Archive for the ‘Game trail’ Category

Lode Runner, Choplifter, Oregon Trail, and other classic diversions from 8-bit gaming.

Lazily revisiting Retro Fever

January 5th, 2015 11:25 AM
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Last March, I followed up my unboxing and Let's Play of Zéphyr with a video about Retro Fever. This game by Brian Picchi might be better called a metagame, as players assume the role of a retrocomputing enthusiast charged with adding as many classic computers to their collection as possible — a game most of us already play every day.

I'm no Internet celebrity, and my video did little to bring attention to Picchi's work. Finally, Retro Fever is getting the spotlight it deserves: Lazy Game Reviews (whose website looks quite familiar!) has nearly a quarter million YouTube users who were recently exposed to founder Clint Basinger's own unboxing and Let's Play of Retro Fever.

Amazing what someone with actual talent can do, no? For more Apple II goodness from Basinger, catch his Moon Patrol unboxing.

Want to learn how Picchi makes such great software? He took Juiced.GS readers behind the scenes of Retro Fever and his previous game, Lamb Chops, in Volume 19, Issue 1. Or you can download the Lamb Chops source code, released just last week.

(Hat tip to Tony DiCola)

King's Quest returns

December 22nd, 2014 10:30 AM
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At KansasFest 2010, I presented a session on modern spiritual successors to classic games. Among them was The Silver Lining, an unofficial sequel to King's Quest. The fan-produced game was long delayed due to legal issues with the official copyright holders of the King's Quest series, finally being cleared to begin its episodic release in 2010. Although received to mixed reviews, it was nonetheless a welcome, if unofficial, revival of the King's Quest series, which had lain dormant since Mask of Eternity's 1998 release.

Now it is time for the series to receive an official revival. The brand name of original publisher Sierra has been revived, and in 2015, they will publish King's Quest.

The new game has the blessing of none other than Sierra founders Ken and Roberta Williams, who accepted an award for their contributions to the industry at the recent Game Awards.

Apple II users should be interested to see where this series goes, as its origin is on their favorite computer. Many early King's Quest games were released for the Apple II or IIGS:

  • • Wizard and the Princess (1980)
  • • King's Quest: Quest for the Crown (1984)
  • • King's Quest II: Romancing the Throne (1985)
  • • King's Quest III: To Heir Is Human (1986)
  • • King's Quest IV: The Perils of Rosella (1988)

Will this latest sequel return the game to its roots? Or will it be a reboot for a new generation of gamers? We'll find out when it releases in Fall 2015 for PlayStation 3 & 4, Xbox 360 & One, and Windows.

Crowdfunding Thimbleweed Park

December 15th, 2014 8:08 AM
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This summer, Ron Gilbert unearthed his Maniac Mansion design notes. What was a seemingly nostalgic trip down memory lane may in fact have been the first steps toward the future: a return to his roots, crowdfunded on Kickstarter.

That's where Gilbert and Gary Winnick, Maniac Mansion co-designer, have successfully funded Thimbleweed Park, a new point-and-click adventure in the style of Maniac Mansion. "Why do we want to make Thimbleweed Park?" asks their campaign, which concludes the afternoon of Thursday, December 18. "Because we miss classic adventures and all their innocence and charm."

Ken Macklin, who designed Maniac Mansion's cover art, will return for Thimbleweed Park. So will David Fox, Lucasfilm's SCUMM scripter who decided to put the hamster in the microwave. And while the game will feature classic pixel art, there'll be a modern soundtrack by Steve Kirk. Writes Gilbert:

Don't get me wrong, I loved the SID chip, PC speaker, the Adlib card and amazing digital sound of the SoundBlaster (that still sounded like it was coming out of a PC speaker), but so much 'emotional data' can be carried in music and your eyes are already bleeding from the awesomely retro art, so why should your ears bleed too?

With all that said, though… what about the gameplay? I'm concerned that the interface appears a little too old school, which, as the developers of Shadowgate recently learned, isn't necessarily designed with modern gamers in mind. And what of the puzzles — will they be more logical? Or will be be sticking hunks of cheese in car ignitions? Gilbert's last game, The Cave, promised to be reminiscent of Maniac Mansion, with multiple playable characters, each with unique talents. But the game didn't exactly tear up the charts.

That all said, I'm willing to give this team and game a chance. I've backed Thimbleweed Park for $20 mark, essentially preordering the finished product, due for delivery in June 2016. I am sorely tempted to kick it up to $50, at which level the reward is having my name and phone number included in an in-game phonebook — and when players dial that number, they'll get my actual voicemail! Either way, stay tuned to this blog in two years to hear my thoughts on what comes next from Gilbert & Co.

Oregon Trail Live

November 10th, 2014 9:42 AM
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At KansasFest 2014, I brought a text adventure to life, courtesy Parsely. It was an interactive, real-world, technology-free experience based on Apple II games of the 1970s — and it wasn't the first or only such game to get such a treatment.

Oregon Trail, that classic edutainment title of frontier survival, has since 2012 been leaping off the screen to educate us about the hardship of early America. Adapted by Kelly Williams Brown, Oregon Trail Live is played not in schools, but by visitors to the Willamette Heritage Center of Salem, Oregon. Emily Grosvenor writes for The Atlantic:

Oregon Trail LiveOn the trail, as in the game, if you killed a bison, you could only carry 200 pounds of meat with you. In the live-action game, participants face the task of pushing 200 pounds of meat up a hill—in this case, a 200 pound man in a wagon regaling the crowd with meat facts. In our case, it was a local butcher dressed like a cow, who later tested us on the names of cuts of a side of beef.

At every turn the live action game converts the computerized saga into a real life obstacle. Die on the real trail—and 50 percent of travelers did in the trail's first years—and you're good ole dead. Perish in the computer game—of dysentery, cannibalism, drowning, cholera, typhoid, measles, or snakebite—and you get to see your own epitaph. Kick it in the live—action game and your friends must compose a dirge to sing at your funeral.

Grosvenor's additional photos from the event make it look like a ton of fun, with players creating characters, inhabiting roles, and working toward a common goal. Although she doesn't use the term, this take on Oregon Trail could be considered a LARP — a Live-Action Role-Playing Game. LARPs are normally associate with Dungeons & Dragons-style settings, as most humorously demonstrated in the film Knights of Badassdom, but it's not a stretch to see similar characteristics manifesting itself in Oregon Trail. What's next — a reality TV series, equipping contestants with little more than a covered wagon and some mules with which to survive a cross-country trek?

Grosvenor's coverage is of the most recent Oregon Trail Live, an annual event, with the fourth OTL to be held Saturday, September 19, 2015. Can't wait until then? Other Oregon Trail adaptations abound, including a trailer for a feature-length movie. Sadly, a full movie was never intended to be completed, but The Homesman, opening in theaters November 14 and starring Hilary Swank and Tommy Lee Jones, looks to come close to the idea:

(Hat tip to Christopher Curley)

Losing Apple II writers to GamerGate

September 22nd, 2014 10:57 AM
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The video game industry has been ashamed to host a recent debacle known as GamerGate. At its heart are matters of equality and diversity in the tech industry, which hits close to home for me: I host a podcast about those very issues.

The fallout from GamerGate is that voices that were already marginalized — in this case, women's — were silenced, with several accomplished writers leaving the industry. I don't blame them: no one should have to tolerate the abuse, harassment, and threats that these professionals have.

Despite a thirty-year gap between the Apple II and GamerGate, these writers' departure is to the detriment of even our retrocomputing community. Jenn Frank, whom I support on Patreon, not that long ago wrote over a thousand words on the legacy of Mystery House. In this piece, she outlines how the game launched Sierra On-Line as a company and the genres of graphical adventure and graphical mystery-horror. Frank does this not by examining her own navel, as this blogger does, but by interviewing a cavalcade of modern and legendary game designers, including Ken Williams, Jake Elliott, Erin Robinson, Ken Levine, Jane Jensen, and Al Lowe.

Mystery House, despite not being that much fun, even opened the door for women — maybe even Frank herself — to make names for themselves in a traditionally male-dominated industry:

Best of all, Mystery House resulted in the founding of Sierra itself. While many female developers often find it difficult to break into the modern-day mainstream games industry, Jensen remembers Sierra as a boon to women: "I was lucky getting into Sierra Online," she reminds us, "because there were already a number of strong female designers there — Roberta Williams, Christy Marx, Lori Cole. So I never felt there were any stumbling blocks at all in my path."

Mystery House

How one game defined a genre (or two) without being particularly enjoyable.

Don't expect any more research and writing like this: Jenn Frank has left the industry. Trolls and thugs drove her off.

Who's next? Leigh Alexander? One of the most distinctive and prolific voices of modern gaming journalism, Alexander's gaming origin is rooted in the Apple II. She's been revisiting the computer games of her youth, narrating her gameplay experiences on YouTube. She too has applied her unique lens to Mystery House. But she's not going anywhere, despite some gamers making it clear her voice is not welcome — to which she taunts, "What, you want to leave me death threats? Go for it!"

If you want to read more about Mystery House, Jimmy Maher has written on the subject extensively. But that's not the point. Who knows what Frank's next piece would've been? We'll never know. Will Alexander continue sharing her unique experiences on YouTube? If things get worse, maybe not.

Yesterday's games are treasures for today's journalists and historians to discover. It is important to preserve not just the subject of their study, but the dedication and perseverance of those skilled professionals who will deliver it to us. By supporting those who support the Apple II, we make an investment in their future. Alexander tells us how:

When you see something unjust happen, say that you condemn it. When someone's the victim of destructive sexist behavior, defend them — not in a brownie points-seeking way, directing your comments at the victim herself or copying women into your Tweets so that they know you’re a good guy — but in your own channels. When you see friends and colleagues passing on destructive opinions, challenge them. By engaging the issue yourself, you take responsibility.

Be aware of your own power and how you can use it to help others. … Don't just send her a nice note in private about how bad it looks like things are sucking and how you "have her back." Actually have her back. Stand up in public and say that yours is not a professional infrastructure that allows women to be abused or treated unfairly. Say that so-and-so is a talented, valued asset you’re proud to work with or for.

Ernest Adams has similar words of advice. Read his "Call to Arms for Decent Men".

Whatever your generation or gender, we're all gamers. Let's stand up for one another.

The Apple II legacy of Naughty Dog

September 15th, 2014 9:59 AM
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This time last year, I blogged about Steve Chiang, an Apple II game developer who went on to head Zynga, one of the modern gaming industry's most powerful and prolific publishers. It's no surprise that someone of such humble beginnings would rise to such a position: John Romero, Richard Garriott, and Will Wright are among those who continue to build upon the brands they launched on our 8-bit machine.

But one Apple II game developer has never rested on his laurels, creating franchise after franchise that could not be more disparate. In 1984, when Jason Rubin and high school buddy Andy Gavin were 15 years old, they founded Jam Software, later renamed Naughty Dog — something Gavin's father declared would be "the dumbest thing you're ever going to do." Their first games were Math Jam, Ski Crazed, and Keef the Thief, all for the Apple II. Later, Naughty Dog created Crash Bandicoot, the unofficial mascot for the original Sony PlayStation; for the console's successor, they developed Jax and Daxter. After Rubin's departure from Naughty Dog in 2004, the company crafted such franchises as Uncharted and the Last of Us for PlayStation 3 and 4.

This month, Rubin's original studio turns thirty years old.

The above tribute video does not acknowledge the company's Apple II roots, but doubtless the lessons Rubin, Gavin, and Naughty Dog learned on that platform defined not just their careers, but their creativity. Many of today's franchises have ample access to RAM, storage, and processing power, yet they rarely show little innovation over the previous year's games. By comparison, the Apple II, though powerful for its time, was so much more finite.

"Working inside limitations forces you to hone the details down to the absolute essentials, leaving something incredibly clean and focused," said Shigeru Miyamoto, creator of Mario, Zelda, and Donkey Kong. These are the limitations Rubin and Gavin worked within; as a result, Naughty Dog's games are never the same as last year's, except faster or prettier. Instead of beating a franchise into the ground, they have a dream, make it manifest — and then envision a new one.

To never stop dreaming: it's the Apple II legacy.

(Hat tips to Eurogamer's Jeffrey Matulef and CVG's Mike Jackson)

UPDATE (26-Dec-14): Naughty Dog has now released a 49-minute 30th anniversary documentary. Hat tip to Aira Quintana.