We the Players

Subroc

June 1st, 2009 . by DaCapo Walworth

Most first-person shooters will often involve shooting at people, but the Coleco game Subroc, created by Sega in the early 1980’s, places the player in the gunner section and helm of a submarine. The object of this game is to shoot alien ships and flying saucers, as well as water craft, and the missiles, mines and torpedos they shoot at the player’s sub. The ships attack in waves, starting with saucers, then leading to a short encounter with a squadron of three green fighters, then to a wave of purple and magenta fighters and another wave of blue saucers. The final boss is a black command plane that hides behind a shield and shoots missiles at your vessel. One shot and the shield is gone for a split second, and a second, well-timed shot can destroy the boss. In most of the waves, the water is populated by nicely-detailed white submarines and yellow drones.

The display is the gunner’s POV, showing a crosshair site in the middle of the screen. Enemy fire can be avoided by simply maneuvering the crosshairs so that the fire is off the screen. Torpedos can be hard to evade, as they can mess with the water currents and the motion often gets very jerky when a torpedo is being fired. To avoid torpedos, keep the crosshairs as high as possible, out of the water.

There are certain vessels called ‘mystery ships’ that give bonus points for the final boss of the level when destroyed. One common mystery ship is a black boat or sub. In the ‘Super’ version of Subroc, there is a wave in each level where a ship that looks like that ordinary black mystery ship is actually a sort of ‘boss’ that shoots torpedos at your sub. Shooting that boss ship will cause some damage, indicated by smoke rising from the ship. Other mystery ships include a hot air balloon and galleon, both of which are green. The mystery points earned will be used during the dogfight with the ‘command plane’. If the command plane is shot down before the mystery points reach zero, the remaining points are added to the score. Even the green fighters can give a mystery bonus if all three of them are destroyed.

Now, the “Super Game” version of Subroc which I previously mentioned was available to a few housholds for testing with the Adam computer(basically Coleco’s answer to the personal computer). My houshold was one of the lucky recipients, and this game took the original concept and expanded on it. In the super version, the gunner could go under water and navigate through mines and other obstacles. Once the player surfaced, the game played much like the original except the gunner could surface right in the middle of a wave or even the bonus round with the three green fighters.

Other segments that were added included a wave where missiles could be seen rising out of the water and heading towards the player’s vessel, a missile barrage that could only be escaped by submerging, and a final boss that could only be described as unbelievably awesome. The final boss in this game is an underwater vessel that looked like a robot octopus and shot torpedos and ink(or oil) at the gunner’s sub.

The Super Subroc game is available in public domain and with some searching you can find it. I definitely recommend this to anyone who loves the oldschool consoles such as Coleco and Atari.

Subroc was not without its flaws. The motion did get sort of jerky since the Coleco system didn’t like scrolling games that well, and the forward motion was not as smoot as the sideways and upwards scrolling, meaning that in one or two seconds, a missile or bomb that was heading towards the sub would suddenly be close enough to where escape was impossible.

The sound was, in my opinion, perfect for the game. During most waves, there would be a constant pulsing sound in the background, and a higher-pitched pulsing meant a missile or bomb was heading towards the gunner. With torpedos, the sound of rushing water could be heard. Missiles shot by the gunner made a sort of whistling sound while the gunner’s torpedos made a realistic metallic noise. Blowing up enemies or mines made a satisfying soft explosion while blowing up from an enemy’s fire resulted in a louder, longer explosion. When the gunner was submerged in the super game, the background noise gave an almost perfect effect of being under water, complete with sounds of bubbles and sonar.

The graphics in both games were high quality, with many sprites having a complex, multicolour design. In the super game, at the bottom of the screen showed instructions and reports, as well as maneuvers. For example, if the sub were to brush against something that didn’t destroy it, the ticker at the bottom reported that speed would be reduced until repairs were complete. It would also warn of missile barrages and instruct the gunner to submerge the vessel. Another feature of both versions of Subroc was the way even numbered levels showed the progression of day to evening, to night, then dawn and then day again. Odd numbered levels only showed daylight, and the reason for that is unknown.

With all its flaws, Subroc is a cool game. The cartridge version doesn’t have all the cool badguys and levels of the super game, but it still is a lot of fun and a great way to hone reflexes and coordination. The super game is available for download on quite a few sites, and a google search should lead you to it fairly quickly. It will work on the MESS emulator but an ADAM BIOS rom(also available) is required for running the game file. There may be some problems with running the Subroc rom for some people, as emulators are not perfect, but I would still recommend Super Subroc for those who grew up on Coleco or are curious about what their parents played.

I highly recommend Subroc for all gamers, young and oldschool. And to show you just how awesome this game is, here is a video from youtube of Super Subroc in action!

http://www.youtube.com/watch?v=MxmV8a0X4X4

Watch and be amazed!


Hero’s Arms

April 21st, 2009 . by DoomRater
heros-arms

As one might expect from myself, I’ve been immersing myself into the realm of flash games, keeping an eye out for anything that is exceptionally well done.  And, well… when a game pretty much invites me to bust out JoyToKey just so I can play it with a controller, I know I’m hooked.

Enter in Hero’s Arms.  The storyline seems pretty ridiculous, as if it’s really just a parody of all those old, insepcific storylines you might find in a game that has a total of about 8 kilobytes of RAM to work with… but considering it’s true, I kinda just went with it.  Here’s what got me though- after just a little bit of wandering around I could tell this was going to be interesting.

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Eversion.

February 4th, 2009 . by DoomRater

First off, I apologize for the huge hiatus we’ve been on, but Roo’s been tied up with his Fight Tips project.  Speaking of which, if you haven’t visited there, now would be a good time to get acquainted with the crew!  If you’ve been a regular there, however, just know that things will be changing… and for the better.

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The Unfulfilled Potential of MMOs


And Warhammer Online: Age of Reckoning

October 11th, 2008 . by Roo
the-unfulfilled-potential-of-mmos

The very first graphical MMORPG I played was Everquest, way back when the premise — a game with thousands of people playing together — was something most people had no idea existed in video games. Everquest wasn’t really the first to do what it did, so why does every MMO since still feel like Everquest?
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Hajime No Ippo (GBA)

September 30th, 2008 . by DoomRater
hajime-no-ippo-gba

Why have I not raved about this game yet?
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Jill of the Jungle

September 11th, 2008 . by DaCapo Walworth

Before I begin the review, I feel I need to mention a mistake I made in my last blog entry. In Pitfall II, you don’t have to get all the gold bricks to beat the game. However, getting the bricks is good for getting more points and possibly achieving a perfect score. If you just want to win the game, all you need to do is find Rhonda(Harry’s niece), Quick-Claw the cowardly mountain lion, and the diamond ring.

Now on to the review of Jill of the Jungle.

Released in 1992 by Epic Megagames, Jill of the Jungle was a sensation in the growing shareware market. The way companies used to market their games was to release the first part or ‘episode’ of a series for free distribution, as sort of a demo or teaser, and charge a fairly cheap price for the full package which generally consisted of three episodes. It was a hit due to the amazing(in that day) graphics and soundblaster midi music, some cool puzzles, and possibly fan service.

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Pitfall II: Innovation for Aggravation

August 16th, 2008 . by DaCapo Walworth

pitfall 2 cover artIn 1982, Activision programmer David Crane made a masterpiece known as Pitfall, a simple sidescrolling adventure game with the object of collecting all the treasure within a time limit(twenty minutes). The enemies were mostly static, except for a menacing white scorpion which lurked in the underground caves and followed ‘Harry’s every move whether he was above or below ground(Psychic scorpions, anybody?). The game was very popular and raised the bar for video games of the future. Two most notable games which readily used and expanded upon elements from Pitfall are Super Mario Bros. and Sonic the Hedgehog. A sequel to Pitfall would introduce several other features, some of them good, some bad, and at least one that would leave you bald from sheer aggravation.

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Childrens’ Games – Strawberry Shortcake Vs. Big Bird

August 11th, 2008 . by DaCapo Walworth

With the market for video games growing, Atari decided to capitalize on a growing demographic of gamers: young children. Unfortunately, these games did not always give the buyers their money’s worth. In this article, two childrens’ games, Strawberry Shortcake and Big Bird’s Egg Catch, will be compared for design and replayability.

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‘Fast Food’ – An Example of Simplicity and Quality

August 3rd, 2008 . by DaCapo Walworth

First a brief history of the Atari 2600 and early games:

In the late 1970’s, home video game systems were beginning to flood the market, and one company, Atari, capitalized on it by taking games to the next level: removable cartridges. This enabled the buyer to purchase a console and games separately, instead of buying several bulky consoles which often had at the most five or six preloaded games. The old machines, notably Video Pinball and the great, great granddaddy Pong, made way for a sleeker, more compact system, and cartridges which held around three to maybe six or seven kilobytes of information. The resolution improved as well, as the simple squares of the paddles, walls, and balls were replaced by sprites made by multiple pixels, forming space ships, bugs, ghosts, frogs, robots, men, and other types of characters. This incarnation was dubbed the Atari 2600, an innovation when video games were still in their infancy.

Now for the review.

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