is one of two games on the list that I haven't beaten, but I was looking forward to its release for months. Adol's adventures running into the sides of monsters never grows old. If you are looking for some amazing music, look no further. Ys is also forever tied to history; it was the first CD-based RPG. This game really shows, like Mega Man 9, what 8-Bit game design combined with advanced technology can produce.


8. Castlevania: Order of Ecclesia
Another year, another Castlevania game. Don't let my brevity fool you, this is one of the freshest, most enjoyable entries in the series. Gamers unlocked the mystery of the sexy amnesiac and a gunslinger, and our faith in the series remained strong.


7. The Dynastic Hero
One of the first games I played this year, and one of the best. The Dynastic Hero impressed me with its bold visual style, CD-based audio, and intricate quest. Though originally a Wonder Boy game, I think the insect motif fit well with the environment. This game deserves serious credit for inspiring me to start 8-Bit City and to start blogging about lesser-known titles, because I had never heard of the game until it appeared on the Wii's VC. And although this masterpiece takes 250 blocks of precious Wii Storage space, it's worth every bit.

6. The Legend of Zelda: Twilight Princess
I'm a little late to the game, and this is the other game that I have not completed. Hurricane Gustav killed my momentum and I moved on to other gaming adventures (NES Pro Wrestling, which is definitely NOT on this list). I don't share in the disappointment for Twilight Princess, however, and I welcome the return of a serious art style. The Zelda series is definitely showing its age, and Nintendo must adapt. Either take the series back to 8-Bits, and keep it simple, or start innovating. The this work is not without flaws, but the true genius and beauty shine through.

5. Adventure Island 2
It's an island of adventure! Many parties this year ended in my friends and I playing Adventure Island 2. The smooth gameplay, lack of serious glitches, brilliant colors and balanced levels have made this game a favorite among my inner circle. I have owned Adventure Island 2 for over 15 years, and both the cart and my desire to conquer dinosaur island remain firmly intact. Keeping hammer tossing, Master Higgins!


4. Cave Story
Pixel's masterpiece painted a brilliant picture of sorrow and triumph. Cave Story showed us that one man can create great video game art. There is no title I anticipate more than the Wii Ware release of Cave Story, coming in early 2009.

3. Super Smash Brothers Brawl
How can I not mention the game that consumed over one month of my life and almost devoured my blog? Super Smash Brothers Brawl should act as a beacon for game designers. Never have I experienced so much content and balance in a fighting game. This game is so close to perfect, one wonders where the series can go from here. Probably down. Please prove me wrong.

2. Mega Man 9
I'm still playing Mega Man 9, in fact, I just beat the game without the helmet (and without dying). MM9 proved that 8-Bit is not an ancient necessity but a legitimate artistic medium. The conscious decision to used "outdated" styles caused ripples in the gaming community. The notion of "graphics" in professional reviews was questioned, and reviewers were forced to look at artistic design rather than technical capacity. Mega Man 9 aided intellectual video game criticism more than any other title and helped the mainstream understand that video games are a serious medium and that an increased vocabulary is need to properly describe them. In addition, Capcom managed to top Mega Man 2 and create the best entry in one of the most popular video game franchises of all time. I would have thought this impossible, and was thankfully proved wrong.

1. Final Fantasy VII
Love, life, and death. I journeyed through the world of Cloud and Tifa again this year, visiting old friends and exploring familiar locations. Everything about this game is dear to me; it is my favorite game of all time. Final Fantasy VII feels real while maintaining the mantle of fiction. It's ambitious story strives to tell a tale equal to the sublime heights of Dante's Comedy. Its themes are timeless, its music profound. It's unique, brilliant, and beautiful.

Extra Mention: 8-Bit Killer
I left this list for a few hours before posting it, and I realized that I left 8-Bit Killer off of the list. This title, along with Fallout 3 and others, are proving the legitimacy of the first person shooter. Anyone not a fan of the genre should play 8-Bit Killer and be converted.

Extra Mention: Monuments of Mars
Personally this game was a big inspiration and a breath of fresh gaming air when I needed a break from other games in which I was involved. Something different and ancient. Addicting gameplay and pure simple graphics.

Extra Mention: Super Paper Mario
I finally played this game, and though I am at the gates of the final castle, I haven't yet beaten it. A great game overall, this is the consciously retro and innovative platformer the Wii needed.

That sums up most of 2008 for me. Other titles probably should have made the list. Anything reviewed for this blog certainly does, but it'd be pretty redundant to just list them all. What about you, when you think back to 2008, what games will you remember playing?

Saturday, December 6, 2008

SKELETRONIC




An 8-Bit video game I am developing. Now with screenshots!

In the ancient times there was a city of immense proportions with vast citizens and warriors. But the city fell into darkness under the influence of the Technomancer, a powerful wizard able to create matter and space. Unravel the mystery of the ancient city, Simulacrum, and your own haunted past.

You are Ishmael, a robot in the giant undead city. You'll explore decaying palaces, forgotten towns, fields of graveyards, a cursed tower, castles, ruins, and more! Solve puzzles and collect the artifacts necessary to unlock the key to the Necropolis and defeat the immortal Skeleton Kings. This cursed land is filled with thousands of individual skeletons programmed to kill you.

Featuring a real time battle system. You have no way of defeating any monster in the entire game. Dozens of unique monsters, including the impossible Skeleton Kings. You will have to outwit a literal army, with no weapons, to beat the game. It can be done.

Enlist the help of other heroes! Johnny Star, the human, Rocket, the red robot, and Arthur, the fallen knight.

Journey through the Simulacrum on an epic journey of knowledge, a tale of redemption and tragedy.

Stunning state-of-the art graphics will blow your mind as backgrounds are pre-rendered in stunning monochrome.

These screenshots are taken from a working build of Skeletronic, which has been in development for about 6 months, but was announced on the sidebar November 19th. A Summer 2009 release date is anticipated.




Wednesday, November 19, 2008

Monuments of Mars



Monuments of Mars is 4-part platformer released by Apogee in 1991, designed by Todd Replogle (who no longer works in the video game industry, I ran across an interview with him from 2001 where he discusses the video game industry, he is oddly quoted as saying "I'm not sure there is a future for the video game industry. Unless one has the capability of using both the left and right hands independently, I doubt video games will sell like they used to." What the hell man? You picked a bad time to get out of the video game industry, it's since exploded into billion-dollar-bills lining the pockets of corporate fatcats. You could have been one of those fatcats) and they are, to say the least, brilliant.

Unfortunately, Monuments of Mars doesn't run in Windows anymore, and you have to emulate it using DOSBox, a DOS emulator specifically designed to run old computer games. You might, however, have a problem obtaining the final 3 chapters to the Monuments, because only the first part was released as shareware, and the others have been lost to the internet aether. Luckily I came across a download page, and you can download all 4 episodes here.

But before we go any further, adjust your expectations. Monuments of Mars provides a few things, like fun puzzles, (troublesomely) addictive gameplay, and powerful (artistically) graphics. But it's riddled with problems. It's curious, often when reviewing games we point out the flaws to no end creating a heap of broken shards, nothing and a shallow blindness that refuses to acknowledge good design. I've played games my entire life, and I can easily be bored, distracted, or uninterested in some "perfect" games. Other games don't have to be perfect, because their merits are strong enough to exalt the game. For Monuments of Mars, I'll break it apart, but by the end of the article I hope the Monument is re-assembled to the satisfaction of the Martian overlord.

The game uses CGA graphics, meaning only 16 colors in their entire program. During gameplay, however, you'll see five: Black, Red, Brownish-Orange, and Green. Unsurprisingly, the art turned out well, and the lack of colors adds to the game by encouraging creativity. Monuments of Mars has the same intense light that classic arcade games possessed(LINK), the luminous glow of neon on black. This method of display has always been eerily popular. Why do we like bright colors on a black background so much? Does it remind us of the stars, glowing against the vacuum of space? Of signs and city lights ripped out of T.S. Eliot? How many games have you played that are bright colors on a black monitor?

The hit detection isn't spot-on (a result of the graphics engine used, FAST: Fluid Animation Software Technology. Apparently, the used fluid very loosely, because the movement is jerky. FAST registers hit detection based on the sprite's bounding box, so... don't get too close to anything or you'll explode. This engine was previously used in two other games, Pharaoh's Tomb and Arctic Adventure, to which Monuments of Mars bears more than a slight resemblance), walking up and down hills is slightly odd, and there is no music (I've created a Monuments of Mars playlist, mainly involving Dragonforce), and the sound effects are "clicky."

You have infinite lives, and this makes you something of a demigod. Or a Prometheus, dying only to reborn. A viking warrior living eternity in Valhalla. Take our pick, the actual story can be read in one of the screenshots.

There's a typo in the story... but I get a kick out of things like that. I know 8-Bit City is speckled with typos, despite my best efforts to edit and proofread.

Some levels will kill you in the first second, hilariously exploding your spaceman 7-8 times before you wise up and hold left as the level begins. There is a save function, so infinite lives is a nice feature because it saves you the trouble of actually having to save. Each level takes a few minutes to complete (after the initial "tutorial" levels, I use the term in quotes because there are no explicit tutorial levels, just some easy screens at the beginning that teach you about the engine) and some of the trickiest parts come right at the end of a stage. I wonder if part of the appeal of video games is that you can correct your mistakes, and learn from them... a luxury we don't have outside of digital worlds, and even then, not always. In this sense, video games are quite capable of transcending time (though still bounded by it).

Each stage is a single board, filling a single screen. You'll have to navigate your spaceman around enemies, collecting triangles and air tanks, sometimes stepping on a certain tile, falling through a certain hole, or grabbing a specific triangle will create/destroy some blocks, and alter the level. Every level is a puzzle, and you have a limited supply of laser beams (which, oddly enough, are represented by the air tanks you collect). You'll explore the barren Martian Landscape (and it does look a lot like Mars), Martian ruins (possibly those from Total Recall), and what appears to be construction sites.

I think the graphics that made me appreciate this game as a child, though outdated in 1991, we have the opportunity to refer to them as classic, but whatever you call them, they do a great job of suspending your disbelief and immersing the player in a sprawling landscape. With 80 levels spanning 4 games, Monuments of Mars makes a massively monumental monolith.

If you decide to give this game a try, take comfort in your independence, because no one else is playing it. No one else is writing about it, there are no FAQs (though one website has maps), or discussions other than this article. It's proof that fun games are often forgotten, and exposes the bias that time has on video games.

Had Monuments of Mars been released (sigh, how often do I say something along these lines) in 1981 it would have out-shined (or at least compared to) the arcade games of the time. they missed a chance to release this game on the arcade (for the scene was already dead and dying by 1991), it would have been a hit.

Released today, I think the game could see a renewed fan base and enjoy a healthy amount of popularity, provided it was priced accordingly. If released on WiiWare, I think the game would prove more than popular. People are willing to shell out 5 bucks for almost anything, and 80 levels of the distilled essence of pure platformer would be perfect. It couldn't hurt.

In order to best enjoy Monuments of Mars, purchase the shareware 3.5" floppy from a local drugstore, or download it off of UseNet, install it to your IBM 486 and sit in the dark while you play. You better be running the game out of DOSShell. Because sometimes Old School just isn't Old School enough and I want to play a game so archaic it echoes the chalk murals of the cavemen. Like T.S. Eliot said when saw the Lascaux murals, "Art never improves, but... the material of art is never quite the same."






Tuesday, November 18, 2008

Pixel Art: Gigas



A robotic monster.