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
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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
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Why have I not raved about this game yet?
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The Players on 2D

September 22nd, 2008 . by Roo

A conversation on 2D, as discussed by Kangaroo, DoomRater, and Dacapo.

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On Flash Games in General

September 13th, 2008 . by DoomRater
on-flash-games-in-general

There is something about flash games that catches my eye.  Maybe it’s the ease of which it can produce a silly or entertaining game, or sometimes it’s the quality and effort put forth by what often is a single man project, with maybe a few free music resources here and there.  Either way, I’ve found that as the quality of Flash has improved over the years, so has the amount of endless entertainment for me at Newgrounds.

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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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The Player Caste


or The Joy of Casual Gamers

September 2nd, 2008 . by Roo
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Spending just a little time in the thick of things can really relate you to the pulse of public sentiment. Recently I was surprised to find how many people consider the Nintendo Wii an abomination. They blame “casual gamers” for their influence, and Nintendo for attending to them. They cite low attachment ratios (the number of games sold per console) for proof that the Wii is not a success, and insist these numbers are explained by smart hardware that is hampered by a subpar game library.

According to Nintendo’s second-quarter 2008 earnings, the Wii maintains a higher attachment ratio than the DS and the Gameboy Advance, and is led only by the Gamecube. Considering the Wii’s hardware sales have already overcome the Gamecube’s, it probably wouldn’t be fair to call the Wii unsuccessful by business standards.

The Wii’s game library may never see a sharp turn toward great numbers of games for Nintendo loyalists. Instead, we may continue to see them only on occasion, as we have with Mario Kart Wii and Super Smash Bros. Brawl.

Personally, I’ve tried the Wii but only briefly. I don’t own one for the above reason: there hasn’t been a watershed game, or collection of games, convincing me to purchase the console (but there are plenty I’d like to try). Although the choice of titles so far might not appeal to me, I do recognize the power of the platform and the way it has shifted the perception of interactive games. More weighty than the issue of the Wii’s success for Nintendo are the implications for future hardware, and the impact on a population newly aware of modern video games.

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The Catastrophe of Game Patches

August 23rd, 2008 . by Roo
the-catastrophe-of-game-patches

It was several years ago when I came across the website of a bitter, former player of Asheron’s Call 2. He was condemning a patch which he swore ruined its solid PvP system and any further reason to play. Betrayed by the game that he’d invested so much effort in, but still devoted to the genre and potential of MMORPGS, he had no choice but to migrate to any number of other games, one of which was a promising title on the horizon called World of Warcraft.

Searching Google now, I can’t find that old site, but there are still vestigial diaries about Asheron’s Call 2, written by scorned ex-players who clearly felt cheated out of something. And shouldn’t they?

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