Phrase of the Week

PHRASE OF THE WEEK: DIE JOB DEATH CAR? (Daijobu desu ka - Are you OK?) (C) Sodom
Showing posts with label megadrive. Show all posts
Showing posts with label megadrive. Show all posts

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, August 18, 2010

[MD] Dune: The Battle for Arrakis

Image Hosted by ImageShack.us
Dune: The Battle for Arrakis

Genre: real-time strategy
PC/MD/developer: Westwood
PC/MD/publisher: Virgin
Year of release: 1993
Players: 1
Media: 1 MB cartridge, SEGA MegaDrive compatible
Additional peripherals supported: none, sadly

I really do like this game. What I hate about the aura it makes, however, is that it is always treated like 'FIRST REALTIME STRATEGY GAME EVER, YAH!'... when you are grown-up enough to believe in fairytales, you start to believe this shit widespread by journalists. For the last time, STONKERS FOR ZX SPECTRUM WAS THE FIRST STRATEGY CONTROLLED IN REAL TIME. But I usually would like to close my eyes and cool down... unless I see the same gaming press in the faraway past when they poured shit on more fast-paced and unusual Herzog Zwei and gave flowers to Dune II which was pretty much like 'supUrb' and 'revolutionary' in their opinion, because they were pretty much like blind not to see that the concept actually existed since long ago. Westwood just tried to perfect it, as well as making it 'indirect control strategy' with mouse, and, needless to say, they did it.
I still like Dune though. If you forget about all these gaming press baby pranks. I can't really forget about Herzog Zwei at the same time, still, because, when I first tried this game, I understood that it has everything that Dune: The Battle for Arrakis haven't. But I will tell you what exactly much, much later. Meanwhile, we move on to the game...

***


Of course, Virgin in cooperation with Westwood couldn't make it look ABSOLUTELY the same as the PC version; otherwise, it would look just plain worse that the 'custom port' they have delivered to MegaDrive. First of all, the new intro looks badass (as well as the new intro theme written by Frank Klepacki himself), even if the port doesn't retain the ACTUAL sneak peek with the story. Also, the new feature that wasn't available on the PC, a little tutorial video, in case if you feel like a noob with this game. Needless to say, completely redrawn ingame graphics. Mentat behaves a bit different than he did on the PC, where he surveyed you to make sure you're not a spy sent by another house. The economics were rebalanced, sorta kinda, so one credit doesn't equal to dollar but rather to something more expensive than euro (hence that, buildings and stuff cost less but harvesters DO collect spice a bit slower).
And the interface. It has been changed completely. Do you remember that episode from Westwood's history when they have invented simple-to-use 'one click - one action' controls for adventure games (that remain in domination even today, too bad Sierra ACTUALLY invented the same thing at the same moment) while the other games of its' time messed your head up with the list of optional actions located somewhere below the game screen. Like, you want to open the door. Nowadays, you could simply point the cursor on it and click. Before, you had to choose 'Open' out of the long list, then point, then click. Do you get what I mean? Well, that's exactly what they did with PC-to-MD transition of Dune II. If you also remember how the original Dune II looked, you should also know that it, of course, didn't had all the possible orders listed in three columns, but moving your units with clicking 'Move' on the screen EVERY fucking time will be getting ridiculous. On the MegaDrive, you just have to point the place where your unit must move and press the A button. Simple as that. Believe it or not, this feature alone became the part of the modern RTSses, therefore used not only in Westwood's creations, but also in the RTSses not made by them (take Warcraft for instance). I doubt, however, that it was innovative too, because of the same damn Stonkers...
And, of course, Mr. Klepacki has proudly redubbed the voices and remade the music specifically for this edition. Yes, the cover versions of the original OST fit the game exactly, I will agree, but one thing is that THERE'S NOT ENOUGH TRACKS. Seriously, this game indeed lacks ingame music. Only four songs for the entire lotsa-hour non-stop action? Hah-hah. Even I could fit more music stuff into just one meg cartridge, Westwood!
And, for a dessert, I'm gonna tell you about the fate of this port in our suffering motherrussias. In there, Dune instanly became a cartridge that every good megadriver (not meaning the members of Megadriver band) definitely owned in his collection. And thanks to the, sorry for going nuts AGAIN, malpopularity of Herzog and, let's say, Populous on MegaDrive... it has been always treated like the only RTS on this console. But that's not the thing yet. Again, like in my Doctor Mario review, I'm gonna mention my first emulation site ever, Emu-Land.net. So, the hacking of this game actually went on full speed, which brought us an easy-to-use map editor, which is, technically, a ROM editor too. Not to say that before, a guy nicknamed sergi, who is a host of Raregame.ru, hacked this game BEFORE the editor came out, right into three versions. Sadly, the only way you could play these by now is to buy the reproduction cartridge with the hack. So, if you ARE a die-hard fan of Dune, keep your moneypig save and sane.


***


I will admit this port is awesome and that they've left the charm of the PC version, but let me return to where I have started the review: Herzog Zwei has the features that Dune: The Battle for Arrakis doesn't. So that's what basically OUGHT to be fixed in Dune so it technically would be par with Herzog Zwei. It needs more soundtrack. It needs the flexible password system. It needs bigger unit limitation. It needs the split-screen versus mode. The animation of troops shouldn't be that choppy. The AI should be less dumb. All that Dune managed to push into one megabyte is nothing compared to Herzog's success at fitting all this into 512 kilos, counting that it had different kinds of terrains. No, I don't say that Dune also needs to have the terrains other than desert, because the sands are the blood of entire Duniverse, that's in the canon. And it doesn't need the same kind of indirect controlling as Herzog at all. But, if they would fix all the problems I listed above, this port would be far more than superior to the PC version... Sadly, it's just a good game. Nostalgic, but not flawless.

BOTTOM LINE:
That was a game that made the childhood of many happy owners of MegaDrives who lived in mid-90s before the invasion of PlayStation in ex-USSR kids' houses... It even made Dune 2000 on it obsolete because of how terrible this thing was. But I swear, even such a good port could be much better that. It IS a masterpiece, but if you look more carefully, you may accidently find Herzog Zwei more perfect than this, sorry about mentioning this game all over again.

P.S. Okay, I made a little ad above, when I was talking about the map editor. Anyways, if you're interested in getting it, contact me anytime (warning you that I have not created the program, SEGAMAN did).

SCREENSHOT TIME!

Image Hosted by ImageShack.us
Yet another shiny new title screen. You gotta love the intro (even if you can't skip it). 
Image Hosted by ImageShack.us
The ropes are REALLY easy to teach, but in any case, you should learn a couple or two of extra commands! 
Image Hosted by ImageShack.us
The mentat screen now looks creepier, huh? 
Image Hosted by ImageShack.us
Paparazzi paparazzi.
Image Hosted by ImageShack.us
Attacking an Ordos base. Too bad I can't capture it right now - MAX UNIT LIMIT! 
Image Hosted by ImageShack.us
Harvesters at work. 

Thursday, July 29, 2010

[MD] Commandos

Image Hosted by ImageShack.us
Commandos: Behind the Enemy Lines
Genre: stealth-action
PC/developer: Pyro Studios
PC/publisher: Eidos
MD/developer: Dragon Co.
MD/publisher: New Game, most likely...
Year of release: 1998
Players: 1
Media: 2 MB cartridge, SEGA MegaDrive compatible
Additional peripherals supported: SMDII joypad

Okay, you may say your one-liners now: 'Why is this game is reviewed in a blog that actually reviews the console ports of PS games? This game has no console port at all!' Well, I'm not going to rush at you but the actual reason I'm writing this article is that Commandos: Behind the Enemy Lines actually got a console port. No kidding, because I'm gonna show it to you right now. Wanna know on which platform it is? SEGA Genesis/MegaDrive! Gyaaaaah.
Of course, many of you would probably start digging a Wikipedia article on this game, glance through the platform list, then stare at me and say: 'NO IT'S WRONG!' But what I'm gonna tell you now is that... Wikipedia covers only the official list of platforms. The MD version is a mere bootleg. In other words, a pirate original. Didn't see THAT coming, huh?
Instantly, after reading this paragraph, you're starting to guess on who made this game. Well... obviously... Chinese? But when you look at the screenshots, another thought will be stuck in your head... RUSSIAN. But actually, every average, for example, Englishman or American will think that way because he will see symbols that really-really-really resemble the Russian ones on the screenshots. How would a Russian guy think about it? Well, he simply reads out all the briefing text and finds out that this game's Russian suffers from:
1) not really regular word order;
2) lots of grammatical mistakes in the words;
3) using the feminine adjectives all the time (like if the first word in a phrase 'German army' was feminine and the second one was masculine. Pointless, ain't it?).
So, we see that a regular Russian guy couldn't make such a fucking huge of typos and mistypos, so it's possibly Chinese who made it. Also, additional trivia: this game's Russian suffers as badly as in another good pirate port, Barver Battle Saga, which was rehashed into Final Fantasy 5 (which itself is nothing else than a redrawn title and lotsa dialogues translated crappily).
So we got into the fact that this port came from China. But who ACTUALLY made it? I may say it now. Dragon Co made it. Is that enough? NO?! Okay, let me bother with expanding this article so it would have 1000 more symbols.

***

Okay, about who the hell is Dragon Co. A little group of bucaneer developers that started making their own games for the famiclones. The lead programmer of this gang was Tommy Xie a.k.a. TomSoft, who made a little SDK for writing NES games, before the actual work on their creations. As a result, we get an ultracrappy Lion King 3: Timon & Pumbaa (first game, loosely based on the animated series with two latter characters), ultraturbocrappy Wait and See! (which has Warner's Bugs Bunny and 'Nu, Pogodi!'s mistranslated title, ultramegafuckingcrappy Tom & Jerry 3 (again, based on the cartoon, but on the series from Chuck Jones's era) and good-looking but still crappy in controlling Felix the Cat [by Dragon Co] (the particular episode with Gelie the Goose. Somehow works.). Anyways, somewhere around the new millenium, Tommy released another SDK, but this time, for doing MegaDrive games (get it HERE). And, actually, every single game compiled with the help of this thingie bears a 'TOMSOFT SDK' title in the header, so does our today's victim. You're not able to see Tommy Xie in the credits, however. But Li Meng, the guy who did 'music' for all the above listed Dragon Co games, 'did' the music for this game too. Second proof already, ahoy?
So, let's say that Commandos has been ported to MegaDrive by Dragon Co for ex-USSR audiences only (and that's the thing I'll probably never get) somewhere between the years 1998, when the PC version was released, and 2003, when this particular port was reviewed in the Great Dragon magazine.

***

Okay, Commandos on MegaDrive is not a really good idea.
But these guys did the impossible.
...After sacrificing a lot of stuff, of course. So let's see if it still works anyway.
Technically, it retains only five missions from the PC game, all the characters (apart from the driver) and, perhaps, most of the graphics and gameplay features. That's it. No saving ('mission select' disguised as a 'Load Game' menu is here instead). No dialogues. Several shortcuts present in the original are gone. Still, it's Commandos on the big screen which has some interesting stuff to mess up with though. It may be Commandos on a handheld too, if you waste some money and buy a Megadrive Portable with this cartridge or just load the ROM of it into PicoDrive, no matter if you have a PDA or PSP. And the lack of driver is not such a big deal anyway.
Interface. Pretty obvious change, because if in the PC version you had an inventory with 'backpack layouts', in the MD bootleg, you get a sidebar, similar to C&C on the PS. Also, you can't really activate the 'ray' which points the enemy's head position at the moment. No, it's still possible to see where they look, but only by looking at their pixelated heads. Be extremly careful when you try this port out!
Graphically, this port is tolerable... For a console like this, of course. There, we've got no zoom function or seamless animation, but yeah, you couldn't really expect more from Dragon Co. The only thing that really bothers me is that how in world Dragon Co managed to pick such a suitable color palette for the entire game, so it looks damn accurate to the PC original, even if MD could do really more than this. What you couldn't really expect from them is that there are even footsteps that every character leaves on the ground shown!
Controls are actually pretty easy for a game like this (worst part, however: no mouse support, even the bootleg one from these 'educational' systems): even if you don't have the SEGA MegaDrive II, it won't be a real problem to find the functions that are actually binded with X, Y and Z keys (grab the item, draw a pistol and get up/crouch respectively) on the sidebar. The only thing that will actually make even more problems is the cursor speed. Moving from one horisontal edge of the screen to another takes two seconds by default, but when you get a shitload of sprites on just one screen, this amount of time may increase to ten or more. Additionally, giving orders is fucked up. Like, you can't make a normal 'get there and kill the enemy' one-step scenario for your guys. INSTEAD, you do, like, order him to go there first and only then, you order him to kill an enemy. Will be a real bother, but sooner, you'll get on with it... Maybe.
With all the above factors (no saving, no head tracking thing, laggy controls, removed shortcuts) and one more: if any of your dudes gets killed, that automatically means you have to restart the mission you were playing! And this is on all five missions. The gameplay becomes just a pure trial-and-error experience, akin to the one in I Wanna Be The Guy (you don't have to restart the whole area or entire game in that case, however). The first mission won't be a bother if you know what to do. The rest will be a one big A.S.S., because, for example, in mission 2, you are forced to kill the convoy nearby the nazis' base if you don't want to get fucked up while in the original mission two, you just could get on the ladder and get into the base without killing anyone outside. MD version omits this shortcut for some unknown reason. Dragon Co. had no idea about it?
Additionally, the gun combat part is really fucked up there. If a nazi spots you, he'll kill you in 4 seconds. If you have got a pistol drawn already and if you'll start shooting at him repeatedly, be prepared to lose about 80% of your health. Explosive barrels sure do help, but if a barrel explodes and the soldier spots you at the same time, he'll start blowing you up and... 'Argh.' That's 30% off. Stupid pre-death lag, LAWL.
The game speed is kinda slower than in the PC version. Not only the characters move slower but the program itself lags like hell. From what we get it are REALLY huge maps and a lot of sprites on the screen (pretty similar to TomSoft's beta of Command & Conquer port. I'm still wondering if that mysterious Da Ne mentioned in credits IS Tommy Xie...). But okay, it's a mere MegaDrive which even wasn't able to replicate Populous II without little or just unbearable lagging, so that may be excusable, but the fact that the game LAGS is the fact. Especially with a lot of dead soldiers on one screen and with decoy sound bleeping.
Talking about the sound and music... Well, apart from the menu sound effect copied from the PC Commandos directly, neither of SFXs has anything to do with their original game's counterparts. The music, however, does, even if there are five looped 10-second digitized samples (in other words, mere extracts).

***

As for me, I have beaten the final mission of this game. Without beating the previous ones, of course. Just wanted to see the ending of the game.
I have disabled a lot of guards (especially ones inside the base with a simple decoy+dynamite trick performed nearby a black Volkswagen (or whatever it is), which created an ULTIMATE LAG... As well as ultimate death, 9 soldiers in one explosion.), blew the radars up, made the base completely desolated, stole the truck, messed up with controlling it, then got away, and... Stats screen. Got three stars for beating it. When I select the 'Next Mission', it just throws you to the... Title screen. My eyes became popped at that moment. No 'The End' screen, no credits, nothing! It just resets the game. Nevertheless, I give credit to the creators that they have put effort into porting Commandos to SUCH a weak console like MD. No kidding, this is their best creation ever. Period.

BOTTOM LINE:
Dragon Co took a really complex game to port. Lots of obvious flaws and annoyances there, but nevertheless, it's stealth action. Not your cheap platform gamie which have been (re)created over millions of times before. Dragon Co was a part of this process as well, creating a lot of cartoon-based platformers with fucked controls, but a strategy game is not what I have expected from these guys! And they've kept most of the stuff alive, what's really important. So, if you're looking for a really good unlicensed game for your MegaDrive, take Barver Battle Saga and this. Also, [pointless cursing mode on] if you think that 'those mothertrucker pirates' just CAN'T MAKE a good game, shut your fucking monkey ass up and stop treating this game like a douchebag. Go do something more useful, like, comparing two ports of Westwood's Lion King to the NES: licensed one by Dark Technologies and pirated one by Super Game, wontcha?

Crash Nicker

SCREENSHOT TIME!


Image Hosted by ImageShack.us
Such a NICE title screen... spoiled by a Russian title below.
Image Hosted by ImageShack.us
I use to laugh SO much at this Russhen.
Image Hosted by ImageShack.us
And this.
Image Hosted by ImageShack.us
Let's go heavy machinery!
Image Hosted by ImageShack.us
Sin City coloring method makes this building look like an evil genius's lair...
Image Hosted by ImageShack.us
...I swear, this mission has HORRIBLE difficulty... still haven't beaten it.