Showing posts with label amiga. Show all posts
Showing posts with label amiga. Show all posts

Sunday, 16 November 2014

Another World: The Phenomenon

As a kid I loved games. It didn't matter to me if they were good or not, I still loved playing them. Each was a different experience, with a distinct graphical style and unique music and that was what was important to me at the time.  



Even the not-so-good games were worth a quick blast every once in a while but most didn't hold my attention for too long; There were just too many other games to play and besides, completing a game was an insurmountable task which demanded the kind of dedication I couldn't commit to just one game given the glut available. In short I was a computer game tart, just out for quick and easy thrills.

Once in a while though, something comes along that's so unlike anything else that it's like being woken up with a frappuccino enema.  I can still remember my first glimpses of Another World, contained in this Amiga 600 TV advert:





I didn't know what it was at the time as it isn't mentioned by name within the advert, but it looked incredible and unlike anything I'd ever played before and I'd been an Amiga user for years.  With a bit of asking around in the playground, I soon discovered the title and then set out to acquire the game for myself.


On booting the game for the first of many, many times, I was immediately captivated by the visuals.  I'd seen much more detailed graphics before, but there was something about the style and accuracy of the animation which made it seem special.  

I was convinced that the lack of detail was an artistic decision rather than the result of technical limitation and it's uniqueness added immensely to the immersion and mystique of the game.  




While some other games were trying to make the graphics as realistic as possible, this game concentrated on accurately capturing movement and subtle gestures for it's realism and unlike the others, it succeeded.


I now know that these natural movements were captured by a technique known as 'Rotoscoping' whereby the actions of a real-world stand in - such as a toy Ferrari and cut-out pistol - are filmed and traced from a TV screen one frame at a time. 


This is the kind of painstaking attention to detail which really added to the experience. Some may question whether it would it have been a lesser game if swigging from that drinks can, or grabbing that pistol didn't look quite so realistic, but while the gameplay may have been the same, the experience over-all would have suffered tremendously. Those carefully crafted incidental moments anchored the game in actual reality, making the highly stylised visuals more striking but somehow more natural at the same time.

The visuals and clean sound effects of the lavish intro were exceptional and I was immediately hooked. I couldn't wait for the game to start and as it turned out, I hadn't realised that it actually had already and I got munched immediately. No start screen, no menus just straight in - sink or swim, quite literally as it turned out! 

Gamers of the time were accustomed to a noticeable change in quality of visuals between the into and game proper and it would be many years before we saw game engine driven cut-scenes becoming the norm. Already this was feeling like an interactive movie, and not the naff kind of poorly acted, grainy FMV tosh that become popular in the early days of CD-ROM. The game proper had been running for just a few seconds and it had already broken new ground almost all areas.  What was to lay in store on the next screen? And the screen after that? I needed to know, I was going to find out - the game world had beckoned me. How could I refuse such a rare invitation.

And what a world. How completely realised and sublimely rendered.  The lack of graphical detailing actually enhanced the visuals as it dared the imagination to complete the picture the that superb animations hinted at. Incidental details included to enhance the immersion; Distant, wondrous mountain ranges and dreamy vistas punctuated with strange and fearsome creatures.  

Strange, towering cityscapes archaic in appearance yet alive with futuristic technology and hostile natives.  And to complete the experience, sounds, dreamily reminiscent and startling realistic. Now this was a world worth exploring if you could survive. 

Being unceremoniously dumped into a completely foreign environment with no tutorial to explain the controls was yet another bold move, but it was a challenge I relished.  

Again and again as new challenges arose, the player is forced to adapt and learn, or die.  The pistol for instance; once acquired, only by the careful observation of others wielding this versatile weapon will you unlock it's full potential.  

Fail to pick up on the clues and you'll die. You'll be eaten, mauled, have your head gnawed off, you legs chewed through, fall to your death, drown, be pummeled by rocks, be beaten to a pulp or have your moist flesh zapped off leaving only a carbonised skeleton unable to support it's own structure. 

Back at my school on Earth, an informal support group spontaneously developed amongst us Amiga owners. 

Problems and potential solutions to each of the puzzles could be discussed, theories and anecdotes about the world were exchanged and achievements applauded. 

This helped lend gravitas to the actual game as kudos was up for grabs if you were the first to figure out how to pass a certain point.

What unfolded was to be an epic journey of exploration, adventure and even companionship.  A glorious, balanced mix of desperate combat and devious puzzle solving; each as tricky as the other.



There were furious firefights where the air was livid with crisp, sizzling laser beams.  These encounters required cunning tactics as well as a quick trigger, using all available resources and exploiting the environment to gain the advantage.

To juxtapose this furious pace, there were liberal amounts of logic puzzles where only fiendish lateral thinking could see you safely through.  Many's the time I'd get that light-bulb moment, a potential solution to the puzzle that I couldn't wait to get home to try.  If it worked I was were elated, earned bragging rights for the next day and I saw the next section first.  If the gambit failed, I was crushed, frustrated but not deterred.

Having invested so much into this journey, it was with mixed emotions that I neared the conclusion. It was a relief to have completed such a grueling journey, but I knew my life would be emptier without the game to explore and I felt a genuine kinship for my alien companion, with whom I'd relied on and been through so much. It was partly due to my personal investment and partly due to the wonderful cinematics, that the bitter-sweet ending sequence evoked real emotion in me and, I must confess, the final sequence brought a tear to my eye - something no other game has managed before or since.

It's possible to play the game right through in 25 minutes, but going in blind with none of the solutions it took weeks of evenings.  The game, also known in America as Out of This World, was such a hit it was ported to the other 16-bit systems around at the time, but the console publishers, concerned about re-playability demand some minor changes: an extra baddie here and there which added little to the length of the game to the game.  Nintendo in particular were keen on having the length of female alien bum cleavage reduced in one scene as it was thought to be too provocative.  



Despite the publisher's concerns about it's length, it offered such a unique experience that it was ported to just about every machine of the day, with some creative tweaking required in by the game's creator, Éric Chahi, in some cases to get the required performance from machines. The game, a triumph of quality over quantity, continues to be ported to this day to modern systems, including iPhone and PS4.  


This release for the 20th anniversary features the options of high res graphics, re-drawn backgrounds, high quality music and remastered sound.  



The 20th Anniversary Edition really is the ultimate version (so far) and I was delighted to play it through again recently with one of the original playground partisans. Being armed with many of the solutions, it took us around 1.5 hours as our memory had faded a little and some sections needed figuring out from scratch.  It was immensely enjoyable to revisit that unusual place once more and it's highly recommended for first times too.

GYL Guest Review - by Andy Pryer

Follow Andy on Twitter @clammylizard


Wednesday, 8 October 2014

JXD The Android Gaming Tablet

 

In this day and age we are all for collecting all the classic games and playing them on the original consoles with the original controllers.  That is the best way to play retro games, the nostalgia is there with the feel and the touch of the machines.

Pushing in a cartridge into the slot on the Sega Master System, pressing the power button on your Nintendo NES console or even pumping coins into an original arcade cab.  These are all the things we remember of gaming as kids and still love to do, but in the present day this is not always possible for everyone and we like to preserve our machines and games of old and keep them in good condition plus access a range of games at any one time.

But wait........our delivery from Funstock.co.uk landed. So without delay we opened it up to see an Android tablet ..." But wait ........this had analogue joysticks and a D-pad!  We now had in our hands the JXD S7800b !




So this is an Android tablet built for retrogames....we are quite impressed!  The console holds well in your hands and is light too.weighing only 500g! Your thumbs lay ontop of the joysticks just right and still leaves your fingers to be hitting the L1 and R1 buttons curved into the corners of the console!  The tablet has all the buttons you'd expect from modern handhelds and they are all positioned correctly which will suit most games and gamers!

It has Android OS so this tablet is easy to navigate with the D-Pad or even the touch screen (yes touch screen!!) The Google Play store app is supported so you can download your Gmail or any other Android apps that take your fancy, even the retro games which are available are easy to access.  So this being just like your Android  phone (without calls) you can also surf the internet with pure ease using WIFI

No beating around the bush, this is a very fancy multi emulator in a branded tablet - but JXD have done this very well.  As we all know downloading ROMS can be annoying but the JXD makes this simple.  The console comes pre-loaded with a cloud app that puts your games into genres and categories for you.  All you have to do is simply choose your game and press download! Its that easy.  The 8GB of storage gives you tons of space for games and if you want more for movies or such there is a memory card slot too. The JXD is pre set to play Megadrive, SNES, Famicom, Gameboy, DS,GBA, MAME, PS1, N64, Arcade and  better still the DREAMCAST!!! 

Of course you can download more emu's for other consoles and formats (if you know how to do that sort of thing) and we are told the JXD also supports Speccy, Amiga, 32x and Atari Jaguar!!



One of the best features of the JXD is the screen it comes in at a massive 7" and is bright, responsive and colourful which makes the games llok great! If you wish to have more definition you can plug this badboy into your HDMI on your TV and go Large!!!  The speakers sit either side of the console giving you good stereo sound.  There is a 2.0 megapixel camera on the back and also one on the front if you want to take selfies, there is also an excellent Key Mapping feature if you download Android games that use touch screen controls, but you do have the option to use these on all games....we don't!



Battery life is good, we have been playing Crazy Taxi most of the day and with its 5000mah battery you can play for quite a while!   There is not much else to say about the JXD you just haver to play it for yourself to experience it.  This is a great retro meets modern gaming console with added emu's to get you started. There are even a few bundled games on there to get you going!

Like any emulation system -it plays emulated games, this means sadly that not all games play perfectly or have sound, but this you'll experience across a number of systems anyway. The majority of roms across a range of systems worked. Some didn't so we moved onto the next game - easy.

Watch the Official Trailer below or visit Funstock.co.uk to snap up your console (don't forget to use the code GYL at checkout for 5% off!!!)




Friday, 19 September 2014

A 1980s childhood brought to life - A book review

GamesYouLoved synopsis: 
Diary of an 80s Computer Geek
By Steven J Howlett 
As a child growing up in the 80s you would have seen dramatic changes occuring in technology along with music, movies, toys and fashion.  

In the Diary of an 80s Computer geek, Steven J Howlett brings this to life through the eyes of a child and the world around him changing before him. 

The wonderment of change and a life dedicated to computers started early for our protagonist. From the longing for the simple ZX81 in 80s Britain, where the individual had a chance make something from new if they really wanted. To the idea that this could even be a job or career.  Could this 'hobby' of computers and gaming become something more?



From the playground where cassettes could be bought and sold on the black market, to programming line after line of code to create simple games Stephen was on a journey that no other generation had encountered. 

This diary takes you through the 1980s with how Steven dabbles in ventures which from a simple hobby using the ZX81 becomes more to him as the years go by. 

We won't spoil the overall plot and detail, but some of the highlights of the story are as follows:

- upgradings of one machine to the next and what this meant at the time!
- computers at school and the games you loved and played
- computer magazines and how we trusted and cared for them
- the evolution of computers from 8-bit to 16-bit, and the high and lows of this

In summary when reading this book - cast your own mind back and think about computers and video games in the 1980s - what kind of memories does it conjure up? 

It might be quite different depending where you are in the world but nevertheless it was a time of great innovation and ground breaking products.  There was also an air of mystery around gaming and computer companies in the very early 80s - with no internet we relied on magazines, newspapers and limited TV channels to serve up information and in some countries (including the UK!) it came much later than 
others such as the USA and Japan. 

Whatever memories you had - the Diary of an 80s Computer Geek is sure to unlock some happy thoughts and will having you looking on ebay or googliing after reading it!

Diary of an 80s Gomputer Geek is available in print format & digital format here:
http://www.amazon.co.uk/Diary-80s-Computer-Geek-Computers-ebook/dp/B00JYGGCTO
http://www.amazon.com/Diary-80s-Computer-Geek-Computers-ebook/dp/B00JYGGCTO

You can also follow it's author Stephen on Twitter here: @sj_howlett  

Saturday, 13 September 2014

Putty Squad to get a physical Amiga release after 20 years!

Set to be used as special pledges in an upcoming Amiga book Kickstarter campaign, 100 physical replica copies of Putty Squad for the Amiga are set to be produced!

These 100 copies will come in authentic replica packaging on actual Amiga floppy disks. Bitmap Books have gained exclusive permission from System 3 to produce these copies of Putty Squad and will work with them closely to ensure that the final packaging is as near as possible to how Putty Squad would have looked if released in 1994.

50 of the 100 copies will be signed by the original Putty Squad development team.




Commodore Amiga: a visual commpendium
Commodore Amiga: a visual commpendium is Bitmap Books follow up to their hugely popular debut book; Commodore 64: a visual commpendium. Following on from the C64 book, the Amiga book will focus on the visual side of the computer featuring stunning pixel art, game maps and box art. It will also showcase the best software houses on the Amiga and is set to feature the Amiga demo scene.

The Kickstarter campaign starts on the 13th October and runs for 30 days. So far, some really exciting contributors are lined up and Commodore Amiga: a visual commpendium is set to be Bitmap Books biggest project yet.

Sam Dyer of Bitmap Books says ‘Putty Squad remains the Amiga’s most famous unreleased game. To be able to take Galahad’s 2013 release and produce physical copies of the game is hugely exciting. Huge thanks to System 3 and Galahad for allowing this to happen.”


About Putty Squad
Putty Squad was developed by System 3 and the follow up to 1992’s insanely good Putty. Set to be released in 1994 but this famously never happened due to the twindling Amiga market, but a pretty much full game remained in the System 3 archives. Fast forward 20 years and thanks to English Amiga Board member Galahad, in 2013 a version was released as a Christmas gift on System 3's website as free digital download.


About Bitmap Books
A new publisher specialising in beautifully designed and produced books all about video games. Commodore Amiga: a visual commpendium is the second book by Bitmap Books.

www.bitmapbooks.co.uk

Follow on Twitter @mrsidc64

Friday, 5 September 2014

Commodore 64: a visual Commpendium – A Review by GYL


For those growing up in the early 80s in the UK the Commodore 64 was a monster of a computer in so many ways. Sure we owned a ZX Speccy and even an Amstrad CPC 464 - but this was an American Dream machine. 


From the look of the computer to the amazing array of games and fun they gave us - this was the closest we could get to the arcade.

So when Sam Dyer – he of Commodore addict and Retro Asylum key member, announced his Commodore 64 Book Kickstarter - we were pretty excited to say the least.  

After result of a very Kickstarter successful campaign we had the final printed version in our hands and what a great feeling this was to see this come to life. Over the last few days we have poured over this respectful and entertaining tribute to the C64.  

From amazing graphics used in the artwork,  the games chosen of which there are many - to the mini-review write ups. This is a C64 fans dream.  

In terms of coffee table luxury books on the art and the subject - there isn’t anything like this out there of this quality and it's great to hear there is a next book on the Amiga too to follow up for another Kickstarter beginning on 13/10/14.

For more info on this Amiga book go to:
 www.bitmapbooks.co.uk 




Some of our favourite spreads in the book (as well as the GYL spread of IK+) entries are as follows: 

•  Activision's Ghostbusters – which has the commentary of  the game written by its creator David Crane  

•  Wizball – which is a crazy and fun game with cool graphics in the entry described by Jon Hare of Sensible Software  

Alongside the pixel art on many gaming spreads is original artwork by Oliver Frey provided by Games industry Legend, Roger Kean of Newsfield Publications and Zzap!64. This all adds to the quality and endorsement of industry games people who still really care about the Commodore 64 and its legacy.


Finally its worth mentioning the quality of print and finishing on this job. Sam is clearly  graphic designer who cares about the final detail of colour repro, the paper stock and quality binding of this job. It even uses spot UV varnish both on the cover and dust cover to great effect. 

This is something to love and be proud of.

Wednesday, 6 August 2014

Arcades - The Scene ain't dead

Back in January 2013 a friend and I were discussing what would it take for arcades to be revived in the UK. 


We agreed there would need to be two fundamental differences from the arcades we remember. The first requirement was that the Coin-Op system has to go. I’d love to know how many pound coins I burnt through as a kid, constantly nagging my parents for another go on Time Crisis 2 and never making it past the first stage. The other requirement was the venue having a sense of community, a hangout spot in which patrons feel involved in the venue’s future. 

Little did I know that shortly afterwards The Heart of Gaming would open and surpass those expectations. It’s located in North Acton, half an hour’s tube ride from central London and 10 minutes to walk there. 

All the machines are set to free play: you pay a flat rate on the door and can game to your heart’s content, a different experience from the arcades of yesteryear. This obviously suits hardcore gamers down to the ground; there was a time I couldn’t tell a shoryuken from a shuriken, but now after some day long sessions and meeting people there I’m a pixelated murder machine. That’s one of the amazing things about The Heart of Gaming, there’s plenty of scope for people to chill out and meet other gamers: shared passions are a roundhouse kick to the face of social inhibition. The same is true of any hobby, but it’s pretty damn cool to know there’s a place where who or what I am doesn’t matter, who I am is how much ass I kick at Ikaruga.

Immediately upon entering the venue you’re greeted by the sight of 6 Versus City Arcade Cabs. These are the Japanese style, with the game’s video replicated on two back to back monitors, the players unable to see each other while sitting, which is a pretty rare set up in the UK. 

This is the arcade room, with Sega Naomi cabs lining the walls, House of the Dead, Fighting Mania, the racing game Daytona USA and a couple of custom retro cabs that cycle between the likes of Donkey Kong, Space Invaders, 1942 and Pacman. Time Crisis 2 has made an appearance too, so I can finally avenge my parent’s wallets. Many of these cabs were rescued from London’s dying arcade scene, places like the Trocadero and Casino Arcade after they closed their doors. For shooters, Naomi titles like Border Down and Shikigami no Shiro 2 hold sway. A great thing about this room is there’s usually some obscure game I’ve never heard of before, like Money Puzzle Exchanger or Xexex. Visitors don’t need to worry spending their money on an unfamiliar machine, as they’ve already paid to get in and can try the games for free. In fact I’d recommend trying everything you see.


Moving onward there’s two little rooms, the first of which is dedicated to a dance machine. After that is a lounge area packed with retro consoles: Super Nintendo, Sega Megadrive, N64 and Playstation with games you can get from the front desk. The last area the HoG has to offer is the console room. There’s roughly 20 flat-screens with as many consoles set up here set up here for PS3 and 360 Gamers as well as a Wii U and some couches to make up a chill space in the middle of the room. Little crowds of gamers are usually in here huddled around their platform of choice, usually doing rotation for a fighting game. The corner has a couple of desks and monitors ready to provide live streams of any tournaments the HoG is running online at www.twitch.tv/thewonderpark. These are usually a wild assortment of fighters but sometimes it’s a dance game.

Tournaments are a huge part of the HoG, the sense of involvement and reward you get from offline competition, whether friendly or for higher stakes is something that was lost in translation when multiplayer gaming shifted to online play. The venue’s roots are in the fighter scene and it’s through these tournaments that community involvement is fostered. There’s always a big turnout for Street Fighter and Tekken showdowns, but an arcade makes for a much needed break from gamerdom’s obsession with new.

As such, there are older games developing large competitive scenes, like Street Fighter III: 3rd Strike and Super Smash Bros Melee; games which are over 10 years old. Upwards of 200 people have been known to turn up for Smash tourneys and the whole place is both transformed by that energy, and physically transformed when HoG staff set up loads of CRT displays to accommodate the demand for more smash setups.
A favourite of mine is seeing the Dance games community show up in force. They arrive equipped with towels, bottled water, crates of coke and order pizza in bulk once they’ve worked up an appetite. Those guys ‘n’ gals move their feet faster than I thought humanly possible and get unbelievable scores.


The HoG’s strength lies in its versatility. The front reception now doubles as a trade-in shop, offering fairer prices than you’ll see in high street stores, as well as some pretty rare finds. A Rock Band and projector setup appears in a spare corner from time to time, and there are plans to introduce PC setups and a bar.

The Heart of Gaming provides people who missed out on the golden age of arcades to experience a similar atmosphere, or for veterans looking for that nostalgia factor it’s a welcome throwback to the good old days. At the same time offering a base for modern game scenes to have their meets and tournaments is a way to remain in the present too. Places like these are timeless, I love the HoG and with enough support it should be here for a long time. 


HoG manz since day 1
By Ben “Blinge” Cataldo - guest reviewer and blogger for GamesYouLoved.com

Check out the BlinJe channel here too: http://bit.ly/1lAtxc2