Archive for the ‘Game trail’ Category

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

Two-player Karateka

August 13th, 2018 8:22 AM
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I thought I knew Charles Mangin: hardware guru extraordinaire, maker of connectors, adapters and miniature models. His RetroConnector brand has enabled Apple II keyboards to talk to USB-enabled machines, modern joysticks to be played on Apple II computers, and other interactions that span the eras. With a 3D printer, he's created miniature working monitors and Raspberry Pi cases shaped like a IIe. Well before I ever met him at KansasFest, I was blogging about Charles putting computers in Apple II peripherals. Creating intergenerational hybrids is Charles' niche.

Or so I thought. First, he started sharing his hardware knowledge in a video podcast series, How II. Then he was giving KansasFest sessions about music synthesizers. No 3D printers to be seen, but these topics could still be broadly categorized as hardware projects.

But now Charles is making a name for himself in a wholly new realm: software development. After tackling the significant task of teaching himself 6502 assembly, he released his first game, a Minesweeper clone. Then he innovated with an original title, Jumpy Guy. These are fun, simple games that demonstrate Charles' growth in this new role.

Now Charles is punching his way through one of the most famous games of all time: Karateka. No longer the tale of a lone gamer storming Akuma's fortress, Jordan Mechner's first published title has been patched to enable a second player to control Akuma's foot soldiers, putting some actual intelligence behind the hero's adversaries and making it more akin to the Apple II arcade port Karate Champ.

I would ask Charles to detail his patch in an issue of Juiced.GS, but he has already been thoroughly transparent on his website, detailing the mere 42 bytes that constitute the efficient patch. The updated game is playable online on the Internet Archive:

In the course of reinventing himself, Charles has reinvented Karateka. But gamers are a hungry lot, and some are already clamoring for more features, including joystick input and network play. I'd rather wait and see what Charles does of his own volition: like Apple Inc., he has an uncanny sense for giving us what we didn't know we've always wanted. Who knows where he'll take us — and himself — next?

Travel Oregon: The Game

July 9th, 2018 11:06 AM
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The Oregon Trail is the perennial Apple II game: everyone has played some version of it, with it being adapted to feature zombies, reapppropriated by travel brands, and more. Regardless of how the game has evolved, it has the constant goal of arriving safely in Oregon. But what does one do once the party has reached its destination?

The state of Oregon itself offers its answer in Travel Oregon: The Game. This parody browser game offers a tongue-in-cheek glimpse into the experiences awaiting you in Oregon. As in the original game, you start by choosing your profession, except updated for the place and age: yoga teacher; apple farmer; ski pro; rancher; fly fisherman; winemaker; or surfer. Starting funds can be used to buy artisanal coffee, craft beer, kombucha, snow chains, newspapers, dry socks, spare tires, and gas cans. At stops along the way, you can buy cheese-flavored snack mix, sequined ice skates, crossword puzzles, phone chargers, beef jerky, a fisherman's hat, pinot gris, baby carrots, and more. Once equipped, there are plenty of fun minigames to play, from figure-skating to fishing. But it's not all fun and games, as poor party management can still lead to unfortunate consequences. As the state describes it:

While playing it, you can hunt (but make sure to buy a hunting license or you’ll be fined), build snowmen, and buy gas station sushi. You can choose to travel to the high desert or go down south to fish for steelhead among the rapids. There are quirky moments that distinctly remind you of how strange Oregon (and by extension, Portland) can be, like choosing the class, stats, and backstory for your freshly built snowman, or dueling a ghost to the… undeath?

Here are some photos I snapped in my travels throughout Oregon.

Want to make your virtual adventures a reality? The game offers a menu item to book your trip today! Come experience everything to offer in Oregon — only slightly exaggerated:

(Hat tip to Alec Blouin)

Updated art & music for The Bard's Tale

July 2nd, 2018 8:29 PM
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Three years ago this month, the company that brought us the Wasteland game series took to Kickstarter to revive another classic franchise: The Bard's Tale. With Brian Fargo of inXile entertainment helming the project, the fourth entry in the RPG series was sure to harken back to its roots.

Although the game is still in development, we are already seeing — and hearing — evidence of that history. Jason Wilson at Venturebeat got a demo of an early build of the game, during which he interviewed creative director and lead designer David Rogers, who said:

"We took the old MIDI tracks and we brought them forward and orchestrated them, had our sound designers pour their love into it," Rogers said. He went on to note that the games (they were on Apple II, Apple II GS, MS-DOS, Amiga, Commodore 64, and other formats) had different MIDI tracks, so the best depended on what platform you played on. He wasn't sure what versions they used, but an InXile rep said over email that "some are from the GS and some from the Amiga. We picked and chose our fav[orite] ones."

As part of the original Kickstarter pitch, the original trilogy was also promised to be ported to modern systems. That deliverable has hit some bumps that were addressed in a campaign update on May 17 from Lindsay Parmenter, head of development at Krome Studios, who's handling the remaster:

The original Bard's Tale games hold a special place in our hearts – many of us here at Krome Studios, especially Design Lead James Podesta and myself, played the games back in the 80s and are also backers of Bard's Tale IV.

After some casual conversations with the inXile team, the opportunity came up to put something together that we think will be really great for the Trilogy remaster. Not only are we updating the games to work natively on modern systems, but we're also putting on a fresh coat of paint, to give a new generation of role-playing and dungeon-crawling fans an easier opportunity to experience these classic games.

As a short list, our goals for the Trilogy remaster are:

  • • Up-res the original art, but keep the art in theme with the originals
  • • Add in various audio throughout the games for attacks, spells, and more.
  • • Add some quality of life improvements, such as the automap, tooltip popups in the UI, etc.

Here is some art from the Amiga version of the game compared to the updated art.

Personally, I prefer the original art. It leaves more to the imagination and is more evocative of its era, whereas the updated art seems a bit more… generic.

Will you play either the remasters or the new Bard's Tale IV upon their release later this year?

Ready Player One's Richard Garriott inspiration

June 11th, 2018 1:01 PM
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Ready Player One was my favorite novel of 2011, providing a dystopian cyberpunk adventure targeted at geeks who grew up immersed in 1980s pop culture. I've since recognized the book's problematic elements with gatekeeping, transphobia, and fan service without substance … yet I still can't help but be fascinated by all the elements author Ernest Cline wove into his narrative.

With Ready Player One's recent adaptation to film, audiences are discovering anew the Oasis, the fictional virtual world created by James Halliday (played by Sir Mark Rylance), a virtuoso computer programmer who sets himself up as the massively multiplayer online role-playing game's benevolent (but absent) god. Many of Halliday's (and thus Cline's) favorite games make appearances in Ready Player One, and in this new WIRED interview, Cline details each and every game in the movie — with one in particular being of interest to Apple II users.

Turns out one of the Apple II's own played a major role in the story:

Akalabeth is one of the first attempts by a computer programmer to translate the experience of playing Dungeons & Dragons into a computer game. It was created by Richard Garriott, who also helped serve as the inspiration for James Halliday. Richard Garriot is a famous video game designer from Austin, Texas, where I live, who has an alter-ego: his Dungeons & Dragons and game avatar called Lord British. He would dress up as Lord British in public at press events and things. He eventually ended up using his video-game money to travel into space and go on the International Space Station. He was really an inspiration to me as like a geek with unlimited funds and what could be accomplished. So he and Howard Hughes helped inspire James Halliday in my book. And his game, Akalabeth, and the games that followed it: Ultima I, II, III, IV, and then Ultima Online, the first MMO, those all helped inspire the Oasis in my novel.

While Garriott was directly referenced in the book, I didn't pick up any mentions in the movie. Little did I know that an entire, integral character was based on Lord British himself!

(Hat tip to Hades Kong via WTF Dragon)

Let's Play Lode Runner Legacy

June 4th, 2018 9:00 AM
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Just over a year ago, I shared the trailer for Lode Runner Legacy, the first original game in the Lode Runner series in almost a decade. The game was finally released for Windows in July 2017 but didn't receive its console debut until May 2018, when it was ported to the Nintendo Switch.

The Switch edition retails the voxel graphics style of its Windows counterpart, as well as its multiple modes: adventure; puzzle; and world levels, where players can craft and exchange their own creations. Best of all, its "classic" mode features all 150 levels of the Apple II original! At only $11.99, it's hard to beat.

Still, I have a habit of buying games and never finishing them (or sometimes even starting them!), making me hesitant to purchase Lode Runner Legacy, despite its generally favorable Metacritic score of 77%. Fortunately, the Switch edition offers a free demo that includes ten playable adventure levels and five puzzle levels. I gave this trial edition a spin in my latest Let's Play video.

Legacy plays a bit slower than the Apple II version I remember — but then, I remember playing it with an accelerator, so that may not be a fair comparison. Legacy also features much bigger sprites, and thus smaller levels, than the original — though the game hints at later, more sweeping levels that pull the camera back a bit, allowing for a larger play field.

Although I'm not a huge fan of the art style or the loading time between levels, I didn't see anything in Legacy that would keep me from buying it. I just need to clear some other games off my plate first…

In the meantime, you can hear me rave about the original game in episode #35 of the New Game Plus podcast.

Game Informer's top 300 games

May 21st, 2018 8:32 AM
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Every one-hundred monthly issues, Game Informer magazine compiles a list of the best games of all time. These lists fluctuate with the magazine's staff and as new games are released and old games are forgotten. Recently, issue #300 revisited this tradition with the staff's top 300 games. You could call the result arbitrary in the sense that they are highly subjective, but it doesn't change the fact that, with roughly 300 new games being released on Steam every month, to be counted among the top 300 games of all time is an honor, regardless of who it's coming from or how the decision came to be.

While some institutions frequently overlook the Apple II's contributions to gaming, Game Informer has not committed that error, with four games — more than a full percent of the list! — being for the Apple II. Every game on the list got at least a one-sentence summary; most games also had a screenshot; some games further received a full paragraph. All four Apple II games warranted screenshots, and two of them received those lengthier write-ups:


Oregon Trail (#104)

Oregon Trail

Fording a river, contracting snakebites, starving — you and your friends probably died in all these ways and more while playing The Oregon Trail. This wasn't just an entertaining simulation; MECC's revolutionary piece of educational software leveraged new technology to engage students' imaginations beyond textbooks. While the Apple II version of The Oregon Trail wasn't technically the first, it's the one most ids played as they crowded into school computer labs.

Wizardry: Proving Grounds of the Mad Overlord (#131)

Wizardry: Proving Grounds of the Mad Overlord

Sir Tech's text-heavy dungeon crawl provided the backbone for many of the long-running RPG series that followed.

Zork (#186)

Zork

Though this text game is hard to go back to now, Zork is undisputedly the progenitor of any video game that sought to emulate having an adventure.

Lode Runner (#197)

Lode Runner

Lode Runner combined twitch Pac-Man skills with the ability to dig into the level, trap enemies, and collect gold, creating an ever-changing puzzle game with seemingly infinite configurations, including levels of your own design. It also required both quick thinking and the strategic foresight to decipher increasingly complex levels, becoming a must-have for the home computer, and setting itself apart in the arcade-dominated market.

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