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  1. StormSurge
    Latest Entry

    I thought it may be interesting to share what happens when my pager goes off for a fire call.

    Thankfully, I've only had false alarms to respond to, aside from two minor car accidents. (Since October 2017).

    We average one call per week. Thankfully, most of them are during the day, but there have been the occasional middle of the night calls. (The pager also goes off for any ambulance calls, which I only assist if the EMTs need help lifting the stretcher onto the ambulance boat.)

    Technically, I only need to respond to every call while officially on call (we're split into teams that are on call for two weeks at a time, eliminating the need for 20 people to show up for a false alarm), but because I live so close to the fire house and that I want the practice of putting my gear on & driving the truck, I make it a point to go to every call. (Again, there's not that many calls, so it's no big deal.)

    The pager tones don't sound like Station 51's tones but it's still pretty startling when it goes off.

    Anyway, here's the video. Let me know if you have any questions!

     

  2.  

    2018 Homebrews:

    • A Very Galactopus Christmas (bB) by Ric Pryor “KaeruYojimbo”
    • Alien Attack by Edward A. Smith “easmith” - available at Good Deal Games
    • Alien Greed 5 by Chris Read “atari2600land” – available thru 2600connection NO “Public” ROM available
    • Alien Revenge! by Edward A. Smith “easmith” - available at Good Deal Games
    • Apollyon (bB) by Fehér János Zoltán “MemberAtarian” will be available thru Retronics
    • Asteroid Rescue (bB) by Ross Adkin “TidusRenegade” – available on the Retron 77 and thru Good Deal Games
    • Astronomer (bB) by Alex Pietrow “Coolcrab” – available on the Retron 77 and thru Packrat Video Games
    • Baby (bB) by Robert Raymond Holmes III "Robsome" – available on itch.io for $1 and on the Retron 77
    • Balloon Trip by “bluswimmer” available thru AtariAge
    • Beeware (bB) by Fehér János Zoltán “MemberAtarian”
    • Bifröst by David Weavil “s0c7” (updated from 2010)
    • Birds and Beans by “bluswimmer”
    • CAAAT (bB) by Fehér János Zoltán “MemberAtarian”
    • Death Voyage (bB) by Eric Pryor "KaeruYojimbo"
    • Drakko (bB) by John Von Neumann
    • Dungeon II: Solstice by David Weavil “s0c7” – available thru AtariAge
    • Fear of the Dark (bB) by Fehér János Zoltán “MemberAtarian”
    • Flappy The Duck (bB) by Brian Wayne Shea "metalbabble"
    • Gatecrasher II by “Mr SQL”
    • High Score Slow Burn Screen Burn (bB) by B.J. Best “bjbest60” {Best Games #1}    sold out private sale, now available thru 8-Bit Classics
    • Horizon Shift (bB) by Flump Studios UK
    • Journey to Xenos by Nick A. Bild, MS
    • Kar Kombat (bB) by Alan W. Smith - available at Good Deal Games
    • Mappy by John W. Champeau {Champ Games} – available thru AtariAge
    • Maze of NewBorne (bB) by “Reverend Jared”
    • Monkey King (was Climb the Tree) (bB) by Alex Pietrow “Coolcrab” – (will be) available thru Packrat Video Games
    • Muncher 77 by Rick Skrbina "Wickeycolumbus" – available on the Retron 77 NO “Public” ROM available
    • Neko 2600 (bB) by Brian Wayne Shea "metalbabble"
    • NeXion 3D (bB) by Brock Keaghey “TheMajorHavoc” – available on the Retron 77
    • Pabling's Glitch Adventure (bB) by Skyler Hanners "superskyphoenix03" NO “Public” ROM available
    • Parsec 2600 (bB) by Howard Oberg "hloberg"
    • Pickle by Edward A. Smith - available at Good Deal Games
    • Plague (bB) by Fehér János Zoltán “MemberAtarian” (will be) available thru AtariAge and Retronics
    • Red Light Green Light by “Secamline”
    • Refraction by Norbert Landsteiner “NoLand”
    • Sheep It Up! (bB) by “Dr. Ludos” - available thru AtariAge
    • Shifty Lifty (bB)  by Ross Adkin “TidusRenegade” – available on the Retron 77 (1st update) NO “Public” ROM available
    • Sky Destroyer (bB) by Eric Pryor "KaeruYojimbo"
    • Space Game (bB) by Karl Garrison "Karl G" & Maggie Vogel – available at AtariAge
    • Stacker (bB) by ‎Desmond Jones
    • Stardust (bB) by Brian Wayne Shea "metalbabble”
    • Stripes of Terror (PAL only) by Krzysztof Kluczek, Michał Żuchowski, & Mariusz Górski
    • Sword of Surtr (bB) by Jeff Stermer “ultima” – (will be) available at AtariAge
    • The Gizzle Wap and the Terrible Blizzard of Firn (bB) by Jeff Smith "Mountain King"
    • Tron (bB) by “Orange808”
    • Turtle Bay by “Unlink2”
    • Tyre Trax (bB) by Lewis Hill "Muddyfunster" demo’d at 2018 PRGE at AA booth
    • Zombie Road Kill by Scott Dayton {NEO Games} - sold out private sale NO “Public” ROM available

     

    2018 WIP’s:

    • Aardvark (Pending Release) by Oscar Toledo Gutiérrez “nanochess”, Thomas Jentzsch (coding), Nathan Strum (graphics) demo’d at 2018 PRGE at AA booth
    • Amoeba Jump (was Doodle Jump 2600/Poodle Jump) by Dion Olsthoom demo’d at 2018 PRGE at AA booth
    • Apshai (aka Lost Dunjonquest Apshai) (bB) by Justin Gibson “waderain”
    • Attack of the Timelord! by Flavio Nunez NO “Public” ROM available
    • Bag Boy (bB) by “KevKelley”
    • Bike Warriors by “gfvh”
    • Black Jack Theta VIII by “azure”
    • Castle of Doom (bB) by Chris Read “atari2600land” (updated from 2015)
    • Castle of the Cryptid by “Buckaroo”
    • ChaoticGrill (Burgertime) by “splendidnut” (updated from 2015) demo’d at 2018 PRGE at AA booth
    • Choplifter! (bB) by Fehér János Zoltán “MemberAtarian”
    • Choplifter! by Flavio Nunez NO “Public” ROM available
    • Dare Devil (bB) by Lewis Hill "Muddyfunster"
    • Disc Donk (bB) by B.J. Best “bjbest60” {Best Games}
    • Distopia (bB) by Fehér János Zoltán “MemberAtarian”
    • Dragon Racer: Trials of the Wyrm (bB) by “Revontuli”
    • Dragon’s Descent (bB) by “Revontuli”
    • El Alquimista (bB) (The Alchemist) by “Fdx”
    • Falling Sky (bB) by “bogax”
    • Guns'n Corpses by “gfvh”
    • Jumpity by William Pilgrim "Nowhere Man"
    • Kelly Kangaroo (bB) by Denebola Interactive
    • KnightGuy in LowRes World by John Von Neumann
    • Lights Out by “mcmartin”
    • Low Res Racer by John Von Neumann
    • Magimaze (bB) by B.J. Best “bjbest60” {Best Games}
    • Ms. Galactopus by “KaeruYojimbo” (updated from 2016)
    • Nyan Cat by “JeremiahK”
    • Orb (bB) by Ed Riley "winkdot" (updated from 2015)
    • Pac-Man 2600 8K by “DINTAR816” <updated>
    • Peril by John Von Neumann
    • Phantoms of the Dark (was Flicker of Light) (bB) by Justin Gibson “waderain”
    • Please Save My Baby (bB) by Jeff Stermer “ultima”
    • Point Procurer beta by BJ Best
    • Quantum Tunnel (bB) by Jared Gray West “graywest”
    • Railslider (bB) by “Lillapojkenpåön”
    • Resident Evil 2 (bB) <demake> by Jeff Stermer “ultima”
    • Robo-Ninja Climb by “gauauu” demo’d at 2018 PRGE at AA booth
    • RoboMechanik by Krzysztof Kluczek “KK/Altair” demo’d at 2018 PRGE at AA booth
    • Robot X (bB) by “goofyblocks”
    • Robot Zed (bB) by Chris Spry “Sprybug” demo’d at 2018 PRGE at AA booth
    • Seaquest II by Flavio Nunez NO “Public” ROM available 
    • Shark Jaws + (bB) by Ed Riley "winkdot"
    • Shifty Lifty Plus (bB)  by Ross Adkin “TidusRenegade”
    • Skee-Ball (bB) by Michael Salzman "Dethfactor”
    • Spies in the Night 2 (bB) by Jared Gray West “graywest”
    • Stranded (bB) by “OldAtAtari” (abandoned?)
    • Temple Runner (bB) by Ross Adkin “TidusRenegade” was Escape From Kukuku Temple
    • The Cabin (bB) by “Odourman”
    • The Quest (bB) by “Lewis2907”
    • Tombstones (bB) by B.J. Best “bjbest60” - will be available at 8-Bit Classics
    • Tower of Rubble by Dion Olsthoorn "Dionoid"
    • Toyshop Terminator (bB) (was Christmas Cookie Cutter) by Karl Garrison
    • UT2600 by “MLdB” (updated from 2016)
    • Wal-Rush 2: Tick Tusk (bB) by “JWalrus”
    • White Water Madness (bB) by Chris Read “atari2600land”
    • Wizard of Wor Arcade by John W. Champeau {Champ Games} demo’d at 2018 PRGE at AA booth

     

    2018 Hacks:

    • Active Shooter (Turmoil hack) by James Catalano “JamCat Reloaded”
    • ALF (Taz hack) by Scott Dayton {NEO Games} & James Catalano “JamCat Reloaded” - available thru Repentless Video Games
    • Alien Greed Jump (Amoeba Jump hack) by Scott Dayton
    • Alien Lifeform (King Kong hack) by Scott Dayton - available thru Repentless Video Games NO “Public” ROM available
    • Alien Revenge! Halloween Hack (was Monster’s Revenge) (Alien Revenge! hack) by Edward A. Smith “easmith” – sold out at Good Deal Games
    • Alien Turmoil (Turmoil hack) by James Catalano “JamCat Reloaded”
    • Alien Visitors Are Our Friends ["V"] (Cosmic Ark hack) by “doctorclu”
    • Anorak's Adventure (Adventure hack) by “Knarfian”
    • Asteroid Belt (Turmoil hack) by James Catalano “JamCat Reloaded”
    • Batman (Popeye hack) by James Catalano “JamCat Reloaded”
    • Battle Checkers (Checkers hack) by James Francis "Out_of_Gas"
    • Battlestar Galactica (Space Attack hack) by “doctorclu”
    • Battlestar Galactica NEO (Space Attack hack) by Scott Dayton
    • Beer Capture (Flag Capture hack) by “TheHoboInYourRoom”
    • Bentley Bear's Honey Heist (Donkey Kong Hack) by James Catalano “JamCat Reloaded”
    • Berzerk Blast (Turmoil hack) by James Catalano “JamCat Reloaded”
    • Berzerk NEO Version 2 (Berzerk hack) by Scott Dayton - available thru Repentless Video Games
    • Boringly Superbly Fair Dragster (Dragster hack) by “Omegamatrix”
    • Bouncer (Boing! hack) by Scott Dayton {NEO Games} - sold out NO “Public” ROM available
    • Broadside (Combat hack) by Claudio Salvucci {CDS Games} - available thru the AtariAge forums
    • Buck Rogers in the 25th Century (Buck Rogers hack) by “doctorclu”
    • Cat Attack! (Pooyan hack) by James Catalano “JamCat Reloaded”
    • Daredevil: Blackwing's Nightmare (Spider-Man hack) by James Francis "Out_of_Gas"
    • Dawn of the Dead (Worm War I hack) by Scott Dayton - available thru Repentless Video Games
    • Enigma Of Mars (Riddle Of The Sphinx Hack) by James Catalano “JamCat Reloaded”
    • Extinction (Demon Attack hack) by Scott Dayton - available thru Repentless Video Games
    • Flag Capture NEO (Flag Capture hack) by Scott Dayton
    • Freddy’s Fear Factory (Cake Walk hack) by Scott Dayton – available thru Repentless Video Games NO “Public” ROM available
    • Hole Hunter (diagonal fix hack) by “Lucky Man”
    • Hyper Joust (Turmoil hack) by James Catalano “JamCat Reloaded”
    • If Rob Kudla Met Todd Frye (Ms. Pac-Man hack) by “Wolfy Danger”
    • Infestation (Jr. Pac Man hack) by James Catalano “JamCat Reloaded”
    • Ketchup Kaboom! (Kaboom! hack) by Scott Dayton {NEO Games} - sold out
    • Klax Color Hack (Klax hack) by “Omegamatrix”
    • Mars Explorer (Jr. Pac-Man hack) by James Catalano “JamCat Reloaded”
    • Miner 2049er Faster (Miner 2049er hack) by Thomas Jentzsch (speed up hack), “OmegaMatrix” (reset bug fix), and “doctorclu” (sprite hack)
    • MissADVENTURE (Adventure hack) by Alan W. Smith - available thru Good Deal Games
    • Monster’s Revenge! (Alien Revenge hack) by Edward A. Smith “easmith”
    • Moon Patrol Arcade DC (Doctor Clu) Version (Moon Patrol+ hack) by “doctorclu”
    • Nitemare (Megamania hack) by Scott Dayton - available thru Repentless Video Games
    • Outatime (Dragster hack) by Lee Kebler "keebz"
    • Pepper Penguin (Birds and Beans hack) by “bluswimmer” on the Retron 77 (1st update)
    • Pirates of the Caribbean (Popeye hack) by James Catalano “JamCat Reloaded”
    • Prison Moon (Sky Skipper hack) by Scott Dayton
    • Pumpkinhead (Frankenstein’s Monster hack) by Scott Dayton – available at Repentless Video Games
    • Q*Bert Jump (Amoeba Jump hack) by Scott Dayton – released at Free Play Florida 2018 NO “Public” ROM available
    • Santa Bros. (Mario Bros. hack) by Scott Dayton – sold out private sale NO “Public” ROM available
    • Santa HERO (H.E.R.O. hack) by Scott Dayton
    • Santa HERO ET (H.E.R.O. hack) by Scott Dayton
    • Scraper Caper w/ Bounty Bob (Fire Fighter hack) by “doctorclu”
    • Space Foxes (MMSBC hack) by Jason Schelhorn and Ricky Henry (of Electric Tapes) - released at Mountain State Pop Expo (proceeds go to the Children's Home Society of West Virginia) NO “Public” ROM available
    • Space Invaders Blue (Space Invaders hack) by Scott Dayton
    • Stargate Desert Raid (River Raid hack) by “DevKK” and “Whip”
    • Stranger Things – Barb’s Revenge (Dig Dug hack) by “keebz”
    • Sub Strike (Turmoil hack) by James Catalano “JamCat Reloaded”
    • Texas Chainsaw Massacre Part 2 (Halloween hack) by Scott Dayton – available at Repentless Video Games NO “Public” ROM available
    • The Thing (Alien hack) by Scott Dayton – available at Repentless Video Games
    • Tron: Bit Frenzy (Dr. Flin and His Pills hack) by Scott Dayton
    • TRON Saves Atari With Trackers (Fast Eddie hack) by Scott Dayton - available thru Repentless Video Games
    • TRON Saves Atari No Trackers (Fast Eddie hack) by Scott Dayton - available thru Repentless Video Games
    • U.F.O. Galaxian (Galaxian Hack) by James Catalano “JamCat Reloaded”
    • Wings of Death (Seaquest hack) by Scott Dayton
    • AtariAge Trak-ball hacks released: Centipede, Millipede, Reactor, Plaque Attack, Star Wars: The Arcade Game, Missile Command, SpaceMaster X7, Challenge of Nexar, Colony 7, Missile Control

     

    2018 Demos:

    • AcidRain by “Jeremiah” & “Kno1” - 5th at Nordlicht 2018
    • Alpha Cucks by “Dentifrice” - 3rd at Silly Venture 2018
    • Compofiller by “g0blinish” - 4th at Silly Venture 2018
    • Dengue Fever by Digital Sounds System & “Flush” - 1st at High Coast Hack 2018
    • Happy 2019 (bB) by John Von Neumann
    • Hard 2632 by “Imp” & “SvOlli” - 1st at Deadline (Berlin) 2018 (there is a default Demo game built it)
    • Lapin Kulta by “Dentifrice” - 2nd at Simulaatio 2018
    • M by “Flush” - 2nd at Silly Venture 2018
    • Mushroom Adventure by “Satori” - 2nd at Riverwash 2018
    • Ram @tack by “Trope” - 2nd at @party 2018
    • Stella A Trois by “Flush” - 3rd at Revision 2018
    • Three Minus by “altair” - 1st at Silly Venture 2018

     

    2018 Technical Achievement Award:

    • Hard 2632 by “Imp” & “SvOlli” - 1st at Deadline (Berlin) 2018
    • Gray Screen with no Music by “Tjoppen”
    • Aardvark for a 32 pixel sprite that smoothly enters, traverses and exits the length of the color changing playfield (both single line) without using HMOVE blanks, WSYNCs or using extra sprite data
    • Aardvark for alternating playfield priority to create transparency effect (sun/moon shining through the clouds)
    • Mappy for Player and Enemy anti-flicker code
    • Mappy for the 85 pixel multicolor title screen
    • Mappy title screen BIN (by Thomas Jentz.)
  3. A common sentiment found among retro-computing enthusiasts is that there's nothing quite like the real thing. It's understandable, computers and game consoles (i.e., computers disguised as toys and appliances) are physical items and our happy nostalgic memories are complimented by recollections of touch and heft: the feedback of button clicks, shunting cartridges into slots, and so on. However, there's a particular aficionado - we've all met him, he's a member of every fan group and forum - whose affection for real hardware gives way to an unpleasant snobbery. A "true fan" would never emulate, he says, implying that a gaming community is only a place for those with disposable income, space, and a nihilistic acceptance that the platform will die with the original hardware.

     

    I'm certainly not arguing against the value of hardware and experiences which come with it, we're all in agreement of its importance, but I do insist that emulation is also a first class citizen without which a platform has no future.

     

    Ashes to hardware ashes

     

    Take the Atari Jaguar; fewer than 250,000 are known to have been produced, with even fewer numbers of accessories such as CD-ROM drives. Of that number a great deal will have been owned by people with no interest in preservation. Many Jaguars have likely been dumped in the trash along with an avalanche of VCRs. Of the survivors many will suffer electrical faults due to old-age (the dreaded open-circuit capacitor problem). Many more will simply be damaged in accidents.

     

    This is already a serious problem for CD-ROM units which were produced in much smaller numbers than the console itself and are notoriously failure prone - although, arguably, no more so than other CD-ROM drives from the time.

     

    Taking the long view there will be a time when, for most people, original hardware will no longer be a viable way to access the content produced for the platform!

     

    New developments

     

    This is perhaps the strongest argument in favour of emulation. New content is vital for a platform and emulation is key to lowering the barrier in producing new content. In the late 70s it took highly skilled programmers with excellent design sense (a very select cross-section of personality) months to produce new games for the Atari 2600 using mainframe computers costing thousands of dollars. Today, a cheap PC with the Stella emulator, which includes an excellent debugger and the ability to step through program execution and inspect the emulated Atari's emulated state. Imagine what those original Atari and Activision programmers could have achieved in an afternoon with such capabilities! Imagine what today's programmers, of all kinds of skill levels, can achieve!

     

    A more thoughtful perspective

     

    I highly recommend that anybody with an interest in retro-gaming listen to Frank Cifaldi's GDC talk on the subject of emulation. It's witty, thought-provoking and quite brilliant. There's a lot to unpack, but in under an hour he touches on numerous relevant subjects such as preservation, the ethics of piracy, and how emulation can be leveraged in the most positive (and commercial!) ways:

     

  4. IMG_20190303_181148.thumb.jpg.d80e6285c0fe0d64fe9ff4bb60cf645b.jpg

    World Tour Racing

    Published: 1997 by Telegames

    Developed: Teque London

    Polygonal racers were all the rage in the mid-90s.  At the time of the Jaguar’s release, Sega’s Virtua Racing ruled the arcades.  Atari’s answer was the lackluster Checkered Flag; a game notorious for its low frame rate and horrible controls.  The innovative but visually bland Club Drive also failed to impress gamers.  By 1994, the Sega 32X had an excellent port of Virtua Racing.  The release of the Sega Saturn and Sony Playstation brought home amazing versions of Daytona USA and Ridge Racer, respectively.  Atari needed a response.  Something that would make up for the sin of Checkered Flag and provide Jaguar enthusiasts with a modern polygonal racer worthy of their 64-bit machine.  Atari turned to developer Teque London to produce a Formula One licensed racer, complete with real tracks: F1 Racer.

    Unfortunately, by the time the game was ready in early 1996, Atari was on life support.  The ruinous 1995 holiday season brought Atari to the brink and many complete or near complete Jaguar projects were cancelled.  F1 Racer was shelved until Atari’s merger with JTS, at which point the title was purchased by Telegames along with Towers II, Worms, Zero 5, Iron Soldier 2 and Breakout 2000.  The official F1 license was dropped and the final game, now called World Tour Racing, was released in 1997 on the Jaguar CD add-on.

    Is World Tour Racing the polygonal racer that the Jaguar always deserved? Let's take the game to the track and see if it qualifies!

    Gameplay: “Imagine that, a Jaguar polygon racer with decent controls!”

    Gameplay is straightforward in WTR.  Under the default setting, use the controller’s d-pad to steer, B-button to brake and A-button to accelerate.  Control is responsive and steering is tight.  The brakes and acceleration work as they should.  Options for a track map are available in single player mode.  This helps tremendously. 

    The C-button is used to toggle through the game’s three standard views: In-car, Chase 1 and Chase 2.  The game views can really affect gameplay and your mileage may vary depending on which view you select.  I prefer Chase 2 which is behind the car and above.  The car looks smaller in this view but it was easier for me to control.  Chase 1 probably looks the most contemporary with other polygon racers of the time.  The In-car view puts you in the driver’s seat.  This looked cool but I found it difficult to take corners in this mode.  Other views are available on the controller’s keypad, as are options for track maps, music and road textures. 

    WTR’s three main gameplay modes are Single Race, Championship and Arcade.  Both Single Race and Arcade modes have a two-player, split screen option.  In Single Race mode, players can elect to race any of the 16 available race tracks.  In Championship mode, players race the entire calendar, taking on each track in turn.  Both Single Race and Championship mode offer qualifying and free race options.  Qualifying will establish your car’s grid-position in the actual race.  If you choose to skip the qualifying option, you will automatically get the last grid-position.  In Arcade mode, players race each track in turn, scoring points based on finishing place.

    Among the modes, my favorites are Single Race and Arcade.  I enjoy Single Race because you have the option to select any of the 16 available tracks.  There is a good deal of variety in the track layouts and its nice that all of them are unlocked from the start.  Arcade mode is just easy to hop into.  No qualifying, no problem! 

    WTR offers a great deal of customization.  In all modes, players can access the “Workshop” which allows tire selection, gearbox ratios, brake balancing and wing angle.  I played around with these but they didn’t really enhance my race performance.  One thing missing: Color selection! I hope you like a red car because that’s what you’re getting!

    Note: The action noticeably slows down during two-player split screen.  Also, the track map feature is not available.  This makes taking tight corners a bit trickier than in single-player mode.  I consider the split screen option a novelty. 

    Graphics: Graphically, WTR is a bit of a grab bag. In-game, WTR uses a combination of gouraud-shaded polygons, bitmaps and minimal textures.  In still shots and on straightaways where you are the only car, this looks great.  Atari-themed signs (“Atari”, “Jaguar”, “DOOM”), buildings, crowds and trees fly by and give you a real sense of speed.  However, when there is too much on the scree the slow-down is noticeable.  This doesn’t ruin the gameplay but it can be distracting.  As mentioned above, the slow-down is even more prevalent in two-player mode.  There is an option to turn on a texture on the race track.  This option looks really strange and I found that performance improved slightly if I left it off.

    The information graphics (speed, place and lap) look very clean and are in line with the style of the day.  Fonts are modern (for the 90s) and have a slight gradient shading which looks really good.  In single player mode, there are three options for a track map. The first shows just a portion of the map in a translucent box.  The second is a map of the full track, which rotates with you.  The last map option is to have no map at all.  I found the rotating full track map to be the easiest to use.  

    The tracks themselves are different from one another but none of the environments really stand out.  Is it Britain?  Is it Brazil?  Is it Hungary?  Without the menu, who would know? It would have been cool if the artists incorporated something unique in each track to distinguish one nation’s track from the next.

    One of the tell-tale signs of a 90s CD-ROM title are the weird CG cutscenes and movies.  WTR is chock full of them.  These range from the bizarre Teque title-card, to the game intro, to an arcade machine bursting through the wall when selecting Arcade mode.  The models here are much smoother than what was capable in-game and was at least on par with what other systems were doing at the time.  None of these have aged well but its part of that era and always makes me laugh.  Its clear someone was having fun with all of the extra storage the Jaguar CD provided!

    Sound/Music: WTR really shines in the audio department.  Engine sounds and screeching tires sound just as you would expect.  In true mid-90s fashion, in-game music consists of high-quality techno that is really fun to drive to.  It truly shows off the Jaguar CDs audio capabilities and is some of the best music on the platform.  My only complaint is that there are only 3 tunes over the course of 16 race tracks.  It would have been great if more in-game music was included. 

    Other Notes:  There is no Memory Track support in WTR. Instead, you use an over long pass code.  This is CRAZY for a Jaguar CD game.  Maybe Teque didn't have time to implement Memory Track support but its a real bummer.  

    Final Thoughts: World Tour Racing is a competent polygonal open-wheel racer.  It controls reasonably well, is full of options, has a variety of tracks, and features some of the best music on the Jaguar.  The graphics definitely tax the system and there is noticeable slow down during gameplay, particularly in two-player mode.  Does it hold up to contemporaries on the Saturn and Playstation?  Not by a long shot.  That said, it is a fun game and its the best polygonal racer on the platform.  If you have a Jaguar CD or are an F1 fan, its definitely worth a look.

    Thanks for reading and please share your memories and thoughts on World Tour Racing in the comments below! Do you think that it takes the pole position among Jaguar’s racers?

    The next game is: Primal Rage!

  5. Seeing as how fast it is to create photo realistic renders in about 30 seconds per frame, I figured it would be interesting to attempt a very short animation of a female character, meant for possibly a sidescroller:

     

    blogentry-181-0-24004500-1480838047_thumb.pngblogentry-181-0-03664700-1480838065_thumb.pngblogentry-181-0-09519600-1480838076_thumb.pngblogentry-181-0-24781700-1480838083_thumb.png

     

    ... things like this make me think of Donkey Kong Country and just how incredible it was for the SNES. I've always felt that something similar could have been done on the Jaguar, just not at the time due to the rendering requirements involved. Things have changed... and with TRF being in the light again and realizing how easy fighting games could be with rendered scenes, making up a slew of characters with various animations could be done very quickly and easily. Take this scene for example in a jungle like setting:

     

    blogentry-181-0-74530000-1480838595_thumb.png

     

    Then I feel characters like this could fill the scene (the red area is panning space left and right)

     

    blogentry-181-0-35406600-1480838707_thumb.jpg

     

    Not really sure what you could do with a 6MB ROM with this sort of thing, but I imagine it would have to be an extremely limited amount of characters and/or scenes if that were the case. Going the JagCD route would almost be mandatory in a sense or maybe a combination thereof utilizing both 6MB cart for character data/assets and Jaguar CD to load backdrops and other scenes that aren't required to be loaded so much in realtime.

     

    and just to show what the original character I started out with looks like in hi-res:

     

    blogentry-181-0-21486100-1480838926_thumb.png

  6. I'm stealing the bit from Retrogaming Times. "The Many Faces of" was one of my favorite articles. Comparisons of the same game for various systems. Ordered from worst to first. Here are the various versions of Pac Man for classic systems. No homebrews or hacks allowed. These are the versions I've played...please let me know if I missed any.

     

    Last Place:
    Atari 2600 - People like this version for nostalgia's sake...but it's not a good game. Main sins: Pac Man doesn't face up or down. No fruits. Weird colors. No intermissions. Sounds aren't even close to arcade.

     

    The "also rans":
    VIC-20: They tried. But it's too choppy to be fun. And the maze is way too small.

     

    TI 99/4A - Looks GREAT. But way too slow and easy. And the lack of multi-channel sound hurts it.

     

    Atari 8-Bit: The game is good. Great graphics, great sounds. But no intermissions. Game is easy.

     

    Commodore 64: Almost identical to the Atari 8-bit version. No intermissions. Too slow and easy.

     

    NES: It's really good. But Pac Man and the ghosts are way too big. Plus the game is slow.

     

    5200: They took the 8-bit version, added intermissions, and ramped up the difficulty. It's great. But those controllers will cause you to die sometimes.

     

     

     

    Medal Winners:
    Bronze:
    Intellivision: I'm giving this version a medal for technical achievement. it's amazing how good this version is, given the hardware. Control is no issue. Tight and fun. It has intermissions. The sounds and graphics are great. I love this version so much.

     

    Silver:
    Sega Game Gear - It's just about perfect. The screen scrolls, but that's ok.
    https://www.youtube.com/watch?v=AKzZyAFqUNM

     

    Gold:
    Colecovision: It's a prototype. It should have been released because it is AWESOME. It's so fast. There are intermissions. Ghosts have eyes. Amazing.
    https://www.youtube.com/watch?v=G-3OOdjnTq4

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    I've been playing the Atari a lot lately. I got some games from a comic store that sells used games. My favorite so far has to be Robot Tank. The reason being, it is amazing in the aspect that it is 3Dish. I can't wait to get more games for the 2600. What's a game you guys recommend?

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    greenween
    Latest Entry

    So, this little bit of paradise will be dedicated for my love of Dead Kennedys and mostly Jello Biafra.

  7.  

     

    The next episode of Discovery Channel's MythBusters — the show in which rumors, urban legends and myths are tested with a scientific approach — will explore an aspect of video games that most first-person shooter fans take for granted. The question the show will attempt to answer is: "Is it possible for someone to lug around a half-dozen guns, grenades, a chainsaw and a bunch of health packs, while also fending off demons from Hell (or their closest equivalent)?

     

    "Using id Software's Doom games — specifically Doom 3 BFG Edition — as a template, MythBusters' Adam Savage and Jamie Hyneman will do their best to bust myths about first-person shooters. In a video posted to Bethesda Softworks' YouTube channel, the publisher says that id Software creative director Tim Willits will aid Savage and Hyneman in their Doom experiment. Bethesda says Willits will help their research team "recreate a Doom level in real life."

     

    The Doom episode of MythBusters airs this Saturday, Jan. 31 at 9 p.m. ET on Discovery. Perhaps Bethesda will use the show to give us an update on Doom 4, which we last heard about at QuakeCon this past July, or at least the latest on the promised Doom 4 beta.

     

    SOURCE: Bethesda Blog

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