Saturday, 30 October 2010

Creepy Classic of the Month-Splatter House

Manufacturer:Namco
Genre:Side-scrolling beat 'em up
Board:Namco System 1
Year:1988


It's Halloween tomorrow, so for this month's classic I thought I would talk about something spooky and what better game to talk about than Namco's controversial beat 'em up, Splatterhouse.  The game was heavily inspired by teen slasher films of the decade, most notably the Friday the 13th series and the plot is as cliched as it gets.  A teenage couple, Rick Taylor and Jennifer Willis, get caught in a fierce storm and take shelter in West Mansion.  Little do they know crazed parapsychologist, Dr West, is rumoured to have used the mansion to perform hideous experiments, earning it the nickname "Splatterhouse".  Once inside, the kids are attacked by demons, Rick is killed and Jennifer is carted off to become the monsters' gruesome plaything.  The game begins with Rick being resurrected in the mansion's dungeon by a Jason Voorhees-style ice hockey mask called the "Terror Mask" or "Hell Mask" (depending on the territory).  As Rick, you must punch, kick, hack and bludgeon your way through the mansion to rescue your GF before it's too late.

That might sound like a perfect excuse for a gory extravaganza, but sadly this month's game does not really
deserve to be called a classic.  The truth is the only reason anybody played Splatterhouse more than a couple of times was because they got off on its pixelated horror. As a beat 'em up, it's pretty dull, but as a Halloween game, it's worth 20p for a bash.


Splatterhouse was remade in 2010 as a 3D action adventure for home consoles - and it was every bit as crass and dull as the original. 

MTW

Wednesday, 20 October 2010

The Remake Debate



Street Fighter II
A couple of weeks ago I discussed whether or not fans of arcade games should use emulators and ROMs to play their favourite classics.  It's one of arcade gamings hottest topics and one where the arguments will continue forever more.  One of the other hot topics is remakes.  Now before I continue, I should point out the differences between ports, remakes and reimaginings.
  • Ports are where the art assets, sound banks and code from one games machine are merged with code written to work with another games machine. 
  • Remakes are where new art, sound and code is used to create to a new game that matches the original as closely as possible.  Often remakes take advantage of more powerful hardware, but where possible the gameplay is left intacted.
  • Reimaginings are neither remakes nor sequels.  They are new games, with not only new art, sound and code, but new ideas about how the game should play.
    Super Street Fighter II Turbo HD Remix
    All three have their pros and cons.  Ports should be identical to the original game, however things often have to be changed to work with the limitations of the target machine, which can render them unplayable.  Remakes should look and play great, however purests may not like to see their favourite games changed in any way.  Reimaginings are the ones most at risk as derision, for exactly the same reasons as movies based on books that change characters and plot elements.  What all this comes down to is the further you stray from the source material, the more likely you are to upset the very people most interested in playing it.

    After Burner II
    Now, you may think I'm against remakes, but quite the opposite.  Xbox Live Arcade and PlayStation
    Network are home to a number of fantastic remakes, which in my opinion not only look and sound great, but serve as wonderful homages to the original.  Some of the best examples include:
    • After Burner: Climax 
    • Arkanoid Live
    • Bionic Commando Rearmed 
    • Final Fight: Double Impact (which contains Final Fight and Magic Sword)
    • Outrun Online Arcade
    • R-Type Dimensions (which contains R-Type and R-Type II) 
    • Super Street Fighter II Turbo HD Remix.
      After Burner Climax
      So next time you are presented with a remake of one of your favourite old games, give it a go, you may even find it gives it a whole new lease of life.
      MTW

      Saturday, 16 October 2010

      Krome closure threatens Game Room future


      Krome Studios, the developers behind Microsoft's underrated Game Room service, are in big financial trouble and have confirmed they will be closing their doors on Monday 18th October.  Krome were once Australia's biggest game developer, responsible for Ty the Tasmanian Devil, several Spyro games, some Star Wars conversions and, most importantly to retro junkies like myself, Microsoft's Game Room.

      Microsoft have not yet confirmed what this means for Game Room, but rumour has it there are still several Game Packs yet to be released (we're up to 10), so even if Krome are the only ones who can produce that stuff (which doesn't sound right to me), Game Room isn't dead just yet.

      Sunday, 3 October 2010

      The Emulation Debate

      To MAME or not to MAME, that is the question. Whether tis nobler in the mind to suffer the slings and arrows of legal persecution or to take arms against a sea of pirates, and by opposing end my arcade gaming, to die having never played Go Go Mr Yamaguchi.  Erm... anyway, emulators have been around for ages and for some, it's only way they've experienced certain classics.  But what is emulation all about and is it legal? Let's dig a little deeper and find out.

      Emulators: Software in disguise

      Emulators are not just programs that play old arcade or console games; their code mimics the functions of a piece of hardware, such as the motherboard from an arcade machine, so that programs written for the emulated hardware can be run on totally different hardware. Generally speaking, in order for an emulator to work well, the hardware it's running on has to be significantly more powerful than the original hardware. This is because it takes time (specifically memory load times and CPU clock cycles) to load and run each command in the emulator. In order to translate the functions of the original hardware to the new hardware, the faster the processor and memory, the quicker this translation can take place and the more smoothly the game will play. Emulating one processor on another is one thing, but the processor running the emulator also has to emulate the graphics chips, sound chips and I/O (input/output) board of the emulated hardware. So, the more complicated the hardware, the longer the translation takes. As such, the quality of the emulation varies. Generally speaking, 8 and 16-bit machines based on Intel 8080 and 8088 processors, the Zilog Z80 processor or Motorola 6500 or 6800 processors can be emulated pretty well. The difficulty comes with 32 and 64-bit machines based on the Motorola 68000 series or MIPS Rx000 series processors from the mid-90s onwards. The result is slow frame-rates, which no amount of power can overcome.

      The most celebrated arcade emulator around is the Multiple Arcade Machine Emulator or MAME for short. As the name suggests, MAME can emulate dozens of different arcade machines, but it's not the only one out there.  There are a number of others that emulate just one or two arcade boards, often resulting in better emulation for those machines. Such emulators include KAWAKS, which emulates Capcom CPS1, CPS2 boards and the SNK Neo Geo and ZiNc, which emulates Sony ZN-1 and ZN-2, Namco System 11/12, and Konami GV/GQ arcade hardware.

       
      ≈

      Playing from memory

      In order to play games on an emulator, you also need need the data that was stored on the arcade machine's ROM chips.  This information has to be "dumped" into one or more files, usually in a binary format. These collections of binary files are then collectively known as a ROM image. There can be dozens of files required for a single, simple game, all of which need to be correctly named and kept together so that the emulator can load all of the data successfully. Thankfully, modern emulators can often play ROMs as compressed Zip files, so you don't have to worry about losing track of individual binaries.

      =

      What good is power without control?

      Whether or not the graphics and sound can be emulated effectively, games with bespoke control schemes do not translate very well. While games that only used a joystick and buttons work fine, especially if you have something like a Hori EX2 Fighting Stick, and even racing games tend to fair quite well, games with specialised controls, such as rotating joysticks (a la Xybots or Search and Rescue) or games with paddles can be almost unplayable. One such example is the legendary Tron. While the light cycles levels play fine, a typical dual-analogue controller does a terrible job of emulating the paddle needed to aim the turret on the tank battles and Tron's arm in the I/O tower or MCP Cone levels.

      While it is easy to think pinball tables, with their two buttons and a plunger, would be easy to emulate, few pinball emulators do a good job of emulating the pinball table's crucial third control mechanism: nudging the table. There are degrees of both subtlety and force that skilled pinball players just cannot obtain by flicking an analogue stick.

      ≠


      Insert piece o' eight to play

      It's easy to forget that most arcade games are owned by companies that are still trading and as such they still under copyright protection.  It's also easy to justify downloading and playing games through an emulator, because in many cases there is no other way to play a lot of these games. But none of this matters in the eyes of the law. Just because someone leaves a classic car in a garage and never drives it, doesn't mean you can take it and claim it's the only way you could enjoy such a vehicle. Put simply, emulation is piracy and the recent rise of the HD port, you never know when a company is going to reprise an old franchise.

      So what can an old gamer do?

      The games industry as a whole has reached an exciting point in its life.  Never before have we had so much choice. In the last few years there's been a resurgence of interest in retro gaming and now there are loads of legal emulation services, most notably Microsoft's Game Room for Xbox and PC and the Nintendo Wii's Virtual Arcade, both of which offer games from as little as a couple of quid. Admittedly neither service has an exhaustive range of games, but by purchasing arcade classics  from a legitimate source, you can play safe in the knowledge you have done the right thing.

      MTW

      Wednesday, 29 September 2010

      Classic of the Month - Dig Dug

      Manufacturer:Namco
      Genre:Maze
      Board:Namco Galaga
      Year:1982

      I have a confession to make, I didn't play Dig Dug until I got it as part of the Namco Arcade Museum for the GameBoy Advance, back in 2003.  When I first played it, I wrote it off as a Mr Do clone and didn't go back to it for years.  I know, I know, as an arcade fanatic, I should be ashamed of myself, but we all make mistakes.  I have since played it on Xbox Live Arcade and a Namco Plug 'n' Play TV system and realised that there was a lot more to the game than first meets the eye.

      The basic gameplay is simple enough.  As Dig Dug, you have to tunnel through 255 screens, killing the Pookas (the red blobs in scuba goggles) and Fygars (the fire breathing dragons) that dwell underground.  There are two ways to kill these creatures: by tunneling under rocks and letting them drop on the monsters heads or by sticking them with a harpoon pump thing and inflating them until they pop.  That all sounds simple enough, but Dig Dug has a number of unique gameplay tropes.  First, Dig Dug can walk through partially inflated enemies.  Since it takes a few seconds to make them pop, partially inflating them can buy you the time and distance to finish them off safely.  Secondly, there are lots of different score attack mechanisms built into the game.  First, rock kills score more than pump kills.  Secondly, the depth at which an enemy is killed increases your score, hence the yellow, orange the red banding to the levels.  Finally, the points you score from killing a Fygar depends on your position - facing them scores more than attacking from above or behind.  All this means that if you are a highscore junky, Dig Dug can be a seriously competitive game.

      In 1985 Namco released a sequel, predictably called Dig Dug II.  Back them most sequels were simply more of the same, but Dig Dug II tried to be different, shifting perspective to a top-down view.  Now when you dug down, large sections of the landscape collapsed into the sea.  Sadly, it wasn't as much fun as the original. 



      MTW

      Saturday, 11 September 2010

      Dreaming of the 90s

      A couple of months ago I posted an article called 'Dreaming of the 80s', which were undeniably the years when my love of arcades (and gaming as a whole) were formed. However, my love affair with arcades did not end there. No, hanging around in arcades, the 90s was just as important a decade as the previous. So to complete my arcade gaming history, let's head back to the decade of Madchester, raves, Britpop, alcopops, the Spice Girls, the internet coming to the masses and George Lucas's screwing up Star Wars, the decade that also saw me go from school boy to working man.

      Turn of the decade

      My arcade gaming in the 1980s was limited to the Old Hall and the arcades along Yarmouth's sea front, but by the 1990s lots of things were changing; my older siblings (who are all 9-13 years older than me) stopped holidaying with my parents and as a result I lost my main mode of transport into Great Yarmouth for a few years. This meant I had to make the most of Old Hall's arcade, but by now they had stopped installing new games on a regular basis. I remember them adding Golden Axe, TMNT and Galaga '88, but they still had Galaxian and Gryzor all the way up until 1993, which is when I last stayed at the site. Nonetheless, the first time I played Street Fighter II was in a Yarmouth arcade (I think Circus Circus) in 1991 and it was this game above all others that I pursued over the next decade, both in the arcade and at home.

      The Capcom Years

      As I said, I did a lot of growing up during the 1990s, which meant I started visiting the arcades of my home town, some 5 miles from where I actually lived. There were only two proper arcades in town. First up there was Shipley's Amusements, which was mainly a fruit machine joint, but did have a handful of arcade games, including Street Fighter II: Hyper Fighting and an SNK Neo Geo MVS, containing such classics as Metal Gear, Neo Turf Masters, Magician Lord and Art of Fighting. Then there was a Cashade Amusements on the far side of town, which was a decent-sized arcade, but it was also dark, smokey and full of scary looking older kids. There were also a couple of video rental shops and the local computer shop that had a handful of machines in them. It was these quieter mini-arcades that my friends and I visited the most.

      Title screen for the black market Rainbow Edition.
      Because of Street Fighter II and Final Fight, in the early 90s my favourite manufacturer was Capcom. Street Fighter was everywhere and between Capcom's frequent updates and the numerous hacked versions of the machines, including Rainbow Edition and Accelerator, there most arcades had a couple of versions of the game. If you never played Rainbow Edition it was completely bonkers. Among the numerous changes in the hacked ROMs there was the ability to change character mid-fight by pressing 1Up and 2Up Start buttons, fireballs for Honda and some other non-projectile characters, high speed lariats for Zangief, super slow fireballs for Ryu and Ken, low and wide Dragon Punches, akin to Sakura's Dragon Punch found in the later Alpha games and the ability to keep jumping until eventually your character reappeared at the bottom of the screen.

      But it wasn't just Street Fighter and Final Fight I loved from Capcom. One of the video rental shops also had  the over-the-top super hero beat 'em up Captain Commando, a game that I never saw again, but which was great fun to play with three friends. Mack the Knife was my favourite character, although there was something appealing about playing as a robot controlled by a dummy-sucking infant.

       

      Namco Station, Nottingham

      Nottingham's Namco Station, now just fruit machines
      In 1995 I began a degree in Computer Science at Nottingham Trent University. It was a disaster. The syllabus was fluffed up with unrelated modules such as German, European History and Chemistry. I quickly lost interest and started hanging out with some mates from a different course when I should have been in lectures. We used to kill time in one of two venues, a Riley's Pool Hall and a Namco Station in the city centre. This was a proper gamer's arcade, with loads of brand new machines, including Street Fighter Alpha, Tekken 2, Mortal Kombat 3, Time Crisis, Area 51, Sonic Blast Man and cockpit versions of Sega Rally and Daytona USA. By this point games cost a quid a go and unlike the 80s it was my own money. God knows how much of my uni grant I spent on Sega Rally in particular.

      The End

      I dropped out of uni in the summer of 1996 and my time frequenting arcades quickly came to an end. From then until now I've only been in an arcade a handful of times, usually when I go to a theme park or seaside resort. Mansfield's Cashade was bulldozed one day in the early 2000s, along with a few shops, and replaced with a shop, restaurant, bar and nightclub complex. Rumour has it Nottingham's Namco Station closed down it's games section in May 2007 -- I'm surprised it lasted that long. It sounds as though towards the end it was just Tekken and Virtua Fighter keeping the dream alive.
      MTW

      Thursday, 2 September 2010

      Michael Jackson's arcade


      We all have fantasies about what we would spend out money on if we were multi-millionaires.  Super cars, mansions and luxury yachts are par for the course and sure, that stuff would all be great, but one dream I've had since I was a kid was to have my own arcade.  The machines I would put in it have changed over the years, but long-term favourites such as Street Fighter, R-Type, Gradius, Sega Rally and Space Harrier have always been high on the list.  And it seems I am not alone; the late king of pop, Michael Jackson, owned such an arcade.  Now you can say what you like about his personal life, but his private arcade was truly the stuff of dreams, as this incredible virtual tour demonstrates:

      http://pinsane2.com/pinorama/events/MJ_09/kr/michael_jackson_arcade_entry.html

      MTW