Friday, July 30, 2010

Clueless Gaijin Gaming: World Jockey

Recently I imported a copy of Namco/Namcot's World Jockey for the PC Engine -- it's a simple but very entertaining horse-racing game, originally released on the Nintendo Famicom under the title Family Jockey.  The Jockey franchise has long been popular in Japan, appearing on multiple console generations from the Famicom to the Wii, but Namco has never seen fit to bring it to the states.


I debated whether to label this one as an "Of Import" post, as it's playable enough without speaking the language, but there is quite a bit of Japanese text, enough that I wasn't quite sure what I was doing in most of the menus.  This one is obviously the Name Entry screen, but as I am not familiar with the kana alphabet I just picked a character and stuck with it:


Other screens were even more mysterious, listing horse and jockey statistics and what I took to be odds for betting on the races.  I never quite figured out what the difference was between the title screen's Horse and Jockey modes; in the real world, the roles are clear indeed, but in the game I suspect the only difference is in the information presented for bettors' decision making.  There's also a "Ticket" mode that puts the race itself on autopilot and lets the player focus on betting, or at least that's how I interpreted it.

Fortunately, we can hit START repeatedly to move through the menus and get to the racing action proper.  Each race begins with a weather update -- rainy weather makes the track muddy, for example, which some horses prefer.  Up to 4 human players can participate using the PC Engine multi-tap -- basically, we tap the I button to spur our horse on and the II button to jump over obstacles, steering the steed with the directional pad.  If we don't make the jump successfully, our jockey tumbles head-over-heels through the air for a moment, then regains his mount after a bit of a setback.


The horse also has a stamina gauge -- we can only spur on so much before the poor beast just gets tired.  The track isn't particularly well-maintained and is littered with icons -- we can pick up stars to regain stamina and speed icons for a temporary boost.  Skulls deplete stamina; mystery icons can affect stamina unpredictably and are best avoided.

The race is cartoonishly presented but has some degree of sophistication in its simulation code.  The horses have some mass, and running too closely together slows everyone down, so while it's tempting to stick to the inside track it sometimes makes more sense to run in the open.


Whatever happens along the way, it's what happens at the finish line that counts:


If our horse and jockey placed in the top three, we earn some money and get to continue:



If we place fourth or below, it's game over, with our horse and jockey retiring and anyone who bet on us regretting their foolish decision:


World Jockey is a fun little game -- I probably wouldn't have bought it at full retail price back in the day, but it's not a rare title and at current used import prices it's a fair deal.  The graphics are cute and colorful, very much in the style of the Famicom version but with significantly more detail, and the action has more depth and strategy to it than one would expect.  Simple and fun wins more than its share of races in my book.





If you're looking for a fun little PC Engine game, especially if you have the multi-tap, you might be able to purchase it at this affiliate link:

World Jockey PC-Engine Hu

Thursday, July 29, 2010

Oddities: A Bug's Life (Genesis)

Videogame hardware lifecycles can often be dated based on the licensed games by whose presence each platform was graced -- or, generally, disgraced.  The Atari 2600 had a Krull game, the NES got Hudson Hawk.  Pixar's second animated feature, A Bug's Life, arrived in movie theatres in 1998, and the videogame adaptation was released on the Nintendo GameBoy Color and the Sony Playstation.

It wasn't supposed to appear on the Genesis at all -- Sega's 16-bit system was well past its commercial prime by the late 1990's, even on the hand-me-down/bedroom system basis that tends to keep a trickle of kids' titles coming late in a console's life.  And it never did in any legal form.  But enterprising Asian game pirates saw an opportunity to cash in on Sega and Disney in one go, and thus this wholly unlicensed conversion of the GameBoy Color version of A Bug's Life appeared on the Genesis:


The game's ancestry is clear -- the sprites have a distinctly GameBoy look, lacking the color depth of even the earliest Genesis titles.  The graphics have been changed a bit -- Flik sports a new shade of blue instead of his customary purple -- but the only real enhancement is a second layer of wallpaper-style background graphics, added to take advantage of the Genesis' parallax scrolling hardware.


The original gameplay has also been preserved -- only two buttons are used, one to fling grapes at enemies in a parabola that seems to go out of its way to miss the intended target, and one to jump.  The jumping animation is horrendously awkward, likely driven by a technical need to keep Flik within an established bounding box -- instead of leaping naturally with his legs, he appears to bend halfway over and, erm, propel himself upward from the rear.  The animators at Pixar would not be happy.  And the sound is awful -- beyond the generic music, random vocal exclamations are heard.  They appear to be coming from Flik, but they sound nothing like Dave Foley's voice work from the movie, nor do they fit the character's personality.  Hearing Flik yell "Nice one!" and "Ohhh YEAH!" ad infinitum doesn't exactly evoke the original character's nebbishy charm.

Fortunately, the game is unforgivingly difficult as well, and it doesn't take more than a few hits to put Flik out of our misery.


This misbegotten conversion is no good at all, but I have to give begrudging credit to the pirate organization that actually invested in software development, even if the entire design was lifted wholesale from someone else's hard work.  And due thanks to the gaming underground that has made this travesty of gameplay available for our ironic and arguably guilt-free entertainment. 

After all, it doesn't seem appropriate for a pirate game publisher to complain about piracy, now does it?

Wednesday, July 28, 2010

Elsewhere: Sega's Zaxxon Ad

In lieu of a video podcast this week, I refer your attention to this rarity from YouTube - Sega's advertisement for the now-classic arcade shooter, Zaxxon.  The expensive ad features then-state-of-the-art 3D rendered computer graphics, and if memory serves this actually ran in movie theaters as well as on television.  Enjoy!

Tuesday, July 27, 2010

Adventure of the Week - Lost Island / Lost on the Great Barrier Reef (1983)

This week, something a little different, and as it turns out, challenging in a different sense than usual.  I'm playing a TRS-80 Model I text adventure game of questionable provenance -- it announces itself as Lost Island on the title screen, written by Tom Johnstone and Mike Matthews:


Internally, in the BASIC code, the game calls itself LOST ON THE GREAT BARRIEIR [sic] REEF.  This initial comment line is significant, because it led me to the source, AND the typo supports my hunch that the version floating around the Internet today was typed in from the game's print appearance in the August 1983 issue of 80 Microcomputing.  As further substantiation, I believe whoever typed the surviving version introduced at least three significant errors in the process -- the game as I found it is actually unsolvable, but I've provided a critical fix in the spoilers section below.  (I do not have access to the original magazine listing to confirm whether I've fixed this as the authors intended - I only confirmed the game's origins thanks to finding the relevant table of contents at Ira Goldklang's excellent TRS-80 site.  My fixes are based on looking at the code and drawing what I believed to be reasonable conclusions about the intended functionality.)


Lost Island, befitting its 8-page magazine space allocation, is a short and simple island adventure.  The player starts out aboard a motorboat with no fuel, and has only 100 turns before darkness, and a fatal crocodile attack, arrives.  We have to reach the nearby island, obtain several artifacts, solve a couple of puzzles, and escape as quickly as possible.

Normally I recommend that interested readers go play the game at hand before reading further, but in this case I'm going to have to spoil a small aspect of the game for everyone, because it's otherwise impossible to finish.  Finding and re-typing the entire original magazine listing would presumably spoil a great deal more, so consider this first section a...

**** REQUIRED SPOILER ****

The program as found online (my copy is from a disk image called BASIC1.DSK) contains a game-breaking error in the source code on line 2300.  As it exists, this line reads:

2300 IF NN$="KEY" THEN PRINT "IT IS NOT POSSIBLE TO HOOK SUCH A THING": GOTO 270

I concluded that this should be changed to:

2300 IF NN$<>"KEY" THEN PRINT "IT IS NOT POSSIBLE TO HOOK SUCH A THING": GOTO 270

There are a couple of other bugs in the code that I believe to be transcription errors as well, but this is the only one that absolutely MUST be fixed to allow the game to be solved.  I'll mention some others below.

If you want to visit the Lost Island on your own, make this patch and go forth and play now.  Otherwise, feel free to continue with the...


**** GENUINE SPOILERS AHEAD! ****

I am inclined to (dis)credit the anonymous typist with a number of misspellings in the game --
SIMILER MEANING, SMITHERINES, YOU ARE CARRING TOO MUCH, and my favorite, the NAVEL MESS HALL.

And I must blame the authors for some more substantial issues here -- the game gives us 100 turns to finish, with a TIME command to see how we're doing.  But the parser's vocabulary is very limited, and invalid commands that it doesn't understand still count against the turn limit, so parser battles can in fact be lethal over the long term.  GO TRUCK, for example, yields HOW IS IT POSSIBLE TO ENTER SUCH A THING!, and we can't pick up the DEAD FISH by typing GET FISH, but must GET DEAD.  If we try to DRIVE TRUCK we are told that IT IS NOT POSSIBLE TO DRINK THAT, so this kind of thing is an ongoing annoyance.


We can die within a few turns of starting the game by walking S or W from the cannon room, in which case we are blown to SMITHERINES as we try to exit if we have neglected to TURN CANNON - if we have done so, it blows up our formerly handy lifeboat.  But there's no way around it -- we just have to find a replacement later on, keeping in mind that we can only get the rubber dingy with GET RUBBER, rather than GET DINGY.

This one I lay to the typist's charge -- the EXAMINE verb returns I CAN'T SEE THAT HERE whenever it lacks a specific response for the item under examination, but this is clearly a code typo where ESLE was entered instead of ELSE on line 1340.

The map is schematic, with no surprises and straightforward compass-point maneuvering.  At one point, YOU ARE STANDING ON THE SOUTHWEST CORNER OF A TROPICAL ISLAND; I hadn't realized islands had corners, but it's an accurate description of the map.

There are a few in-game hints, though they aren't very useful and one is misleading.  A sign at the edge of the swamp reads CARNIVORES DEVOUR MANY INTERESTING ITEMS!, which is only a hint that we can FEED CROCODILE, as there's no way to KILL or OPEN the beast.  We can LISTEN SHELL after finding one on the beach to learn that THERE MAY BE MORE THAN ONE KEY TO SOLVING THIS ADVENTURE!  -- this is true, as we need both a key and a hairpin to open a couple of locks -- but that's pretty standard adventure game practice.  There's a truly useless clue on a beachfront sign, which reads TRY TO DIG UP AS MANY CLUES AS POSSIBLE!  -- but we can DIG everywhere and find absolutely nothing, except in a few rooms where instead we are told THE GROUND HERE IS TOO HARD TO DIG IN.

The worst trap in the game is a tempting tree -- we can follow standard adventuring practice and CLIMB TREE, which causes us to lose a whopping 50 of our precious turns, as ARRGGHHH!! A COCONUT HAS JUST FALLEN ON MY HEAD AND KNOCKED ME OUT!  We die immediately if we DRINK WATER from the river or try to KILL CROCODILE, and can also sink into quicksand.

There's an ABORIGINE in the game, but he or she serves no apparent purpose, although we can GET ABORIGINE and carry the poor person around.  I am pleased to confirm that the game doesn't consider the local citizenry suitable as crocodile feed, so we are not made to be complicit in any variety of genocide.

The game has a six-item inventory limit, but it's not a major problem -- we can ignore many of the game's objects, and it's possible to get everything done without having to spend a single turn to DROP anything.

The toughest puzzle I ran into involved retrieving the key from the swamp; it stumped me for a while, but in the final analysis a bug was to blame.  GET KEY tells us only that we can't reach it.  We can bring and DROP PLANK to keep ourselves from sinking into the bog (as would otherwise happen within a few turns).  Elsewhere we find a bit of line, and EXAMINE LINE reveals that IT HAS A HOOK ON THE END.  This seems handy for the purpose and implies that HOOK works as a verb, but try as I might I could not HOOK KEY.  What confused me further is that HOOK [any other object] returned I CAN'T SEE THAT HERE, while HOOK KEY returned IT IS NOT POSSIBLE TO HOOK SUCH A THING.  Finally I gave up and took a look at the code, and discovered what I am quite certain is an error, fixed above.  As typed, the game refused to acknowledge the KEY as the object of HOOK -- but if we get past that check, the next bit of code tests to see if we are in the room where the key originates and also have the LINE in inventory, and if so then it puts the key in inventory.  So I concluded that the code was incorrectly entered, fixed the first test so that KEY would be accepted as the target of HOOK, and was able to finish the game.

Incidentally, this game uses a different and radically less efficient room/object model than the norm -- it maintains an array of strings for each location and for inventory, and actually moves string values around.  That is, rather than having a persistent DEAD FISH object that maintains its own state, including its location, a "DEAD FISH" string gets removed from one array and entered into the first available slot in another one.  The code spends a lot of time hunting through arrays and doing comparisons to see if a particular string is "in" the room or inventory, and the approach makes this BASIC adventure even slower than most.  Array limits also mean that each room can only hold up to 10 items; if the player tries to drop an eleventh item in any location, the game is forced to claim that THIS ROOM IS PILED HIGH WITH JUNK AND I DON'T HAVE ANY ROOM TO PUT ANYTHING.

Another error that I presume is a typo -- we can't EXAMINE TRUCK in the location where the truck resides; we can only examine it when we're in the NAVEL MESS HALL, where the truck is not.  I believe the related "LC=" location check was incorrectly typed.

We can OPEN TRUCK in the correct location if we have the hair pin, which we pursue by executing an OPEN DOOR in the crocodile room; UNLOCK DOOR is not recognized, but we can only OPEN the door if we have the key.  An exit south becomes available after the door is open, leading us to the belly-button cafeteria -- sorry, NAVEL MESS HALL -- where EXAMINE CHAIR reveals a crack in the lug.  BREAK LUG does not work, but BREAK CHAIR does, revealing the hair pin.  Then we can OPEN TRUCK to reveal the FUEL CAN, and use the RUBBER DINGY to go back to the motorboat.


We don't have to actually use the fuel to make our escape -- we just DROP FUEL in the boat, and victory is presumed:




Lost Island, a.k.a. Lost on the Great Barrier Reef, ended up as an entertaining meta-adventure for me, as the version available online has bugs which were likely not in the published listing.  This was actually a pleasant change of pace -- I had to do a fair amount of code-level exploration to get the game into solveable condition, which made up for the actual design's simplicity.  Many of the in-game characters, creatures and items never actually come into play - the ABORIGINE, JELLY FISH, LEECH, SKULL and SEA URCHIN seem interesting but provie completely irrelevant - and there are really only a few puzzles to solve.  So while this is far from a great game, and not even a very good one, I still had fun working through it.
 

Monday, July 26, 2010

Gaming After 40 - Adventure Games Index

Since embarking upon the Great Scott Project and the subsequent Adventure of the Week series nearly a year ago, I've noticed that many visitors are searching the Gaming After 40 archives for articles on specific adventure games.  I'm also finding it more difficult to keep track of where I am with the multitudinous series and games on my mental to-play list.  The existing "adventure games" label link kind of works, but it lists everything in reverse chronological order and includes the full body of every post, and it seems a more concise reference is needed.

So to help everyone out, I've added a new Adventure Games Index page as a tab at the top of the blog.  I'll be cleaning it up and reorganizing it as time permits -- the Miscellaneous table in particular is overflowing at the moment, and should be organized by platform if nothing else -- but it's a start at least.

And let me also take a moment to thank all the readers and friends who frequent Gaming After 40.  You  keep me going.

The LoadDown - 07/26/2010

Another week of new games available over the wire and on demand...

WiiWare -- Two games this week, both with some rather nice graphics squeezed into the WiiWare format.  Dive: The Medes Island Secret is a 2-D underwater treasure hunt.  Heavy Fire: Special Operations is yet another inexpensive target game with Wii Zapper support.



Wii Virtual Console -- After several quiet weeks, a worthy 16-bit title arrives - Sunsoft's Aero the Acrobat for the SNES, one of the better furry mascot games of its time, with some innovative platforming mechanics and a memorable circus environment.

DSiWare -- Yet another five-release week for Nintendo's handheld.  Crystal Monsters is a lightweight Pokemon/Monster Hunter-type game.  Puffins: Let's Race! presents more casual fun with the big-billed birds.  Petz Hamsterz Family is yet more virtual pet entertainment from Ubisoft.  Absolute Brickbuster is a child of classic Breakout.  And the most innovative, if overly self-explanatory, title is Face Pilot: Fly With Your Nintendo DSi Camera!, which allows players to digitize their own faces AND control a hang glider with head movements.




XBox Live Arcade -- 2010's Summer of Arcade kicks off with Playdead's stylish puzzle/action game, LIMBO.  The physics-based puzzles are challenging and unpredictable in the best of ways, and the foggy, underexposed black-and-white backdrops and charming 2-D animation make the boy's quest to rescue his sister a pleasure to experience.  There's also quite a bit of comical particle-based gore, with the option of turning it down.

Game Room -- Microsoft needs to start organizing the Game Room library more efficiently, as it's not always easy to identify what's new now that the releases are flowing on a regular basis.  This week saw the unlocking of Activision's Enduro and Ice Hockey for the Atari 2600, Konami's pioneering one-on-one arcade fighter Yie Ar Kung-Fu, early console RPG Tower of Doom for the Intellivision, and Atari's 2600 version of Gravitar, an odd choice given that the genuine coin-op version has been available since March.

PS3 on PSN -- It appears that, just as Hollywood studios' rival releases duck out while Harry Potter casts his spell on the box office, Sony isn't releasing much for the PS3 while the Summer of Arcade rolls on.  But there are some interesting titles coming up in August.

Sunday, July 25, 2010

Swingin' Thumbs!

In the early console era, thumb-based controllers were not yet common; most players would fumble for a while when the Nintendo NES arrived a few years later, learning to maneuver and press multiple buttons with the opposable digits previously employed for simple grasping and squeezing.

One pioneering exception was Nintendo's Game & Watch series.  An American company imported and distributed similar handhelds produced by Masudaya, and decided to emphasize the control approach by calling itself Thumb Power:


I like the artwork, because these thumbs aren't just having fun -- they seem to be indulging in some kind of over-the-top 70's swingers' party orgy.  There certainly are a lot of goofy grins, googly eyes and tongues hanging out, at any rate, with the mass of thumbs positioned carefully to avoid revealing any naughty knuckle bits.  We see red and purple nail polish wherever we look.  And at bottom, there are even a couple going at it in the kitchen.

Hans Brinker would be dancing in his grave.