So there has been a disturbing trend of a distinct lack of Bill Laimbeer's Combat Basketball content on our blog recently. So, to fix this, I present you with a glorious first time playthrough . . .
Hopefully this will be the start of a glorious Bill Laimbeer's Combat Basketball theme week!!!
Thursday, January 10, 2013
Monday, December 17, 2012
#13 Freddy Pharkas Frontier Pharmacist
I don’t have a standout memory to share about Sierra’s classic adventure game Freddy Pharkas Frontier Pharmacist, but yet the game sticks out in my memory of one of my favorite games from my childhood. I’ve played many other adventure games that are arguably better, but few others left the lasting impression that this game did.
By the time this game was made Sierra had polished
their adventure game craft to the point where they were at the pinnacle of not
only the genre, but also the computer gaming world. Although it was
overshadowed by games like King’s Quest VI (which up until Warcraft II came
along was the best-selling computer game of all time), Freddy Pharkas is one of
Sierra’s finest games, an example of
their wonderful hand-painted landscapes, engaging storytelling, unique
characters, streamlined interface and exceptional voice acting coming together
to form a undeniably fun game. Even the frequent deaths that required obsessive
saving indicative of Sierra’s adventure games just a few years earlier which
many (most notably LucasArts) had criticized as an unwanted distraction from
the player’s engagement in the game world, had been scaled back. Freddy Pharkas
might not always be remembered as one of Sierra’s best games since it did
nothing to blaze new territory and, being a stand-alone game, is not remembered
with as much adoration as their more beloved series like King’s Quest or Quest
for Glory, but few other adventure games draw you into their world with such
force while also cracking you up the entire time.
FPFP was designed by Al Lowe of Leisure Suit Larry
fame during what was probably Sierra’s peak in 1993. Ken Williams, founder of
Sierra, wanted to creature adventure games of various genres similar to those
popular in literary industry (fantasy, science fiction, comedy, mystery, police
dramas). Freddy Pharkas was one of the last attempts Sierra made along these lines
as the representative of the western genre, but with the twist of combining it
with Al Lowe’s signature brand of cornball/dirty old man humor.
One of the biggest joys of playing Freddy Pharkas
is how crammed full of jokes it is. Descriptions of every object even down to the
most mundane item in Willy’s store include all sorts of puns, potty humor and
pop culture references. No opportunity for a joke is left untaken and a
tremendous amount of work must have gone into composing the countless lines of
dialogue and descriptions in the game, an example that even modern adventure
games would do well to follow.
The plot of Freddy Pharkas, a former gunslinger
who turned Pharmacist once his ear was shot off by our villain, follows Freddy
as he is attempting to discover why the economy has dried up in the town of
Coarsegold. Along the way, Freddy has to solve a problem of a backed up
outhouse and use his medical skills to find a way to stop the town from being
poisoned by horse flatulence. Owing its inspiration to Blazing Saddles, the
story leans on poking fun at a lot of clichés from old western movies. As you
might expect from a parody, the plot is little more than a vehicle to keep the jokes
coming down the manufacturing line with just enough of a story to keep you
along for the ride.
Where Freddy Pharkas really shines is in its
characters. Characters are often a politically incorrect caricature of common
western tropes, but each one is beautifully realized from the spot-on voice
acting to the gorgeous portraits to the funny dialogue. Like most comedies, Freddy
Pharkas is not the kind of game that will leave a strong emotional impression
with you, but it makes the town of Coarsegold come alive with each character’s
unique persona and, considering the high stakes in the game’s plot, leaves you feeling
an attachment to the town, like you want to revisit it someday.
The most frustrating part about Freddy Pharkas is
the in-game copy protection. The game comes with a hilarious manual pretending
to be a guide to medicine of the old west. However, in what seems like a never
ending sequence in the first act, this manual is required to mix a series medicines
in your pharmacy for multiple of customers. Each must be mixed with the exact
amounts of powders and liquids and such and the correct procedures which
usually ends up taking a few tries to get right. Combine this with the 3
customers during this part of the game and this copy protection scheme ends up
taking about half an hour to get through, serving as a major distraction from
your engagement in the game world.
Other than this, the biggest downside of Freddy
Pharkas is that too short and leaves you wanting more. At the end of the day, I
want three things from an adventure game: to be sucked into the game world, to laugh
my ass off and after beating it to be sad to leave. Freddy Pharkas Frontier
Pharmacist passes each of these in spades.
Thursday, December 13, 2012
#14 Sid & Al's Incredible Toons
Back in 1994 or 1995, the hard drive of our 386
started making weird buzzing noises one morning while I was playing Quest for
Glory III. I walked in to speak to the oracle atop of Tarna and within a few
seconds the computer shut down and would not power on again. While it was tough
being without a newer computer for a few months, the best thing that came out
of this crash was that we got a new computer: the Compact Presario 586. For
months, I had be reading Sierra Interaction magazines and longing for a variety
of CD ROM adventure games, like King’s Quest VI or Quest for Glory IV, that I
could play if only we had a CD ROM drive. The adventure games would all have
voice acting and even videos. It would open up a whole new world of gaming that
would not be constrained by the handful of megabytes that would fit onto a few
(or sometimes more than a few) floppy disks.
The first few times booting up the Compact
Presario was like opening up a window to a whole world you didn’t know existed.
It had videos with grainy women who served as our guide to the new computer living
in some sort of strange lobby area that showed us all of the functions of our
new computer. More importantly though, it came with games that had talking,
animated characters. Somehow, even though the graphics and gameplay really weren’t
any better, it felt like our gaming had taken a huge leap forward.
Around this same time, my mom and dad decided to
start a weekly date night. This meant that I got paid to babysit Tommy every Saturday night. My
philosophy on babysitting was that if I was being paid to watch someone then I
was going to spend the entire time doing activities together with them. This
meant that Tommy and I would play with legos or watch tv or, most often, play
computer games together, taking a break only to heat up and eat a tombstone
pizza usually with sausages and little cubes of pepperoni and ham.
Tommy was about 4 or 5 years at this time and
played mostly educational kids games on the computer through a launcher program
that came with the Compact Presario called Kids’ Desk. There were a few games
that were Tommy’s favorites at this time, including the interactive storybook Slater
and Charlie Go Camping and the politically incorrect Spelling Jungle. However,
the game that left me with the best memories of us playing together was Dynamax’s
Sid and Al’s Incredible Toons.
Sid and Al’s Incredible Toons was a contraption puzzle game starring Sid the
tiny yellow and Al the fat blue cat in the spirit of The Incredible Machine,
but more cartoony. It has a series of increasingly difficult puzzles where you
have to combine various strange objects including sneezing tea kettles,
elephants that were scared of mice, but sucked any nearby peanuts and little
wooden men who ate raw eggs, to achieve some preset goal.
But what Tommy and I ended up spending the most
time doing, was constructing our own levels out for our own devious desires. Our
favorite world to create was where numerous Sids and Als surrounded by bombs
falling from the sky. We’d start the puzzle, unleashing the carnage to see if
any of them would survive. Sure this wasn’t the purpose of the puzzle designer,
but we found it incredibly amusing repeating basically the same idea over and
over to slightly different effect.
Sid and Al was a derivative game that didn’t break
new ground or win any awards, but damn if it wasn’t fun to discover all of the zany
animations through combining different objects. The classy cartoony charm of
Sid and Al feels just like watching roadrunner and coyote cartoons in you footy
pajamas on Saturday mornings. And who really cares about puzzles when you can
feel like that all week long?
Tuesday, December 11, 2012
#15 Subspace
I first saw Justin in the hallway when one of the
guidance counselors was showing him around our high school on his first day
there in the winter of our junior year. A few minutes later he came into my
chemistry class and ended up sitting next to me. Justin and I were also in
world history together and over the first couple of days working on chemistry
problems and answering questions about the Ancient Greeks, we became friends
and started sitting together at lunch.
One of the first things I found out about Justin was
that he was not entirely happy with moving to Raleigh away from all his friends
in Texas, so his parents had agreed to buy him upgrades for his computer. When
I would go over to his house, we would usually partake of a selection of the
Mr. Reed stash of Doritos and Cokes and then head upstairs to Justin’s room in
the attic. The first games he showed me on one of my first visits over to his
house was Fallout II (which almost made the list, but, after many days of
intense mental struggle while in isolation in the west wing meditating to
prepare this list, didn’t). Shortly afterward, he showed me Subspace which he
had played since the beta version with his friends in Texas. My first reaction
to the game was, “wow you can play asteroids against other people from all over
the world. What an awesome idea!”
Subspace, originally released by Virgin Interactive
in 1997 and later abandoned to be resurrected by the fan community as Subspace
Continuum, is a massive multiplayer online game where, at its most basic, players
navigate a spaceship around collecting powerups (represented as tiny green
boxes) and fighting with other players in combat for points and rankings in different
zones. Players can choose from 8 different ships to pilot, each with its own
unique strengths, although the warbird with its unparalleled maneuverability was
widely considered the superior ship. Your weapons included regular bullets,
bombs and occasional thor’s hammers which were glowing purple and could travel
through walls. Later fan modifications to the game changed or rebalanced all
the ships to fit the unique design of each zone.
One of the most unique and ingenious elements of
Subspace, was the fact that your life meter went down, not only when you took a
hit from enemy fire, but also whenever you fired a shot. Unlike countless other
shooters where it is correct to just hold down the fire button and spray
bullets all over the screen, this mechanic made mastering the game quite
difficult as you figured out how to be conservative with your bullets, only
taking shots that had a good chance of hitting your opponent. Being aggressive and
pursuing your weak opponents as they fled attempting to regenerate their health
was critical to get kills, but being too aggressive would get you killed
quickly and repeatedly. It was often easy to spot a newer player because they
would spray bullets everywhere and it would take only a shot or two to bring
them down.
The original version of the game designed by
Virgin had only chaos zones where you were competing against most of the other
players on the board, attempting to kill as many of them as you could to raise
your rating. One of the most annoying parts of this zone was that you had to
collect those little green boxes for a few minutes every time you died for your
ship to be powerful enough to fight other ships. However, not to mention how
boring this was when you were someone who died as much as I did, there always
seemed to be people coming after you after you had just spawned attempting to
get a cheap kill. People would go for other kinds of cheap kills like vultcing
where you waited until someone was weak from fighting another opponent and then
you moved in for the kill while you were at full health. After having fought an
intense and epic battle against another players of comparable skill for many
minutes (one of the biggest joys of Subspace), it was incredible frustrating to
end up being taken out by someone who uncloaked and shot you a few times.
Subspace really shone with the alternate formats
like my favorite: capture the flag, involving working together with half of the
other players on the board to collect flags, bring them to bases, protect them
from enemy capture and attempt to capture the enemies’ flags. My best memories
of playing Subspace involved intense fights over flags that would last for many
minutes where you would be frantically moving your ship around attempting to
dodge enemy bullets within the confined area of the bases. Coordinating your
attack with your teammates was essentially since sending in volleys of a few
individuals at a time would be futile against a well-defended base.
It was in these capture the flag zones that I
started to get to know other players and even formed my own squad called the Puritans,
since for some reason I was especially impressed with their philosophy after
learning about them in U.S. History class. I frequently attempted to recruit
new members in the chat and ended up getting members into double digits. One of
our members designed us a logo which was a yellow lightning bolt (what that had
to do with Puritans, I’m not sure). Most of the other squads were composed of
skilled and experienced players who competed to top the leader boards and we
didn’t have any of the top players in the Puritans and were sometimes mocked by
other squads. However, I was happy just to have brought a squad together and on
a few occasions we even had a team of mostly Puritans win a game of capture the
flag.
Subspace is the only massive multiplayer online game
I have ever gotten very deep into (I played World of Warcraft for about an hour
and a half and got bored with just killing boars for gold pieces) and, since I
am afraid of getting too suck in, I don’t know that I will ever get into
another MMO game. With its simplicity, Subspace is fun but doesn’t have that
insanely addictive nature of most MMO games nowadays that sucks hours of your
life away. It stands as a remarkable testament to the lasting of subspace that,
despite it unimpressive graphics and sound even by 1997 standards, now 15 years
after its initial release Subspace still has an active community posting on its
forums and playing the game.
You can download Subspace Continuum for free at: http://www.subspace.co/index.
Sunday, December 9, 2012
#16 Warning Forever
Around the same time I was working on “Cutting
Leaves of Grass,” I was had a job at Quiznos. As a “sandwich artist” at Quiznos,
we would be hit with intense RTP lunch rushes from about 11:30am to 2pm where
time would fly by as I made one sandwich after another only breaking to grab
more ingredients out of the cooler. During
these moments my muscles would take over without much conscious effort from my
brain. My arms knew how to cut the bread without looking, the right amount of
meat without weighting it, the right order to stack the tomatoes and cheese and
the way to slide the sandwich into the oven. My muscles worked like a computer: customers
would say their order to me and my muscles would output the sandwich within a
few seconds over and over and over.
After nights of closing the store at Quiznos, I
would come home and play Warning Forever, still dressed in my black collard Quiznos
shirt and think about Chris’s racist theories on black customers or which
evening station was the easiest: dishes, moping or stations. With practice, my fingers
took over for my brain in Warning Forever the same way they did at Quiznos.
Although different from Carax’95 in subtle ways, the
ultimate joy of Warning Forever is the same: simple futuristic graphics combined
with intense button-mashing action where mastery requires devising a deliberate
plan of attack. Like Carax’95, Warning Forever is a simplistic Japanese
freeware space shooter game, but, unlike Carax’95, it is not a continuous wave
of levels that are identical on every playthrough.
Given its randomly generated nature, it is
difficult to deconstruct the specific strategy you need for each level like in
Carax’95, but instead you have to apply certain basic principles to each random
boss. Most chess players, except for the masters who have memorized countless
different board states and have a deep understanding of the appropriate
strategies in each situation to the point that it requires little mental
processing time, approach chess in the same way, using some overarching
principles and strategies to help them make each decision in the game. Warning
Forever works in a similar way where generalized strategy serves you well
regardless of what kind of boss the game throws your way.
In Warning Forever, you navigate your tiny space
ship around randomly generated and increasingly gigantic bosses with a variety
of moving parts and different kinds of weapons. After the first few easy levels
with relatively small bosses, the bosses start to take up the majority of the
screen giving you more than a little corner to dodge bullets. Being
aggressively intentional about taking out certain areas of the ship is critical
in these later levels to afford yourself more screen real estate to maneuver. Targeting
weak structural points in the boss’s ship can blow off an entire limb. Destroying
specific weapons like the torpedo cannons is also critical to your survival.
As you will see from most of the rest of the list (save
two other games including the next one), few hand-eye coordination, arcade
style games have captured my attention enough to become one of my favorite
games. Whereas most action games and especially first person shooters require keen
hearing and seeing to be able to react quickly and decisively, I prefer games
that use my internal skills, allowing me to think and strategize and understand
and deconstruct. Therefore, both Carax’95 and Warning Forever are special games
to me in that they feel comforting, allowing me to go onto meditative autopilot
while playing and at the same time allowing me to think of new techniques in
between games. As evident by the fact that there are nothing but more simple
action games on this list, this combination of simple repetition and strategic
depth create an experience that, like a perfectly crafted pop song (Good
Vibrations is better than any Beatles song), is perfect in its coat of sublime
simplicity. Many, many more unique and intricate action games have come and
gone, but few can recreate the same experience of Warning Forever.
Warning Forever can be downloaded here: http://www.hikware.com/Prod/index.html#wf.
Saturday, December 8, 2012
#17 Photopia
Our house in Jefferson, Maryland had an enormous quartz rock sitting in the corner of the front yard. My best friend Wes Rowh and I used to play on that rock while waiting for the school bus. Going over the Wes’s house that year was my first exposure to video games where we would play Duck Hunt and Super Mario Brothers on his NES for hours and it was a frequent topic for imaginary play during our bus stop time. We touched the tulips in the flower beds like they were fire flowers and then pretended to shoot fireballs at the cats like they were goombas.
My interested in designing computer and video games started
one day when we decided we were going to make our own video game system called
Nintari (a combination of Nintendo and Atari). We brought papers and crayons
out to the rock and scribbled tons of game designs. I don’t remember any of the
games we invented except for one: Fire Against Water, where one person played
fire and the other play water and then you fought against each other. Somehow
it never occurred to me that the water would extinguish the fire every time.
In 2004, after graduating from Hope College, I had moved
back home to Raleigh and was looking for a job with my degree in English and
Psychology. I had spent a lot of my time in college focused on improving my
craft at writing poetry and short stories, immersing myself in the work of
improving my craft without a great deal of concern about my post-graduation
plan. I had applied to MFA programs in creative writing earlier that spring and
been rejected from all of them and I was feeling anxious and burnt out with
regards to my writing ability and also full of questions about my future.
During this time, I decided that I needed a new creative
outlet other than writing. So I combined my love of writing with my love of
computer games and decided to create a comedic interactive fiction game. Given
my love of adventure games and my writing background, writing interactive fiction
seemed like a natural transition from. So, I immersed myself in learning how to
code in the TADS interpreter, playing award-winning IF games and reading
numerous articles about IF game design. I set a goal to enter the yearly
interactive fiction competition that fall. With a few weeks to go before the
competition I had completed the first functional draft of my game “Cutting
Leaves of Grass,” a story of a heartbroken slacker with a psychopathic plastic
surgeon neighbor that was an odd combination of The Big Lebowski and a cheesy
romantic comedy with lots of Walt Whitman references thrown in for good
measure.
I submitted it to an online site for help with playtesting
and discovered that the game was rough around the edges with many illogical
puzzles. I did not feel that I had the time to polish the game as much as I
would like for the competition, so I did not submit it. Unfortunately, when I
was in Japan a year later, the jump drive containing the game crashed and “Cutting
Leaves of Grass” is now lost to the great hard drive in the sky.
The best game I discovered during this time was Photopia by
Adam Cadre. It was one of those rare creative works that erupts out of the box
of your understanding of its art form like a jack-in-the-box. I’d seen numerous
pieces of art, writing and dance that exploded their genres, but never had I
seen a computer game dig so deep into realm of emotional depth and complex
storytelling. It is difficult to talk too much in depth about Photopia without
giving away the story, but it is the computer game that has produced the
strongest emotional reaction out of me. After my first play-through, I had to
take a quiet moment to sit and stare at the computer monitor to think about
what I had just experienced.
While simultaneously a game that tugs at your heartstrings and
asks important existential questions, Photopia’s non-linear storytelling has
few if any puzzles causing some to dismiss it as an interactive story more so
than a game, where you are just pushing the buttons to see the story unfold as
opposed to your actions having much of an impact on the outcome of the game. Few
computer games before or since have attempted this style of non-interactivity
and such a game could easily come off as confounding and unfun in the hands of
a less capable writer. However, Photopia stands as one of the most ambitious
and unique computer games ever made.
Photopia can be downloaded here: http://adamcadre.ac/if.html.
Thursday, December 6, 2012
Come On Eileen: #18 Carax’95

Doing something simple over and over and over again can cause
frustration in attaining the same undesirable results, like a bullying victim
who repeatedly does nothing but ignore the insults and the swirlies. Doing
something over and over and over again can cause boredom with an overly
familiar task like searching out every line of code in a program to prevent the
Y2K bug. However, with the right kind of task that has the right balance of
challenge, hand-eye coordination and the that wonderful release of dopamine
that video games provide, such repetition can be a comforting and even spiritual
experience.
I discovered Carax’95, a Japanese freeware space shooter
developed by BIO 100%, while in a freeware downloading phase during my senior
year in high school and quickly became engrossed. A few hours after walking
across the stage at my high school graduation, I arrived back home and wondered
why I didn't feel any different. I was now a high school graduate and would be
heading off to Hope College in the fall, but I didn't feel any sense of
accomplishment. Everything felt the same as it did when I was in high school. So
while I imagined most of my graduating peers to be crammed in suburban
basements and attics drinking wine coolers and cheap beer purchased by their older
brothers, I played Carax’95 until I went to bed. Something about it felt safe,
like despite all the changes that would come in the next few months, I could always
find return to the comfort of driving my little blue spaceship through an ocean
of twinkling stars.
After a few weeks, I ended up leaving it behind to play some
other games, but it never lost its spot on my hard drive. Months later at Hope
College, I was anxious that college was going to be much more difficult that
high school and worried that people would think I was weird if I played too
many computer games, so I deleted most of the games off my hard drive (even
civilization II) and, with my new group of friends and my intense focus on my
schoolwork, didn't end up having the time to play any computer games anyway.
Except for Carax’95. My first semester of freshman year, it made an excellent
study break game, the kind of game I could play twice to escape my reading or I
could play compulsively attempting to beat my highest score and delve further
into the waves of alien spaceships (I guess I don’t know for sure that I am
fighting alien ships for sure since there is no backstory to the game--maybe my
enemies think I am the alien invading them). I played it every day like brushing
my teeth or praying to God that He will bring me a new Hot Wheels.
After playing it so many times and getting about as adept at
it as my hand-eye coordination would allow, my obsession with Carax’95 starting
coming down to tweaking small elements of my strategy to get an incremental advantage.
I developed a systematic plan for all of the earlier levels of the game: each
movement of my ship was choreographed to avoid enemy bullets and each break in
my shooting was intentionally planned to maximize my hit percentage and attempt
to accrue bonus time added back to the clock. Even though I knew that I was
never going to be a professional gamer and imagined that Martin would be able
to beat my highest score on maybe his 3rd try at the game, I strived
to understand every nut and bolt of how the simple game worked, which enemy
ships to attack first and which ways to move my ship to avoid their bullets. The
challenge of mastery motivated me to practice while the uniformity of the game
brought normalcy as my world was changing around me in my transition to college
away from home.
From pong to angry birds, many of the best games ever are
also the simplest. Of course, games nowadays are all over the map when it comes
to complexity from the simple, accessible android games to the daunting and unapologetically
open-ended Dwarven Fortress. I love being able to understand the inner workings
of complicated games (OOTP Baseball is one of the most complex games this side
of Dwarven Fortress) , but I also love reaching a meditative , zen-like state playing the same
level of the same game over and over and over. The endless random nature of
games like Diablo or Berzerk or countless other games can do wonders for replay
value and help bust that Y2K bug style boredom. However, when it comes to
shooters or platformers, I’ll take a well-polished and well-designed game like
Carax’95 with constant, repetitive game play any day.
Carax’95 can be downloaded here: http://bio100.jp/play_game/index.html.
Wednesday, December 5, 2012
In the Jungle, the Mighty Jungle: #19 Rockstar
In my 8th grade math and language arts classes, I
stood on top of chairs and sang silly songs about imitation mayonnaise and Inky
the Cat. One day in social studies we watched a video about Africa in which,
for some reason, they played the song “Don’t Worry, Be Happy.” My friends Ben
and Danny were amused at the long and high part of the song and we starting singing
it for the rest of the period. On my turns, I decided to go all out and sung
with a squealing, high pitched voice, holding out all the notes for as long as
possible for dramatic effect (aweeeeeaeeeeeeeeuu!). My friends found my
rendition hilarious and encouraged me to sing it repeatedly throughout the rest
of the week.
With my new found stardom, the next logical step was to go
to the recording studio and lay down a full length album. So, I spent the night
at Ben’s house, he left me listen to his Green Day cassette, we played NBA Jam
on Sega Genesis in his basement, we wrote out a track list and recorded every
goofy 20 second song in one sitting. By the next week at school, with the help
of Ben’s promotional skills, I handed out printed and autographed tracklists to
my classmates and my teachers. That week I started taking requests to sing songs
from the album on the bus and on the playground. Even my teachers got into it
and let me stand up on chairs and sing at the end of class.
While I was reluctant to thrust myself into the limelight,
my friends found my songs an amusement that broken up the monotony of school
and my teachers seemed surprised to see this showmanship coming out of a
reserved student. It became an integral part of my identity the rest of my 8th
grade year to the point where other students wanted to be part of it, taking on
roles as my bodyguards, my manager and my accountant.
This middle school experience served as the inspiration for
Shadow Puppet Disco when I started having goofy songs about Lewis and Clark and
Kung Pow Chicken pop into my head as I was playing basketball. Knowing that my
friend Matt McReynolds (or as Kyle Blair called him “old Irish Matt”) was a serious
rock musician, I decided he needed to hear the songs. So one day I sung them to
him during lunch in the cafeteria loud enough so that all the other tables
around us glared at me. Matt found the songs amusing and said I had a decent nasal
rock and roll voice kind of like Tom Petty. I wrote more songs, Justin, Joey,
Martin and Alex got involved and SPD blew up from there.
As goofy as the songs were, I loved the rush of all the eyes
in the class being on me, each person listening to something I had written. Performing
for my classmates made me feel like I was making school a little more fun for
everyone, like I was making everyone’s life a little better. Playing the text-based
DOS shareware game Rockstar from 1989, always ignites a nostalgia in me for
this mix of adrenaline and joy.
Like Oregon Trail, Rockstar is another game where it is more
about immersing you in the decisions and lifestyle of being a rockstar than
about compelling game mechanics and solving strategic puzzles. With a little
trial and error and a pinch of common sense, it is easy to figure out that you
need to balance touring to promote your band, writing songs to make good albums
and relaxing to not get worn out while avoiding taking any hard drugs that
destroy your alertness in turn ruining your live shows. You slowly build up
your popularity by touring, releasing singles and albums, and doing every radio
and television spot you get offered. This simple strategy is all you need to
win the game even on the hardest setting, but true elegance of this game isn't so much in trying to win but rather in exploring the world of the game and
vicariously living out the life of a rockstar. For example, taking drugs that
you are offered by groupies or other bands can do nothing at all or it can
induce a psychedelic and seizure-inducing multi-colored explosion of different
characters on the screen. Likewise getting into fights with your bandmates
might cause your tour to get cancelled or touring too relentlessly might make
you depressed and your manager will force you to go to therapy or doing too
many drugs and your label will force you to go to a sanitarium and eat nothing
but vegetables. All the sexiest and the most rock-bottom parts from those
behind the music specials are all captured with flair in Rockstar.
The first of four text-only games on this list, one of the
most remarkable elements of Rockstar is that it is able to create such a rich
world and strong level of immersive progression with nothing but PC speaker
beeps and ASCII characters. It is cliché and overly simplistic to say that
books allow you to fill in all the details with your imagination and that doesn't seem to quite encapsulate the majesty of this game. However, I do not believe
Rockstar would be a better with graphics no matter how good. The game’s wacky
drug trips masterfully done with nothing but ASCII characters would not have
the same effect any other way and the game simply does not need them to spark
your imagination into images of being on stage in front of thousands of adoring
fans all singing along to your number one hit.
Rockstar can be downloaded here: http://www.abandonia.com/en/games/227.
Tuesday, December 4, 2012
#20 Oregon Trail
The last week of summer vacation before 5th
grade, Lynn Swanson told me that I was going to enjoy Mr. Nykerk’s class next
year. I was dreading coming back to school after summer vacation, attempting and
failing to slow down time in my mind and I certainly wasn't sure how any
teacher was going to make me feel any better about it. Sure, I had had good
teachers in the past, but how could any teacher make me excited about leaving
behind the freedom and fun of summer vacation? I looked at Lynn skeptically and
thought that Mr. Nykerk better give us ice cream and let us play video games every
day to make me change my mind.
Fifth grade with Mr. Nykerk ended up being one of the best
years of my life. Every day I was excited to come to school. I developed lifelong
passions for creative writing and fantasy baseball. I blossomed socially from a
quiet kid into a classroom leader. My grades improved and my confidence soared.
If I had had a terrible teacher in 5th grade, I might be passed out
drunk in a ditch in some major metropolitan area, smelling of urine and egg
salad sandwiches and holding a sign saying I need money to repair my spaceship
to go save the Ewok planet Endor.
Mr. Nykerk was unlike any other teacher I have ever had. Even mundane tasks and procedures in his class
were fun. We earned merits (multi-color stock paper cutouts with goofy hand
drawings) for doing well on assignments and behaving in class. Every Friday, we
could use these merits to enter a contest and, if we were in the top three
points of anyone who entered that week, we got to sit in a comfortable padded
chair behind a luxuriously large desk for the whole next week.
To learn about civics and economics, we campaigned for
public office (my slogan was “Take a Chill Pill, Vote for Phil”), and wrote our
own laws. Joey Dean’s father worked at some kind of place with a nice copy machine
and he had far more and far nicer posters than anyone else, with full color
photos and America flag trimmings. Still Joey didn't win since he was a spaz
and always chewed on ball point pins. Then we created our own free market
economy where we created our own businesses. Wes Rowh and I used glue guns,
lifesavers, and Hershey’s kisses to create tiny trains made out of candy. My
third grade teacher negotiated me down to half price on the trains while Wes
was away and I felt guilty I had gone down so low. It’s probably good I never
went into business.
When we learned about the Civil War, we got to reenact the
battles in the cafeteria, dressed in uniforms and holding broomsticks as rifles.
I can still remember seeing two students sitting outside Mr. “Don’t Break the
Sugar Bowl” Harper’s office in fourth grade because they had brought their
hunting rifles to school for these reenactments. My fifth grade year, Mr.
Nykerk mentioned to us many times that we should not bring real guns to school.
After studying the Civil War, we learn about westward
expansion and manifest destiny. One day, to help us learn about those brave
Americans who traveled west in search of better fortunes, we got to trek into
our computer lab full of Apple computers and play Oregon Trail. Mr. Nykerk
promised us merits if we completed the game alive. I had played a bit of Oregon
Trail the previous summer at a computer camp and I was determined to get those
merits. While many of my classmates spent the majority of their money on bullets
and used their time shooting at buffalo without making it out of Ohio, I choose
the banker from Boston and used his generous bankroll to buy a well-balanced
and ample load of supplies. To play it safe, I took ferries across all of the rivers
to and left during April so I would not risk disease from the Rocky Mountain winter
cold or getting my wagon stuck in the snow. After nearly an hour of playing, all of my other
classmates had lost their entire family and had returned back to the classroom,
but I had beaten the game with all but one of my family members alive. My classmates
were impressed and asked how I did it. I felt smart.
Every so often, I boot up the XT to see that little oxen
dragging the little wagon behind it across the bright green grass. Now as an
adult, I can see that the game is remarkably easy with simple mechanics that
are little more than a series of random events that you need to be prepared for
to win. However, the point of Oregon Trail isn't so much to challenge your
problem solving skills, but to put you into history, into that covered wagon,
to make you cringe when your little sister get bitten by a snake, to frustrate you
into cursing the bandits who steal your last 4 sets of clothing and to enrage
you into banging the keyboard when your bullet just missed that buffalo.
Few computer games in history have been able to make you
feel so engaged in their world while offering such minimal game play, but, as
you will see from many other games on this list, I love this style of game. Although
few computer games take such a hard line towards story and immersion away from
in depth game play, these kinds of games are capable of being unparalleled works
of art in the realm of gaming, telling a compelling and engaging story in a different
way than novels or movies. Oregon Trail stands after all these years as a
shining example of this style of game play. Indeed it is a rare game that creates
a moment where a shy fifth grade boy can be inspired to explain survival skills
to the listening ears of his entire class.
Monday, December 3, 2012
This Year's List
Even though I skipped it last year (damn that Egyptian Rat
Snake that enslaved me and forced me to polish his porcelain pig collection in
an underground cavern all last winter!), this post marks the triumphant return
of my year-end top ten lists. Except this time, I’m doing twenty instead of
just ten! Partially this is to make up for the ten all of you, my adoring
readers, missed out on last year, but mostly it is because I had so much
trouble getting my list narrowed down so I decided I should just do 20. Therefore,
without further ado, I present to you my list for this year: My Top 20 Favorite
Computer Games!!!
So, I know before I attempted to make a list of the top
twenty best computer games of all time, but I abandoned it for a few reasons:
1. Lists like that are so subjective. It is often leans more towards a list of games that the author liked most or is most familiar with, not so much the best ones. Also, it’s not like I have any hard data on number of sales/size of the computer gaming market/meta-analysis of critical reviews to give more legitimacy to my placement of each game.
2. What qualities do you even use to measure what game belongs on the list: innovation, popularity, style, fun, replayability, influence? Based on whatever you are looking for, the list of games change pretty dramatically.
3. The main reason, however, is there are many genres of games, like first-person shooters, I am not familiar with or interested in and there are many famous games I have not played. So I don’t feel entirely qualified to make a definitive list of the top games. My list would have been more the games that I had the best memories of and had the most fun with. So that’s the list I decided to make instead.
1. Lists like that are so subjective. It is often leans more towards a list of games that the author liked most or is most familiar with, not so much the best ones. Also, it’s not like I have any hard data on number of sales/size of the computer gaming market/meta-analysis of critical reviews to give more legitimacy to my placement of each game.
2. What qualities do you even use to measure what game belongs on the list: innovation, popularity, style, fun, replayability, influence? Based on whatever you are looking for, the list of games change pretty dramatically.
3. The main reason, however, is there are many genres of games, like first-person shooters, I am not familiar with or interested in and there are many famous games I have not played. So I don’t feel entirely qualified to make a definitive list of the top games. My list would have been more the games that I had the best memories of and had the most fun with. So that’s the list I decided to make instead.
Now granted some use the cop out that any top computer games
list is subjective and everybody has their own unique opinion, but, while this
is true to some degree, why would you purport to make a definite list of the
best games ever without putting in ample research and without trying to empirically
state what the definition of best is and why your games are the best. Ultimately,
I wanted to do a list that would be more genuine than something that you see on
many similar best lists of games where the authors pretending to make a
non-biased list but their list only includes one game made before 1993 and
include one adventure game and 60% first person shooters and 30% real time strategy
games. After years of thought, I have
determined that as opposed to trying to do a lot of research to make a
factually-based and non-biased best games list, what I really want to write
about is the games I enjoy playing the most and the wonderful memories I have of
playing them.
Starting tomorrow, I will be posting about why I love each
of these 20 computer games, how I fell in love with them including stories of
all of you (well, except you Veronica, I don’t think I have ever played a
computer game with you and also, not you nan bread), and why each of them stand
the test of time in my heart despite the constant stream of new games with better
graphics, innovative ideas, and streamlined modern gameplay and despite that
time they had an affair with Betsy from marketing.
So, put on your favorite footie pajamas, grab a cup of hot
chocolate, snuggle up with your favorite stuffed animal in front of the
fireplace and get ready for story time where Grandpa Phil tells you what
computerized games were like back in his day.
#15 Subspace
#16 Warning Forever
#17 Photopia
Come on Eileen: #18 Carax'95
In the Jungle, the Mighty Jungle: #19 Rockstar
#20 Oregon Trail
#15 Subspace
#16 Warning Forever
#17 Photopia
Come on Eileen: #18 Carax'95
In the Jungle, the Mighty Jungle: #19 Rockstar
#20 Oregon Trail
Wednesday, November 21, 2012
So Christmas...
So I'm not really sure what my plans will be for Christmas break, aside from the fact that I will be spending at least part of it in Tennessee with my parents. Depending on how we are traveling we might be able to stop in Raleigh, or we could split the difference and meet at Phil's place (assuming this is alright with him), since it is more of a middle ground between Cookeville and Raleigh. If we decide to meet at Phil's, it will probably have to be sometime after Christmas but before he would have to go back to work. Having said all of this, I am taking orders for Cuneiform Commanders. Just let me know what general you want in clay form. The first versions I translated into Ugaritic, a West Semitic language used around the 14th cent BCE in northern Syria. These next ones I will translate into the Old Babylonian dialect of Akkadian, which was used ca. 2000-1500 BCE. So let me know what you want, although commanders with less text will probably be easier space-wise. But I'll make it work regardless.
Saturday, November 17, 2012
Subscribe to:
Posts (Atom)
-
Its spring and babies are in the air! Hi all, I would like you all to sign this petition requesting that Justin and Veronica Tommy ...
-
Hi all, I would like you all to sign this petition requesting that Tommy eat a stick of deodorant. If we can get at least 100 comments, Tomm...
-
Dear As I Run, We need to have a talk about our house magic rules for this year at the beach and maybe just in general. 1. In the inte...





