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February 2nd, 2012, 22:00 Posted By: wraggster
Retro is in the air today as [John] has tipped us off about a new game he has written for the Tandy Color Computer (CoCo), The game, inspired by the homebrew game DOWNFALL for the Atari Jaguar, features what looks like snappy game play, lots of bright colorful animation and has just entered the Alpha stages. The blog page above sheds some insight on what it takes to make a game for these old 8 bit wonders, cause no matter how easy it sounds, you do have to do some dancing to get even the simplest of things working correctly on such limited resources.
The game was part of this years Retrochallenge which is typically held in January, which we recommend checking out if you want your fill of random projects for old computers. From building an Apple I replica kit, to making a soccer game for a SGI system, getting a 5160 XT online or just noodling with a KIM, there is plenty of interesting projects to keep you occupied during the afternoon.
Join us after the break for a quick video of Fahrfall, the fun looking CoCo Game.
http://hackaday.com/2012/02/02/creat...-for-the-coco/
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January 31st, 2012, 23:25 Posted By: wraggster
via http://www.emucr.com/
Virtual Jaguar SVN r412 is compiled. Virtual Jaguar is an open source emulator based on Jagem (Virtual Jaguar) for Linux, MacOS X, and Windows. The source also compiles on BeOS. Virtual Jaguar is an awesome Atari Jaguar emulator with great compatibility.
Virtual Jaguar SVN Changelog:
r412
Initial fixes for audio subsystem. Fragile; may break in unexpected ways.
http://icculus.org/virtualjaguar/
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January 31st, 2012, 22:50 Posted By: wraggster
news via http://emu-russia.net/en/
Panasonic 3DO emulator has been updated. Changes:
Features:
- 4DO can now fall back to its original “windows-based” (GDI) rendering if it fails to initialize DirectX rendering. This shows up in the log (Temp\DebugLog.txt) as “Video Render – DirectX canvas initialization failed! Will attempt to fall back to windows(GDI) rendering.”. This will allow more machines to run 4DO, but this GDI rendering is more CPU intensive (which will result is “skipped frames”, and and does not have V-Sync.
- In the (default) DirectX rendering, the game screen is no longer drawn at maximum speed. Previously, this was causing unnecessary load on a machine’s GPU. 4DO will only render the screen as often as needed.
File: Download
News source: http://www.fourdo.com
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January 31st, 2012, 22:07 Posted By: wraggster
It looks like Dynamic Designs has gotten another release ready just in time for the New Year! Er… Lunar New Year that is!
That wonderful little gem, Silva Saga-II, has now been totally translated and is ready for the public. A great number of very talented folks came together to get this classic game done and out the door. Countless numbers of hours were spent working hard to deliver a game with a beautifully polished script and look.
If you’ve been missing out on that great SNES RPG nostalgia, then check out the patch and head on over to the D-D!
RHDN Project Page
Relevant Link: (http://www.dynamic-desi...gns.us/silvasaga2.shtml)
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January 31st, 2012, 10:12 Posted By: wraggster
I used Lego's Digital Designer software to build a model of a Sinclair ZX81 — the computer that kicked me off on my interest in such matters way back in 1981. Until very recently, the software allowed you to upload your model, buy it and get a boxed set with all the pieces to build it (as well as instructions). The ZX81 model is as close to the shape of the original as I could make it, considering that Lego is quite a lo-resolution modelling tool. I even made it so that you can lift off the lid and see a representation of the PCB in side. I have also posted the model to Lego's Cuusoo site — a place where you can post ideas, and if they gain enough support they will be considered for production.
http://idle.slashdot.org/story/12/01...de-out-of-lego
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January 27th, 2012, 01:10 Posted By: wraggster
An Italian researcher with a penchant for retro games — or perhaps just looking for an excuse to play games in the name of science! — has used computational complexity theory to decide, once and for all, just how hard video games are. In a truly epic undertaking, Giovanni Viglietta of the University of Pisa has worked out the theoretical difficulty of 13 old games, including Pac-Man, Doom, Lemmings, Prince of Persia, and Boulder Dash. Pac-Man, with its traversal of space, is NP-hard. Doom, on the other hand, is PSPACE-hard.
http://games.slashdot.org/story/12/0...man-is-np-hard
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January 26th, 2012, 03:38 Posted By: wraggster
We rubbed our eyes a little when they first landed on this fine looking specimen, just to make sure they weren't deceiving us. But no, this really does appear to be a new handheld Neo Geo. We've seen SNK make inspired controllers, bring its catalog to other platforms and even make handhelds before, but nothing like this. The iPhone-esque body and 4.3 inch screen house a D-pad, shoulder and front buttons while hiding 2GB of storage inside -- pre-loaded with 20 classic titles (yes Fatal Fury and League Bowling included, and all in English). There's also an SD slot which we really really hope is for more games, as well as an AV output for some good old big-screen action. Famicon Plaza claims it's a licensed product not yet in full production, so there's no whiff of availability just now. When it does finally land, we hope it's not at a 2012 equivalent of grandad's $600+ price tag.
http://www.engadget.com/2012/01/25/s...dern-handheld/
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January 24th, 2012, 01:27 Posted By: wraggster
BBC Computer 32KAcorn DFSBASIC>_For gamers of a certain age the text of the home screen of a BBC Micro may summon a fair few fond memories. And what those short, white-on-black lines and blinking cursor represented above all was possibility.Games were only ever a *TAPE and CHAIN "" away (assuming, of course, the tape then actually loaded), but what mattered was that an exciting new world of programming was right there at the user's fingertips, front-and-centre, whenever the machine was switched on.Whether it was the BBC Micro in schools (and, if you were lucky, at home), or a less extravagant model like the dear old Speccy, computers were designed to be messed around with by everyone, with the basic skills to do that taught in schools.In tandem with the BBC's Computer Literacy Project in the '80s, the BBC Micro was used by schools to teach the basics of programming - and by kids to make games.
We all know what came next: a thrilling era of UK game making, with names like Molyneux, Braben, Smith, the Stampers and the Darlings flooding the market with all manner of bizarre and often brilliant games."It was amazingly exciting," acknowledges David Braben, who co-wrote the classic Elite with Ian Bell for BBC Micro while they were still students at Cambridge University. "It felt like the world was your oyster."These days Braben heads up Frontier Developments in Cambridge, the studio most recently behind the adorable likes of Kinectimals and Disneyland Adventures.But he's also involved in a technology project that's causing something of a stir, designed to be, in effect, the BBC Micro of the 21st century. And he's hoping that it will help produce the next generation of gaming heroes.Raspberry Pi is its name: a £20, credit card-sized PC, that went into production earlier this month with the aim of rolling it out to schools by the end of 2012. The question, though, is why is this even required? What went wrong? And what does it say about the state of UK games development?"The BBC Micro came with everything you needed," says Braben. "Same with the Acorn Atom. Once you got it you could write a program, play it and show it to other people. Programming was quite easy. That's what caused a lot of people to try it.""I learned at school in Canada," reveals David Darling, who, along with his brother Richard, went on to form top Brit outfit Codemasters in the mid-'80s, bashing out a bevy of classic titles along the way.Living in Vancouver, age 11, Darling was taught "how to program on a computer that didn't have a keyboard. We had to put stuff in with a card reader, use a pencil and fill in boxes to make a code.While the BBC was pricey, Sinclair's Spectrum delivered the cheapest route to game making for the budding bedroom coder.
"It became really tedious, so I asked if I could stay after school to use it at night, when a keyboard was available," he adds. And that access was all it took to fire the imagination, inspiring him to start writing his own games.When the family returned to the UK three years later, his father bought a Commodore Pet for his company, which designed contact lenses, believing work would be easier with a computer."He said if we [David and his brother] could program it for him, we could borrow it at the weekend."Darling's secondary school was "generally encouraging about new technology, but at the time very discouraging about games. I made a game for my coursework - but got a low grade and was told video games were a waste of time." It was ever thus.The reason Britain churned out so many talented game makers in the '80s, then, was in large part thanks to the straightforward availability of relatively easy-to-program hardware and the teaching of the basics."Going through the loft over Christmas, I found that the C64 had programming in the manual," says Braben. "You were expected to know it and encouraged to learn in a friendly way.""Lessons enabled you to have a good background on different types of storage and different computers," agrees Darling. "It provided a framework to work within - the exciting thing was that it was all new and pioneering."But, as PCs took over, all that changed, computers became 'locked down' and the seeds of industrial failure were sown.Braben blames "a generation in government who had no technology representation. None had been in industry or had technology expertise. They thought technology was great, but they thought ICT was technology. Even though technology is in the title, it's no such thing: it's how to use Microsoft Office and Windows."ICT - information and communications technology - is the dragon the games industry has been seeking to slay for years. "It's like learning how to read without teaching you how to write," notes Braben, quoting Eidos exec Ian Livingstone - the man whose tireless campaigning on the issue has, quite against the odds and in a remarkable sequence of events, apparently vanquished Britsoft's scholastic nemesis."At Eidos we're in a situation where we have no UK development anymore," Livingstone laments. "Tomb Raider is made in California, Hitman in Denmark, Deus Ex in Montreal. Wearing my patriotic hat, that's not great since we're so good at making games.Raspberry Pi, the £20, credit card-sized PC, coming to a school near you later this year.
"We have a history of making brilliant games - because we had the BBC Micro as the cornerstone of computing, and the Spectrum as an affordable, programmable computer in the home. Given our heritage, to me it's shocking that we were going backwards."The UK, as is well documented, has been steadily sliding down the international development league table, having its best talent snatched by the likes of Canada, where development is backed by generous tax incentives. And while there is still good, homegrown talent coming through, there isn't nearly enough of it.In his role as chair of the sector skills council, Livingstone knew these problems all too well. It was, says the man often styled as the 'Father of Lara', "depressingly clear that our universities were sadly failing - not all, but many - of the students on their courses."Many prospectuses that purported to be guides for getting a career in games industry were nothing more than media studios courses with media crossed out and games inserted". Clearly, something needed to be done. But what happened next surprised everybody.A momentous 18-month campaign was kick-started with the commissioning of a Government report by Culture Minister Ed Vaizey, which became the influential Livingstone-Hope Next Gen report, going on to win the public backing of Google chairman Eric Schmidt, turn the Prime Minister's head and, ultimately, secure this month's dramatic announcement by Education Secretary Michael Gove that "harmful and dull" ICT would be scrapped, to be replaced by computer science in schools starting this September. Phew.Livingstone backs away from taking too much credit, stressing the "fantastically huge team effort - a lot of people putting in a lot of time." One of those people is Andy Payne, chairman of UKIE, the UK industry trade association.Oh, Darlings. Brothers David and Richard in the midst of a gaming revolution.
"Why this has happened is there's been a coalition of industries, key players within them, coming together and saying technology is our future," he insists. "It's never happened before. We'd always seen ourselves as just the games industry - proudly so, but not able to effect changes as well."What the Government has done is realise the opportunity for young people to be creative - but also recognised the risk of not having workforce that can play to that tune, understanding the risk of hanging around while rest of world skills up".So, while Gove's plans are a massive victory for the games industry-led campaign, as Payne notes, "the work starts here".Either way, one hopes there would have been a few champagne corks popping in Cambridge as the headquarters of the 'Raspberry Revolution' received the news."We have every hope Raspberry Pi will end up in massive numbers in education," says Braben.The key to Raspberry Pi is not just its ultra-low price - it's also about giving kids a machine they can screw up on without ruining it. As Braben points out: "I've made a living from it, but it's quite hard to program a PC now - and quite easy to stop it working!"We're making the machine itself robust and easy to reset: press reset and you'll be back playing with it. It will give the confidence that you can do things and in the worst case press reset and start again." Just like the 'Break' key on a BBC Micro, in fact.The devices being soldered together in a factory in Asia right now are what Braben calls the "developer version". "We're not ready to put into classrooms yet". The "consumer version" will come later this year."What we want to do between the developer and consumer versions is to wrap that so it becomes easy to use like a BBC Micro." Which may even mean, he gleefully notes, "that BBC BASIC would work".UKIE's Payne thinks Raspberry Pi is "highly important". But with over 22,000 schools in the UK, "we need a lot of them, and big tech companies to step up to the plate to help the Government fund this stuff."In a neat irony, while all this has been going on in the background, the '80s era of the bedroom programmer has returned anyway, through the proliferation of smartphone devs and indie micro-studios.One such operation is Kwalee, David Darling's new startup based in Leamingston Spa. Darling left Codemasters in 2007 and now sees traditional console development, with "hundreds of people on teams and millions of units of stock", as "quite old fashioned now you can do it all digitally".Still revered by gamers, Elite was the game that made Braben's name - now, with Raspberry Pi, he wants to give others the chance.
He admits it was a "conscious decision" to return to his roots of small-scale development. "It's attractive because doing games for mobile devices delivered digitally means you can have small teams." Kwalee's first multiplayer-focused game is due in "the next two or three months".But while the opportunities may be there, the talent is harder to find. "There is a general skills shortage in the industry," admits Darling. "We're recruiting for programmers at the moment - it's hard."While initiatives like the return of computer science in schools and Raspberry Pi will make a difference, there's no magic wand and everyone involved admits the impact won't truly be felt for years. But it's a start."It's perfect timing," reckons Livingstone. "There's never been a better opportunity for people to produce and publish their own content - small, agile teams, self -taught, putting out stuff for global audiences.""It's the 10, 11 year-olds now that need inspiration," says Payne. "By 20 they're creating world beating products," he adds, stressing that it's also vital to get the under-10s "focused on science, maths and art" now by making sure they realise that these are the skills that create the games they play.Darling agrees that Raspberry Pi has "got to be a good thing," but cautions: "To get kids excited now they have to be interested in what's new nowadays. Most people are driven by the apps they can actually use. My sister's boy is five and mad on Minecraft - there has to be something you can do with Raspberry Pi that excites them."So, in 2022, can we realistically expect to be hailing a thriving new generation of Molyneuxs, Brabens and Darlings, as they emerge heroically at the other end, armed with the world-beating knowledge to realise their daring digital dreams?"I certainly hope so," says Livingstone. "We are the most creative nation in world. We're good at high tech, but we haven't been allowing our children the opportunities to realise their potential. If we fast-track from now I don't see any reason why we can't be one of leading nations again.""I think there's a good chance," suggests Braben, to produce "not just great game makers, but great technologists"."We've seen the first generation of standalone computers," he explains. "The second generation is now: mobile devices, like smartphones. The third generation, which we've not really seen yet, is ubiquitous computing, where computers disappear altogether into other devices - and someone will make the devices that take advantage of that."Exciting times, then, and a road ahead that could indeed lead to a bright, brilliant future for Britsoft. But there's a lot of work to be done to get there. And the one thing the games industry doesn't have, of course, is a 'Break' key.
http://www.eurogamer.net/articles/20...uk-development
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January 20th, 2012, 01:39 Posted By: wraggster
You’re not still playing nDoom in black and white, are you? What decade do live in? Thankfully, the Doom port for TI-nspire calculators has been upgraded to support color. That is if you’ve got the hardware to run it.
The video after the break (and the image above) shows a TI-nspire CX running the popular first-person-shooter. It’s seen several upgrades since the beta version which we saw piggy-backed with a different TI-83 hack a year ago. The control scheme has been tweaked, and a menu system was added. It’s not the same on-screen menu that you would see with the DOS version of the game, but it accomplishes that same thing. This port is packaged with the Ndless program that unlocks the hardware so that you can perform your own hacks.
Unfortunately there is still no sound available for the game but that is a project for a different time. We know it must be possible because we’ve seen a TI-84+ used to play music stored on a thumb drive.
http://hackaday.com/2012/01/19/doom-...color-upgrade/
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January 20th, 2012, 01:36 Posted By: wraggster
[George] is a Neo Geo aficionado, and among his collection of paraphernalia, he hasa MVS-Mini game console. His mini “Multi Video System” is a 2-slot model, meaning that it can hold two game cartridges at a time, which are indicated by plastic cards inserted in the cabinet’s face plate. Instead of swapping those cards out each time he changed cartridges, he thought it would be far cooler to install digital displays instead.He scoured just about every retail store he could before finding a handful of small 5” digital picture frames that looked to fit the bill. After some careful cabinet modifications he had them wired up and ready for display. The frames don’t hold a ton of pictures, but they do support the use of SD cards. [George] says that he’ll likely just buy a ton of small SD cards, swapping them out whenever he changes games, though over time that might become as tedious as swapping out the plastic cards.We would love to see [George] take his new digital display up a level, so be sure to share your ideas in the comments. Perhaps we can persuade him to automate things a bit.
http://hackaday.com/2012/01/19/addin...rcade-cabinet/
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January 18th, 2012, 15:59 Posted By: wraggster
via http://www.aep-emu.de/
The Atari Jaguar emulator Virtual Jaguar has been updated.
Quote:
Virtual Jaguar v2.0.2 GCC/Qt
----------------------------
- Fixed problem on OP with 24BPP bitmaps. [Shamus]
- Cosmetic GUI fixes. [Shamus]
- Switched to UAE 68000 CPU core. [Shamus]
- Fixed some RISC STORE and LOAD alignment issues. Still need to verify against real hardware. [Shamus]
- Fixed video frame timing for both NTSC *and* PAL. [Shamus]
- Improved OP logging, added emulation of OP bug. [Shamus]
- Fixed addressing bug with UAE 68000 core. [Shamus]
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January 17th, 2012, 01:39 Posted By: wraggster
As Retro Gamer rushes headlong towards that milestone 100th issue, we are treated to yet another fine issue. Taking centre stage is SNK’s Metal Slug, as the team look at the making of the classic run-’n'-gun games. Other standout articles include Coin-Op Capers Teenage Mutant Ninja Turtles, In The Chair With… Bruce Everiss, The Making Of Alone In The Dark and The History Of Space Harrier.
There are also the usual regulars, including Cheap As Chips: Wonder Boy In Monster Land, From The Archives: Rainbird, The Unconverted, Retro Revivals, Back to the Eighties/Nineties, homebrew, and more.
Retro Gamer issue 98 is on sale across select stores in the UK as well as being available to order online at the Imagine eShop where it can also be found in digital form for your preferred portable device.
http://retroactionmagazine.com/retro...amer-issue-98/
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January 17th, 2012, 01:39 Posted By: wraggster
The RGCD C64 16KB Cartridge Game Development Competition 2011, to give the full title, has recently been concluded with the judges’ results. This very author was kindly asked to serve as one of the judges and it was an honour to play through the games and comment on them. Some games were familiar already having had previews released through CSDb and RGCD, but others were a pleasant surprise. Personally, the puzzle games stood out more than the others, as I’ve never been a very big shoot-’em-up fan. The three games that I kept coming back to were Space Lords, Panic Analogue and C64anabalt. But enough of what I think, what did the other judges think – surprisingly, not too far away from my own thoughts, it seems
http://retroactionmagazine.com/retro...petition-2011/
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January 17th, 2012, 00:28 Posted By: wraggster
Holy s***, there's a monster in the lift.That's not supposed to happen. The lift is the end of the level. It's a safe zone, a chance for a breather before the game totals your score. For God's sake, it's a universally acknowledged cessation of hostilities. But this time, there's a monster in the lift and both my friend and I physically reel with shock, spasming backwards as the thing lurches towards us. Later, at school, we'll laugh with our classmates at all the stories of involuntary noises and slapstick jerking that this new game produces. Then we'll go home and make it happen again.I suppose it means that we're suckers for punishment, but we're giving as good as we get and our screens are frequently full of pixelated gore, our ears ringing to the sound of screams and explosions. Yeah, that's just how our evenings go.The two of us are 13 and we've both been playing video games in some form or another since we were toddlers. Doom is not only the best looking thing we've ever seen, but it's also the first game that's ever given us any sense of fear, that's ever reached right down to our brainstem and tugged hard.The fingerprints (or perhaps the clawmarks) that it left still remain, permanent impressions left in not only our own gaming memories but also across the collective unconscious of modern videogaming. For two young teens in the early 90s, Doom is merely the next big thing in a rapidly-accelerating gaming industry that soon leaves it behind. We never really notice that it's Doom itself which had stamped its boot on that accelerator, but we'll have Doom to thank for so much that we'll come to take for granted, its influence scattered across modern video games like shotgun pellets.If you think the game lacks subtlety, you're wrong. It can be surprisingly cruel.
Doom was released in December 1993, and on those long, dark winter evenings we both find moments where we absolutely, positively do not want to progress, where the game makes us so nervous that we refuse to participate. It's a strange experience, feeling nervous about playing a game you so enjoy, but it might be that, just as we're hitting puberty and getting to grips with our emotions, we find our video games are also coming of age. Doom only wants us to get in touch with our emotions too, it just turns out that the most basic of these happens to be fear.It knows about darkness, it knows about environment, it knows about pacing and it knows about surprise. It likes to cut the lights, to groan from the shadows and, like some wicked labyrinth in a gothic fairytale, even its very structure can't be trusted. Floors fall away into pools of acid, walls suddenly disappear to reveal hordes of hungry hellspawn and, just when you need it, you tentatively reached for a new power-up or weapon only to find yourself enveloped in blackness, listening to the howling of approaching demons. Everything about this game is geared around giving a response to its players, to where two boys go and to what they do.No game had ever been able to use technology to create such an emotional response before. id's previous shooter, Wolfenstein 3D, was a cartoon shooting gallery in comparison. Doom played with its world as much as it could, demanding that you never trust it, that you always second-guess it. While John Carmack, creator of Doom's game engine, might have pooh-poohed the idea of any sort of background or plot for the game, insisting that "Story in a game is like a story in a porn movie," he was nevertheless able to bury his players into an experience more tangible and visceral than anything they'd ever known.But to an idealistic young boy like me, Doom was far more important for introducing two things to gaming that I'd long, long yearned for, two things that I'd secretly dreamt of but that I wasn't sure anyone would be able to realise. They were also two things that would have an enormous and lasting impact on all of gaming.The first was frantic, extraordinary and unpredictable: it was other people. Not other people clustered around the same keyboard or taking turns in some tedious hotseat arrangement. It was other people on other PCs, even people in completely different towns or countries. Anyone who had an internet connection, access to networked PCs or enough money to buy a simple null modem cable could unlock a whole new gaming experience.Admittedly, the palette is mostly red: blood, guts, organs and the occasional pentagram.
In my head I'd imagined how multiplayer Wolfenstein might work, what it would feel like to be part of a cadre of scarred veterans battling the odds and grasping at our gut wounds, but I'd never pictured this muchenergy, this much sheer adrenalin as you watched one friend's rocket turn a bad guy into pure goo, while another was torn apart beside you by the talons of a gurgling imp.Nor had I imagined the alternative to this: deathmatch. We could turn the guns on one another, celebrate senseless murder and use every cruel trick of the environment to our advantage. Wickedness overtook us as we became the monsters lurking in the shadows, or the hand on the lever that dropped some unsuspecting soul down into a sea of radioactive waste. We were more devious and deadly than any of the game's monsters, turning its levels into slaughterhouses and abattoirs. We were bastards and we loved it.Doom also introduced the concept of modification, encouraging its players to tweak and tinker with its media and its levels. Carmack deliberately programmed the game so that replacing sound and graphics would be both simple and reversible. He also made the code for the game's level editor available to the public.While the move might have seemed like poor business sense, as if id was giving its secrets away for free, it only encouraged even more people to play and to talk about the game while, of course, fostering a whole generation of modders and level creators. I desperately wanted a Star Wars FPS and, a year before Dark Forces was released, I got it. The early internet was afire with discussion and development as both amateurs and professionals tried their hand at modding, inspired by Doom's own devious designer, John Romero.And these names themselves - Romero, Carmack - became a currency among my friends, the first game developers that were household names to us. We finally saw game developers being treated like film directors and rock stars, being the heroes we'd always felt they were and even behaving like them. The long-haired, trash-talking Romero enjoyed meeting with his fans as much as they enjoyed meeting him, and when five students in Austin, Texas scraped together to buy a space above a café where people could pay to play multiplayer Doom, he turned up to give them his blessing. A dedicated social space, purely for the playing of computer games? I was jealous that we didn't have one.Doom 3 gave you a flashlight because it was a game for wimps. No torches here.
Developers like Peter Molyneux and Will Wright would become just as fascinating and famous, but it was Doom's designers who were the first to stand out, the first names to become as important as their games. As I turned the pages of the technology and games magazines I collected, I would read of their latest public appearances or, as the years rolled on, their growing estrangement: id software hired and fired more and more staff; the development of their mysterious follow-up, Quake, stalled; Romero eventually left to form Ion Storm.Among teenage gamers like us, such news spoke of great potential and of great drama. We wanted to know more about the people behind our games, more about who made them and how, and the spats and the self-destruction, the fallouts and the firings gave us all the soap operas and drama that we ever needed, at least as worthy of a dramatisation as Facebook's story was. (And after Carmack and Romero split, neither would develop anything as truly groundbreaking again.)Doom was also the first time that I ever saw my hobby validated by the wider world. It grew large enough and reached far enough that both the media and the general public began to understand that, young or old, people play games. [video=youtube;BwMDJOC85rU]http://www.youtube.com/watch?v=e5oRIToWkRA"]Doom II was featured in ER[/URL]. Queen guitarist (and amateur programmer) Brian May expressed his astonishment at the game's technical achievement.Fantasy maestro Terry Pratchett decided to applaud the game's approach to the problem of evil: "Over the centuries, mankind has tried many ways of combating the forces of evil," he said, "Prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun." It even earned a passing reference in Friends (Even before Doom's release, it was already marked as a game that corrupted young and, despite its popularity waning, it was blamed for inspiring the Columbine Shooting in 1999. After Doom, video games would increasingly find themselves the scapegoats for all social ills, frequently being misrepresented and misreported. Doom II would be the first game that the Entertainment Software Rating Board would classify as "M" for Mature, an implicit acceptance that video games were not just for children, particularly when they involved thrusting a chainsaw into somebody's mouth.Many levels were designed by Sandy Petersen, author of the Call of Cthulhu pen and paper RPG and an official, card-carrying Mormon. Surprise you?
Doom would echo down the years and I saw it reflected again and again in my favourite games, whether I was watching enemies fight one another in Halo; seeing the walls fall away in System Shock; aiming for parts of the environment that would explode in Crusader: No Remorse; watching the shadows in Thief; reloading my shotgun in Counter-Strike. It was the first game I played in a window and the title Bill Gates used .Both its engine and its ideas had an incalculable influence and more than a few were ahead of their time. It's not always acknowledged that, a decade before Steam existed, Doom's initial distribution happened online.David Datta, a sympathetic computer administrator at the University of Wisconsin-Parkside, allowed id to upload the shareware version of Doom, its first third, to the university's network. From here, other gamers would be able to log in, download it and further host and distribute it online and offline.id was not interested in a traditional publishing deal, but instead in word of mouth, hoping gamers would pass on shareware copies any way the could, only paying to order the full version. While online distribution may have seemed like a good place to start, id set the trend of developers drastically underestimating their capacity to cope with demand. The University of Wisconsin-Parkside's network collapsed like a house of cards.When I told my girlfriend that I'd be writing a retrospective on Doom, she asked me if it was scary. I was a little dumbfounded, but she'd been too busy playing on her SNES back then. I tried to explain that Doom was the scary game, but that it wasn't just about fear. Doom pushed gaming in a dozen different directions at once, some of which mattered to me then, some of which I only appreciate now.There's an old philosophy adage that all western thought is really "a series of footnotes to Plato," so influential was the ancient Greek. When I look back, two decades later, I realise that if my own love of gaming isn't a series of footnotes to Doom, it's at least as peppered by id's shooter as if it had been blasted by a shotgun.It's no wonder that, 19 years later, it's still being played and talked about in all kinds of places.
http://www.eurogamer.net/articles/20...ospective-doom
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