Phrase of the Week

PHRASE OF THE WEEK: DIE JOB DEATH CAR? (Daijobu desu ka - Are you OK?) (C) Sodom

Thursday, September 23, 2010

Some console game makers and S.T.U.F.F., part un (filler)

I would gladly post my next review, but the reason why I started to make this is... just because I've got lots of them in my mind. So, there it is. The software that might help you to create your own games, but NOT on the PC. Rather than that, on the consoles. Even on the handhelds. Even on the phones. Some might even be reviewed here. But right of the bat, some shrt descriptions for each of them.

Had to omit several game makers since I haven't seen them in action, so... Wait for part two! Like, RPG Maker's granddaddies on MSX and their GBC counterparts. Also, if I missed somethin', call me anytime.

Oh, and if you wanna download and try something of these, leave your request in comments. Pretty much like it. Hee wee go.

DEZAEMON

Platform: NES -> NES
Genre: scroll-shooter

Pretty much the only game from the 'work-right-on-the-console' category on the NES. As many would guess, it creates... that's right, space shooters. Three levels, built-in sprite and music editors. Was released ONLY in Japan. Also... is it me or it doesn't have any place to save the ready-to-use game on?


THE FORBIDDEN FOUR

Platform: PC -> NES
Genre: multicart

Yeahle, the SDK for creating multicarts! Based/hacked/ripped straight from one of the Animal Crossing's built-in ROMs. The original Forbidden Four had Mario Bros., Ice Climbers, Super Mario Bros and The Legend of Zelda (packed with battery save, yah!). With some messing up, you may create your own product... like below. Don't ask me how to do it, though. All in readme. Just one note right off the bat: insert games with corresponding mappers.

And one more thing, in case if you want to insert your own logo like I did. First, try to adopt your new title screen to the colors set by default. Second, if the logo looks glitchy, then try to fix it with Djinn Tile Mapper: select the tileboard with logo in the graphics window (but make sure it's positioned 1:1 like on the picture), search for the game names in the 'Names, scripts and other stuff' (biggest window by now) and hop-la! You see the garbaged logo. Now, if you know enough about what HEX is, you may definitely fix it.

GINCS

Platform: PC -> MD
Genre: interactive novel or something like this


Another SDK, but this time, more, MUCH MORE user-friendly. And really little-known, so lemmie bump it up. Allows you to create text adventure games, supported with pictures, right onto a MegaDrive ROM. All you need is imagination, custom GFX and music. About the music. Theorethically, MVSTracker must do this dirty job, but importing the ready-to-use tracks into MVS0 ends up with having the header different to tracks in the example ROM. And the tracker itself looks pretty limited... to me. Supports either 16-color or 31-color images (with the second screwing up sometimes) and, as you may have guessed, supports MVS format chiptunes. Also, pretty easy system for scripting scenarios (source code of the engine itself's included too).
If you didn't get something about the language, then...
  • Everything without variables - Text! Dialogues! Stuff! May be used with the ENTER key.
  • #loadbkg forest - runs forest.pcx from the 'pics' folder.
  • #playmusic lunituni - runs lunituni.mvs from the 'music' folder.
  • #goto scenario - runs :scenario entry (see below) in the same script. If used without '/i' in the beginning, the content of the previous entry blends with the 'scenario'.
  • #progcall progname - runs PROGNAME.txt in the 'scripts' folder. Any name may used for the script name, but be sure to have MAIN.txt, this one is an autorun script.
  • /i - new line. Not to be used before you the '!' variables (see below), most likely after them.
  • #set fl0000 - turns the fl0000 key on. Notice that GINCS doesn't work with any keys other than fl0000-fl9999.
  • #clear fl0000 - self-explanatory.
  • #if fl0000 - is the fl0000 key on?
  • #if not fl0000 - is the fl0000 key off?
  • :scenario - new entry, named 'scenario' script-wise. On practice, may be called anyhow, just don't make the title too long.
  • !scenario;Run The Scenario - menu. Engages the ':scenario' entry in the current script.
  • ' - dash. Does nothing, used for commenting the script itself.
That was pretty much the first step. Check the example game to see how it actaully works. And, again, the footage:


3D SHOOTING TSUKURU

Platform: PS -> PS
Genre: 3D scroll-shooter, Starfox-like


Never officially went outside of Japan. Sadly. Still, we live in the age of emulation, so there you go! If you thought that Dezaemon series lacked shape (even with Dezaemon 3D on N64), then here you go: you may create something similar to Starfox from the SNES. Not only that, you get the maker bundled with THREE sample games. And the model builder as well. Althrough, I must admit, with lotsa Japanese text, you'll barely ever make something in it.
Nevertheless, the game itself is so-o-o-o-o-o-o speedy (althrough you may blame the untextured polygons) that you would definitely try to make something in it, if not only the lack of translation...

RPG TSUKURU 4

Platform: PS -> PS
Genre: ditto?


Well, everyone knows what RPG Maker for PS is. Allows to create your own RPG by storing it on both yer memory cards, comes with a sprite editor, Anime Maker, blah-blah-blah... Well, THIS GAME is a sequel. J-only, once again. And, most notable change in here is that this installment disposes of the most overused in the world Final Fantasy battle system completely. Instead, we get something like... Chrono Trigger in Hard Mode. Nicey, huh? Also, the graphics are pretty much alike to those you can meet in the latest RPG Makers for the PC. With, needless to say, more memory card space required for the custom characters' sprites (but only those, who battle!). It's all in [you may guess it], but this link may help you to understand where and what.
And almost forgot to tell ya! This game supports custom music now! Only thing you have to do before composing your own songs is to get Ongaku Tsukuru 3.

***

Well, that's all for today! Thanks for visiting and, repeating again, if you need something listed above, just say it in the comments and I'll post the download link. Next time, we're gonna fuck up Fighter Maker for the first PS.

Wednesday, September 22, 2010

[PC] Whiplash

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GAMES THAT SHOULD HAVE BEEN PORTED: Whiplash [Fatal Racing]
Genre: racing
PC/developer/publisher: Gremlin Interactive Ltd.
Year of release: 1995
Players: 2
Media: 1 CD-ROM
Additional peripherals supported: gamepad


Get Crashday. Remove all the career stuff and replace it with teamplay. Add a bit of atmosphere from old-skool NFSes, and you'll get Whiplash, maybe one of the best racing games ever made for old systems (DOS and Windows 95, to be exact). Why? Well, if it begged me to play it as much as my faves, Crash Team Racing and Gran Turismo, there is a reason for that. Why won't we discuss which ones, if you have a minute or two?


***


Okay, it may have kinda poor graphics, even if you keep all the GFX options on max, but. First, it was a DOS game, and if DOS would do the 3D render similar to Quake II or even III, all the numerous polygons will be untextured, plus, the game would go no more than 25 FPS, no matter which machine you try. Second, who said these graphics actually LOOK like they're bad? Try that Country Justice cocksucking trash and you'll see that the graphics are supahbad not only technologically, but estetically too. Okay, never mind. We're not here to discuss the polygon count, you know.
What's cool in Whiplash (therefore refered to as Fatal Racing, or simply FR) is the gameplay. It's not just about finding perfect curves 'on air', it's also about floating, bumping, bumping bad guys, riding on extreme curves... Well, to my knowledge, this is the first well-known racing game that used lotsa stunts, succeeded by Crashday and Trackmania series... And you thought that the coolest stunt racings were released today? Try FR, it will let you blush in that case, I swear.
Oh, and the feature I mentioned above. Teamplay, yeah. Any modern racing game I've seen (newest CTR clones don't count) always lets you to be a one car army. And that's it. In FR, you will have a choice: either you play alone (eight cars overall) or with a partner (same goes for each team, so it goes to sixteen rides). As a team, you will get a bigger chance to win the first places on the championships (or the last ones, if you both fuck up). Of course, what kind of team this would be without some helping stuff like communication... Time after time, you will get messages about your comrador's ride status ('No one's getting past', for example, or 'I'm going in for pits') to make sure that everything goes Ol' Raitt and decide what to do (accelerate, in most of the cases, or bump 'em all) in case if something goes Fairly Odd. If you want, you may even set a chase camera that shoots your teammate (and his position), in place of the timer or rear view mirror. Or, refer to the 'F*' keys to give orders to him.That helps VERY MUCH, I give you my testicles if I won't prove that.
As a dessert, I'll tell you that this is, perhaps, THE ONLY racing game on my memory that may be played COOPERATIVELY. So, if you have a friend that mastered all his Colin McRays and Carbons inside and outside, bring him to your home so he would play this game shoulder-by-shoulder with you. Now, this method gives more profit than playing it with a dead AI. You may decide whom to bump and when to stop for pits... But make sure that you and your friend are used to split-screen mode. Otherwise, you may use the cable connection between two comps, so good luck on trying to sync that stuff!
And, of course, what kind of a fatal racing game it would be without the damage system! Visually, they don't appear. Anyhow. If you won't count the smoke. But when you drive the car... That starts to feel ve-e-e-e-ery badly. Wanna always arrive first? Accelerate to max speed and never, I said, NEVER bump the walls. Yeah-yeah-yeah, bumping walls a lot may harm not only your baby, but it's ultrasonicness as well. In other words, the more you receive, the more your max speed suffers. Easy as hell, yet it's the factor one of your upcoming failure. That's not GTA4 where you get the stolen stuff all broken and still ride with the wind like nothing happened. So, you know, don't fail © Rise of the Triad. In case of what, you either pit or lose one of your three lives (the only time when you may hear the announcement shouting 'FATALITY!!!' Gawd, that's what should be used for M.U.G.E.N. announcers instead of classic Shao Kahn's voice). You lose the cup during the both operations, still.
There is a lot of difficulty levels, starting from 'Girlie' and ending with 'Impossible'... But they only slightly change the AI's behavior and pump the laps number up. That's it. What really makes the game harder (rather than marathonish) is one of three collision damage levels, plus one secret one that may be enabled by DR DEATH cheat (accept this as your name before you type your name in). While low one makes the game feel like yet another NFS clone, Death Mode is sooooo assy but sooooo beautiful that makes the action just goddamn hardcore. Also, that makes bumping the enemies easier too... And that makes you to cut out EVERY curve perfectly, therefore...
And it's sure wouldn't be a stunts racing game without really wild tracks filled with abnormal roads, spaghettis and the things that may make your car fle-e-e-e-e-e-ep! For a starter, there are a lot of turns (yet you may simply accelerate like nothing happened). Then there comes a section of more deadly angles of turning and bumpy roads. Then, lots of 'passages'. Then, ramps. And, to make your blood not just boil but rather burn, and burn as long as you play this game... 360° road sections which will make the world turn upside down... Or even aside. Controlling a car in such a hell needs practice, practice and practice yet again.
Nicey and responsible controls will sure help you in your quest for gold medals. To mention, you can select between a manual gear swap or an automatic (automatic is recommended, so you would use more attention on not going out of bounds).
Sound. Nine out of ten, if I would have a rating system. The sounds are all cool, yet the announcer may get a bit annoying after 30 minutes of playing. Every car and every track has its' own narrative description (digg 'em boyz). The music is just drivy and gorgeous. Even if that's not Flatout's earbreaking awesomeness, it's something close to this level. Just different genre, that's it. Awesome running demo music. Really classy and awesome (yet again) main menu theme. Another fitting and recognizeable theme for the first track, Grand Royale, that may be listened again and again, considring that this game is just full of marathones... The other themes keep the spirit up pretty much like above mentioned tracks did. Just one disclaimer... All I said about the awesomeness of FR's OST refers to the MIDI version of the soundtrack. The CDDA version, for some really weird reason, retains only the demo theme alive, while the others were merely replaced with some techno songs that turn into techno shit when blendered with FR's atmosphere. And yeah, you guessed it. No classy main menu melody. WTF, I MISS IT SO MUCH! Oh, and one more disclaimer. If you decided to use the MIDI tracks, use the old sequencer, because with the newer one, some instruments will get on desync. And, if you can, please post the entire MIDI soundtrack on YouTube, I would HIGHLY appreciate that, thank you.
Oh, I forgot another feature that makes FR look like most modern games... Replay video editor. Loved to mess up with this when I was a kid...


***


So, overall, if you think that ALL serious racing games are all about showing the road and the car's LARGE BUTT, play this and think again. It may not be really serious, maybe even fully arcade, but it really, really does its' job. It entertains. Eat my eyes if you are a racing game fan and you didn't liked burning rubber and burning the badguys on the right side from you.
Now, why do I think this game had to be ported on consoles and not remain a PC exclusive. Well, let's take PlayStation for example. Even if the actual game required 4 megs of RAM at least (or eight), the graphics would be no bother to deploy here becuase there's not so much textures used. Plus, not so much polygons. Dumb CDDA track could be either replaced with epic rearrangements of the real FR music converted to XA or become sampled PSM tracks (announcer's endless pile of quotes could use XA format, pretty much like CTR did), but I know that Gremlin would make that nightmare come true, so... Also, the replay editor would be gone, but... Well, if Gran Turismo allowed to record replays, then I'd put this one too. With the editor.
So, may anyone tell me, why FR wasn't ported to any of the consoles existing on that day? Gremlin had trouble with money, I guess?

BOTTOM LINE:
'Serious' arcade racing never was so fun. If you like marathones and explosions, this fun is sure for you... And, to pump the juice up, this game should be yours if you like to beat games WITH a friend! Nobody knows why there was no, well, remakes or ports of this. Even homebrew ones. Maybe because this gamie is an obscurity? Gark, too bad.

SCREENSHOT TIME!
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Whiplash has better title. Fatal Racing has better title screen.
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Wee, wee ween!
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Never mess with Ms. Platina Berlitz. Otherwise, brutality guaranteed.
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OH SHIT FELL DOWN.
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When drivers become pilots.
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Beware of pitstops. The AI tends to mash your ride even there.

Thursday, September 16, 2010

[NES] Educational Computer 2000

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Educational Computer 2000 [Kibord 003]

Genre:
well, educational computer!
PC/developer/publisher: ehrm... why did I put this? Whatever. Microsoft.
NES/developer: unknown, but judging by the copyrights, MOONSPIRV or sort of.
NES/publisher: unknown
Year of release: 2000
Players: no, rather users. One.
Media: 1 MB cartridge, NES compatible
Additional peripherals supported: Subor Keyboard and bundled mouse. Without them, you couldn't even use it fully.

Oh yah, for the first time, I'm going to review, well... Not really a game, but rather a bootleg clone of pre-2000 Windowses. Why? Well, because if you had these long ago, these will make you cry. Really. Cry out flaming tears of The Grand Nostalgie. And out of all the pirated 'educational systems', I selected this one. Not Win98, not newly-dumped Win2000. This. Why? Well, because it's not a stupid slideshow like Win98 and is more functional than both versions altogether.
So, in Famicom's manner, these 'educational systems' replace the real PC thing. But, while in case of Famicom these were trying to become standalone computers, most of the keyboard famiclones were sorta kinda simulators before you bought a shiny new PC with preinstalled game series named Gates' Nightmare (time for throwing rotten tomatoes guys! If you don't abuse at its' glitchiness at all, of course). Yet even today, in our age of worldwide crisises and crysises, I see those keyboards with a slot for a cartridge in shops. Who knows, maybe I could have even spend two times more money on buying this instead of my three-years-old Dendy 2. One thing I definitely know, however. Like Famicoms, these educational systems will soon become gaming consoles rather than computers...


***


OH and what I see! This cart wasn't fully made by guys from China! Or is it? In any case, I see some familiar Russian titles in here! So, here are the few things you'll see here: some pointless drawing/planning/karaoke programs, keyboard trainer, pretty decent Solitaire, some system options, including screensver setup and stats of your 'machine' (I swear, the screensaver feature is cool to see in here), Donkey Kong Jr. Math, an accurate MS-DOS mockup and 1MB SRAM... Yeah, 1MB SRAM used for fully functional Microsoft Word. You know, I would rather use this version than the regular Notepad/Word that bored me to death. And hell yeah, it saves everything properly, but there is one lil' problem... How the Dickens do I import the files from the cartridge SRAM to my comp?
What you badly need to play with all of these toys, however, is a Subor Keyboard (Famicom's one won't go) and a mouse (yes people, NES had a mouse, thanks to the guys whose idea it was to make educational shit). FCEUmm from CaH4e3 (for dummies: pronounced as 'Sanchez') supports both very well. One complaint for the mouse... It scrolls too slow. Like you were moving a cursor with a joypad. No complaints on keyboard, but the cursor speed fucking sucks. Fucking sucks so much that you have to move your mouse back about ten or twelve times to get the cursor from one side of the screen to another. Maybe this is one of the really few cases where trackball comes in handy? Oh, and on Solitaire, 'the contrary happens': moving the mouse becomes such a softness...
Another bad thing is the music on the title screen. It feels like Micro Genius's crap tunies, no kidding.
One more. The program collab is completely random.
But it's fun to see the 'inside' of this cart with PC-DOS.
It was fun to discover that the songs that my parents and grandparents loved were reconverted into 8-bit, even if the result sounds crappy.
It was fun to see the characteristics of my 'computer' in the options menu (so, if you're going to do NES style games, use this as a reference).
It was just awesome to discover maybe the most comfortable text editor on the NES, out of all, perhaps, three or four.
It's not a slideshow like Windows 98 parody. It works.
I wish I would have this thing bundled in case if I buy a keyboard famiclone.
So all in all... If you wanna mess up with it, mess it, for fun and profit. If you see no sense, don't bother. It will never replace the real Windows in any case. Here, I said everything I thought about this multicart. Really short, but that's all I have to say, honestly.
But we shall return to Windows stuff very soon. Ehrm, what do you think, maybe we should review some classic Windows games ported to NES, huh?

BOTTOM LINE:
Out of all edu-stuff I saw for this console, this one is the most neat. Every program included here works. Without the real famiclone, however, it becomes zero priority, but if you had Windows 98 as an OS long ago... Check this out.

SCREENSHOT TIME!

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System programs. Comes packed with Word and Excel.
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Such a sucky system. LAWL.
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And now, the screensaver!
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I dunno who made THIS program, but he never knew Russian THAT well.
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Select your deck pattern for Solitaire. Nobody would know that doing this would be harder than playing Solitaire itself.
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DOS prompt, as a dessert.

Tuesday, September 14, 2010

[ZX] Nether Earth

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Nether Earth
Genre: real-time strategy, indirect control
ZX/developer: Icon Design LTD
ZX/publisher: Argus Press Software
Year of release: 1987
Players: 1
Media: casette tape
Additional peripherals supported: Kempston joystick, Interface 2


Let me tell you something. For a gamer, who rocks it on since the year 2005, ZX Spectrum doesn't ring a bell. But, let me tell you, it had something that would make you shout something like 'Wow, and that was made in 80s? Cool...' Of course, the hardware specs didn't made Spectrum save from various platform games, but. It had the first real-time strategy ever, Stonkers, released in a mileage before Dune II. It also had a first adventure FPS game, Total Eclipse, shown to the world long ago before Half-Life. 3D billiards? There sure will be one. ZX Spectrum has it too. A music tracker? Thanks to the fans, it's present as well. Point'n'click adventure? Say hello to Vera. And so on, and so on, and so on...
No hardware limitations stop entusiasts from making ZX Spectrum's fanbase even bigger than the one that exists on the NES. They'll sure create something that will make Battle Kid: Fortress of Peril like your poor kid's I Wanna Be The Guy. Look at them remaking old-skool FPS games and you'll ask yourselves if NES is really superior to ZX Spectrum. Of course, the reason of why the ZX scene is more active than NES is still a mystery, even to me. Well, maybe because you were unable to create your own games on our Best Beloved Console (Dezaemon doesn't count. It was a standalone cart and had no saving feature.) while with the magic of BASIC, you could create everything limited with your imagination, knowledge of BASIC itself and the free space on the tape. At least I think so...
But ZX had something kinda revolutionary even in its' early ages... Meet Nether Earth, an RTS whose game mechanics were later used in Herzog, in Herzog Zwei, in Tanktics, in Uprising, in Battlezone...
Damn those who think that Modem Wars really was the closest predcessor to Herzog Zwei... Nether Earth was! If you've played this, you'll know why.

***

Right off when you run the game, you have an excellent one-time possibility to listen a gorgeous techno intro track... And it's the 48K version. I swear, if there would be the 128K version of this, this tune would lose everything it had before. Why do I think so? Well, was Robin of the Wood's 48K music great, despite it sounded like 'DRRRRRR' if you had no musical hearing? Yesh. Had the 128K version of the same game same celtic spirit as the original? No. Was Lode Runner 128K version music REALLY ANNOYING despite it was a cover of a classical piano tune? Certainly, considering that it's the only tune in the game which will, sadly, repeat even ingame. And that the loop is no bigger than 20 seconds. And that the only way to keep your ears save was muting the TV set or put the headphones off, because YOU ARE UNABLE TO TURN THIS FREAKING ANNOYANCE OFF IN OPTIONS!!! Ahem, never mind, that's the wrong game. Back on topic...
So, in Nether Earth, you're thrown into the first and, at the same time, the final battle against an alien race known only as isignians. Okay, you already guessed that this game has only one mission. And let me warn you: THIS MISSION ALONE IS INCREDIBLY LONG! And kinda hard for the beginners, because these extraterresial bastards start with three warbases, while you're obliged to mess up with the remaining one! That sucks, but hey, I have overwent more hellish obstacles, and that is a strategy game, after all, so why not? Also, thank godness we would be able to save the progress on the tape if we would play it on real ZX...
The concept. In here, you control the, ehrm... 'device'. So, with this device, you'll be able to fly across the map, request the production of battle robots, give orders and control the robots directly. Pretty much like it, but even this is enough to rush through the game. What's also important, the device is invicible all the time, which means that it may even resist nuclear attacks! It sure gives a WTF face expression, but it helps and PERIOD.
Now, the robots. These are, perhaps, the only units in this game (aside from the device), but these may be fully configurable! Before he sees the light (or rather the light sees him), you need to equip him with a chassis, bunch of weapons (starting from a lame cannon and ending with the implanted nuclear bomb) and electronics, if you want the robots to have their own, even lame, almost identical to Battle City, AI.
Now, with what you pay to create these iron dummies. As I said, from the start you get one warbase, which will equip you with a plenty of 'General' points every day. 'General' points (no, not army ranking ones) are basically universal: with them, you will be able to pay for every add-on for your robots... But no matter what, no matter how, you need to capture factories that produce separate credits for each add-on. You can't capture them. But, your suite can! So, that's where you have to pay attention the most: resource management. Luckily, the map is just one long straight line, which means that the 'domination factor' will be more than obvious. Yes, you guessed it, the enemies capture factories too. But, in case of the emergency, you may destroy them, no problem.
Oh. Have I already mentioned you can control robots directly? Ah yeah, I have. But let me explain the process with more details. So, after you sit on robot's head (you start to lay eggs. Kidding.), you may either give him a capture/destroy/retreat order, or... Choose 'Direct Control' and dispose of that stupid pathfinding mechanism: you will ride him yourself. In fact, if you need a faster ride (because these dummies are VERY slow), always take the tanks with antigrav chassis. Not only they are the fastest, but they can also get through many ground obstacles (holes, humpy roads) in a second. There will be a trouble if you meet an enemy robot, however, because the direct control and battle mode are separated from each other. And the 'Move Robot' option makes 'Direct Control' completely obsolete. Also, thanks to the sucky control responce time in the orders menu, your robot will be ashed before you fire any of your guns. Well, the menu and the robots are a bitch to control, but, weirdly enough, the device controls as slight as like nothing happened!! How do you call that?!
How it plays... Slow tempo yet kinda high replayability. Paradoxally, because since Red Alert, we know RTSses usually being fast-paced and dynamic. NE, however, didn't even broke the rule, because it came earlier, obviously. At least it's faster than the above mentioned Stonkers... Still not sure that the gameplay will be fine? It once eaten all my PDA's battery when I was emulating it on UnrealSpeccy. Not because it was a complicated game to emulate, but because I was messing with the damn aliens for so much time. That's how exciting it is.
Since I've told you pretty much about the game itself, lemmie describe the graphics. Well, the 'working area' uses only two colors (forget about the bevel on the bottom-right side), but everything is recognizable: buildings, factories, robots, stuff... The view is isometrical, but no worries, that didn't inflicted the control scheme (contrary to Snake Rattle 'n Roll). Everything moves at the same side as you want. If only they would fix the buttons' response time...

***

Nether Earth was a pretty popular ZX game in muddahrussah, if you will forget that its' popularity has been shadowed by Dune II. Really, really shadowed. Right, once again I'm sorry that the press didn't care about everything that helped Dune to become a success. But even with that, Nether Earth got a simple 3D remake (yet with lots of custom maps), a mobile game adaptation (known as Wasteland), an unofficial translation to Russian and even Nether Earth Editor. But will I EVER know how to enable the editor mode, hah?!!
Oh, and this gamie has also been available on Commodore 64. But, only due to one reason, you should refer to ZX Spectrum version rather than this... The interface placement sucks there! Short but you get the idea.

BOTTOM LINE:
If you've just discovered ZX Spectrum for yourself, this thingie is one of the must-haves for your collection. Slow yet goddamn exciting gameplay, only one but awesome tune, only one mission that will take hours to complete. Okay, that may sound weird... but, think of exciting gameplay again. After all, it was really innovative, wasn't it?

SCREENSHOT TIME!

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Laconic.
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Lemmie see your brains...
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That's when you have to dispose of annoying pathfinding.
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Making a bomb on a floating platform, seriously.
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Battle between ours and theirs.
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No, that's not a bug. That's a nuclear bomb explosion shot at the wrong time.

Friday, September 10, 2010

[NES] Harry's Legend - Debug mode demo

ANNOUNCEMENT OF My Gym Partner Is A Clone VIDEO

Hah-hah. Messing with debug mode in Harry's Legend (former Titenic)... You know, with this, the volleyball minigame becomes A LOT easier.


Thursday, September 9, 2010

Be back very soon (filler)

Alright, the previous post indeed was useless. Heeh.

In any case, expect a straightaway megabig bunch of new stuff for the remaining month, including the things that weren't mentioned in the announcement.

Doesn't mean that you aren't free to subscribing to me and posting comments though [does Bowser's Hotel Mario laugh].