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Podcast: Test Your Might

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This week Fred and Jam are throwing around fighters of the 90s (that aren’t Street Fighter II or Tekken, we did a show for those already).  In the 1990s, the fighter genre was the most popular type of game available (like First Person Shooters today), and among those that have withstood the test of time there were plenty of others that played the field.  From Mortal Kombat to Soulcalibur you had plenty of arcades (and home ports) to drink your quarters in arcades.


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Version: Doom

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I was gonna write a retrospective on this, but honestly in podcast form we’ve covered Doom not once, but twice!  From those episodes came a project that has taken six months and over six hours to put together in one near 15 minute video.  I compare the PC, 32x, Jaguar, SNES, PS1, 3DO, Saturn, and GBA versions of Doom so you don’t have to, complete with bad language and snarky remarks (sorry parents).  Check out this version of Versions for Doom, but fair warning: there is some adult language.

Written by Fred Rojas

September 7, 2014 at 11:00 am

Podcast: CIB – Complete in Box

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This week Fred is joined by Chip Cella of the B-Team and Derrick H of All Games and Dead Pixel Live fame to discuss how games used to come packaged.  This includes the box, instructions, and a bunch of freebies we pay good money for today.

Opening Song – Joe Esposito You’re The Best

Closing Song – Iron Maiden Run to the Hills


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Written by Fred Rojas

September 11, 2013 at 11:00 am

Podcast: Legends of Rayman

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This week Fred is joined by Chip Cella of the B-Team Podcast to discuss one of the few colorful platformers born completely from the 3D generation, despite the first game playing on a 2D plain.  Ubisoft’s Michel Ansel all but saved the then struggling developer/publisher and gave way to a challenging but fun series starring a character with no limbs.

Opening Song – Rayman Theme from the original Rayman on PS1

Closing Song – Madder by Groove Armada (Fred incorrectly refers to this song as Hoodlum in the show)


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Written by Fred Rojas

September 5, 2013 at 11:00 am

Hardware Profile: Game Cartridges

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carts

It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.

Anatomy of a Cartridge

NESCartridgeOpenFor the most part a cartridge is a plastic-encased board containing “read-only memory” or ROM data that has exposed pin connectors (male) that fit into a slot on the reading device (female). Since it’s a complete circuit board, multiple ROMs can be used to store data, which we will get to in a second, and allow for an expanse of memory based purely on the connected printed circuit board (PCB) and the device reading it. Of the most popular uses for ROM carts is software for computers that expands almost solely into gaming once game consoles begin to release. It was the dominant format for many microcomputers, mostly used outside of the United States, and almost all game consoles for two decades (mid 1970s to mid 1990s). Many believe that the use of a cartridge was due to no other decent format being available, but this is simply untrue. By the time carts were in use, programs/games could be loaded via floppy disc (5.25″), compact cassette tapes (not unlike audio cassettes), and removable circuit boards (think arcade machines). The decision to use cartridges was due to the fact that the memory was permanently stored in the chip and memory mapped into the system’s address space (ie: it was basically integrated into the machine). As a result data access was almost instant (no load times), the cart could be used for hardware expansion in addition to loading code, and due to the streamlined process it was very difficult to extract the code and thus safest for mass distribution of software. Unfortunately it was also quite expensive and thus storage space was expensive, not to mention that the code could never be altered or accessed, which made for difficulty with saving and loading.

The first console to use cartridges was the Fairchild Channel F, a game console that predates the Atari VCS/2600 by a year and featured many of the same aspects of the pop culture sensation. It is not as widely known due to the similarity of titles that were mostly archaic sports titles or educational material. Naturally in 1977 when Atari introduced the VCS with arcade ports and diverse addicting third party titles like Pitfall resulted in the streamline of the format. Due to the fact that the cartridge is an integrated part of the machine, Nintendo made heavy use of the cartridge to make both the Famicom and the NES capable of keeping up with changing times for quite a while. Not only that but some carts, especially in Japan where custom chips were allowed, were capable of acting as a game, a hardware upgrade, a save state, and an anti-piracy device all at once. This practice was pretty standard for most consoles that utilized carts until the aforementioned 32-bit era where expansions moved to actual hardware expansion ports and even the N64, which could lean on carts, used ports instead to expand the on-board RAM.

ROM types and Special Chips

EPROM

EPROM

The oldest ROM type is Mast ROM, which refers to information stored permanently via integrated circuit when the chip is manufactured.  The term “mask” refers to the masking pattern on the integrated circuit when it is created.  This is the oldest form of ROM and definitely what went into the creation of Nintendo carts, which were manufactured by Nintendo and worked as a supplemental business to the license fees and cut of each unit sold on the NES.  This is the cheapest way to get the most memory, however unless you have a mass production line the masking of the integrated circuits can be a costly endeavor and without the vast quality controls like Nintendo had one poorly made program or coding error can ruin an entire production.  You can understand why Nintendo was so strict back in those days, especially because masked integrated circuits cannot, by their very nature, be re-written or reused.  The up side is that there is little chance once successfully produced that the chip will suffer decay, failure, bit rot, and various other issues that can plague other ROM types, which is why you will see most classic carts last nearly forever (please note that the save battery memory is a different story).  I know that this was the most common type in all Atari consoles, NES, Turbografx-16, and Sega Master System.  Beyond that it is entirely possible that the SNES, Genesis, 32X, and portable consoles may have used other formats like  Erasable Programmable ROMs (EPROM) that allowed you to reprogram chips with ultraviolet light or Electronically EPROMs (EEPROM) that allow you to erase and re-write electronically.  There are generic PROMs that can be created with a ROM burner and remove the need to produce them like a mask ROM, but they are still one time use and were more for arcade and pinball repair, which may mean they can be found in Neo Geo carts.  As for Jaguar and N64, I’m guessing EEPROMs, but there’s still a striking possibility that these companies known for mass production of carts since the 80s still made traditional mask ROM carts, especially with the lowering price of PROM and the relative high emulation/piracy of the late 90s.  It has been said that PROM, EPROM, and EEPROM may have a higher chance of failure, but most carts don’t seem to have a problem no matter what is used and plenty of fixed arcades have had no problem whatsoever (especially because they can be wiped and reprogrammed).  ROM chips typically varied in size from 2 kbit (not to be mistaken for the large 2 kbyte) that held roughly 256 bytes all the way up to the expensive 32 megabit chip that held 4 megabytes.  This is why you saw statements on Street Fighter 2 that said things like “32 MBit Chip!” because it was touting massive storage space.  Some games are rumored to have even larger ROM chips that compressed data and justified hefty price tags like Final Fantasy III launching for $80 in the US or Street Fighter Alpha 2 having load times on the SNES while data uncompressed.  It was all par for the course when trying to get as much data on a cart as possible.  I do believe that as RAM was integrated into consoles, like we saw on the N64, that compression and temporary storage allowed for more data to be stored for the larger 3D games of that console.

In addition there can be extra chips placed into the carts to allow all kinds of extra functionality, which basically means the carts acted as hardware upgrades.  This makes sense when you think about the massive leaps between launch games and later releases.  2600 carts were pretty straightforward, but NES carts had a few extras like the anti-piracy NES10 chip that was required to be on the PCB in order for the NES to play (if it doesn’t detect this due to a loose connection you get the popular blinking console effect, which is the NES10 chip on the console rejecting the cart).  Saving became a large feature as well, which led to almost all cart-based save states to be stored on Static Random Access Memory (SRAM), which was able to keep save data stored after power is cut (uncommon for RAM) provided that a small current still passed through.  This is why a lithium button cell CR2032 battery is used in most cases and once that battery dies (typically around 20 years, but can go much longer) the SRAM no longer functions.  To fix this, simply de-solder the dead battery from the SRAM leads and solder in a fresh battery to the leads.  In Sonic 3 as well as a few others, Sega decided to use much more expensive non-volatile RAM (NVRAM), which was an early form of flash memory we have today and retains information after power is cut, which is why Sonic 3 carts should retain save data indefinitely.

As for expanding the functionality of a console, special chips could literally upgrade a console to allow it to do things it was never intended to do.  In Japan the Famicom was allowed to have special chips put into its carts so companies could go crazy on internal development – due to no video game crash, Nintendo did not force Japanese development studios to manufacture carts through them like in the US.  This explains the VRC6 chip in Akumajo Densetsu (Castlevania III) that allowed for extra channels on the Famicom’s unused sound port.  In America Nintendo began releasing special Memory Management Controller (MMC) chips that allowed for some of the Japanese innovation to happen on the NES, albeit in a stripped form due to the different hardware profile of that console.  Here are some of the popular chips:

  • UNROM: Split the program data from a 32 kbit chip into two 16 kbit chips, one that stored the data and one that transferred data to RAM chip for faster loading and effects.  This was seen early with impressive titles like Ikari Warriors and Mega Man and assisted in side scrolling of dynamic characters and certain effects.
  • MMC1: Allowed for save games.  In addition to having 16 or 32 kbit ROM programs, 4 and 8 kbit SRAM was integrated and powered with a button cell lithium battery.  This was essential to getting Famicom Disk System titles that had save data to run on NES carts such as Legend of Zelda, Metroid, and Dragon Warrior.  Although Metroid didn’t support saved checkpoints like the FDS version did, massive passwords allowed pre-stored save data.
  • MMC2: Basically split a 32 kbit chip into a 24 kbit chip with two sets of 4kb banks for pre-loaded graphical data.  It allowed more graphics to display on screen at once due to the additional banks being only referenced without assets in the main code.  Only used for one game, Mike Tyson’s Punch-Out!! to load the massive sprite opponents.
  • MMC3: This massively split the memory allocation and integrated a scanline IRQ counter to allow for certain assets to scroll while others remained stagnant.  Necessary when keeping dynamic items like consistent scores, life bars, and more fixed on the screen and moving while a second “window” was performing more dynamic gameplay.  Nintendo’s most popular chip and key in many large titles such as Mega Man 3 and Super Mario Bros. 3.
  • MMC4: Utilized only in Japan for the Fire Emblem titles to create effects similar to the MMC2.
  • MMC5: The biggest, most versatile, and most expensive chip Nintendo offered.  Developers avoided it like the plague due to the high cost and reduced profit margin.  This had several different memory allocations, IRQ counters both horizontally and vertically, allowed for very dynamic effects, and opened extra sound channels along with a 1KB of active RAM.  Since Koei was almost the sole user and none of its MMC5 titles came out in America, the only title to really use it was Castlevania III to create a similar, but still inferior, version of the Famicom title in America.  The MMC5 chip was so complex that almost all clone consoles do not support it and emulation took a long time to decipher integration of the ROM.  For this reason alone Castlevania III was one of the few games you had to have original hardware to run.  Emulation is currently no problem however clone systems that run actual carts still do not support the title.
  • MMC6: This final mapper chip extended the size of SRAM over the MMC3 chip by 1KB, which allowed for the larger save files of Startropics and its sequel to save games.

There were more custom chips that did eventually show face in America, but these were the most common and basic chips.  Nintendo would loosen their policy and generate several custom chips for the SNES as well allowing for all kinds of impressive hardware tricks.  Some of those are as follows:

  • DSP: The digital signal processor chip allowed for various 2D and 3D calculations in several iterations that allowed for asset conversion for older graphics techniques, rotation effects, raster effects, and mathematics that could all be performed independently on the cart instead of using the SNES.  Popular games that used this rotation technique are Super Mario Kart and Pilotwings.
  • sfx_snesSuper FX: This was a supplemental CPU for performing graphics calculations that the SNES simply could not do.  Think of it as an external graphics card for the 16-bit console, as it was a separate 16-bit CPU integrated into the cart.  Since it had simpler duties than the SNES, the Super FX chip’s iterations were capable of 10.5 mhz and eventually 21 mhz of processing power, which blows past the 3.5 mhz processor of the SNES and allowed for the 3D rendering of titles like Starfox.  Later updates allowed for support of larger ROM sizes (for a long time the game program had to be less than 8 mbit or 1 mbyte of data).
  • Cx4: This chip was Capcom’s way of showing off rotational, polygonal, and wire-frame effects in the Megaman X series.  While the first title used a traditional chip, Megaman X2 and X3 had special test screens and crazy title screens that to this day cannot work on cloned consoles, flash carts, or even later hardware emulation (like the Megaman X Collection on PS2/Gamecube).  Of course the emulation community has successfully gotten this working on software-based ROMs.
  • SA1: The Super Accelerator chip that independently worked with the SNES as a co-processor creating a faster 10 mhz clock speed over the 3.5 of the original hardware, faster RAM functionality, MMC capabilities (see the NES section above), data storage and compression options, and new region and piracy lock out protection.  This chip was essential in certain impressive titles like Super Mario RPG! and Kirby’s Dream Land 3, which cannot currently be replicated on flash carts.  Software emulation on both the openware PC scene and official Nintendo Virtual Console titles do support the chip.

There were several others that were utilized for specific function in addition to the Genesis having the Sega Virtual Processing (SVP) chip in Virtua Racing to make the most technically impressive 16-bit game ever created.  Unfortunately it also cost $100 at initial launch, wasn’t impressive from a gameplay standard, and doesn’t work with any clone or flash carts out there.  Emulation is possible but with varied results.

Well there you have it.  A brief breakdown of the technical marvel that was the cartridge and the hardware benefits it provided.  It’s almost difficult to imagine a world without load times, where data access is instantaneous (something even flash carts can’t currently do).  While it wouldn’t be possible with the massive memory required today and the equally massive cost of manufacturing, there was a time where a few bits in a plastic case meant to world to each and every gamer.

Written by Fred Rojas

July 30, 2013 at 8:35 pm

Buying Guide: Jaguar

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We all love our retro consoles, but in many cases the consoles we are buying are because they are cheap enough or we have enough money to purchase what we never were able to in our youth.  Unfortunately the business of making used retro items available to the masses can at times be a money grubbing market where consumers are deceived by people they will never meet in real life.  As an individual who has spent the last decade scouring the local area, conventions, eBay, and the internet as a whole I have learned many valuable lessons.  For that reason I present my buying guide series, which is a handy quick guide to knowing what to purchase and what will cost an arm and a leg to replace.

The Atari Jaguar just can’t get a break.  Touted as a technological breakthrough of its time, this holiday 1993 console may have been a commercial failure but it was clearly a hardware powerhouse.  Sure, it may not have been a true 64-bit console just because the twin Tom and Jerry chips were 32-bit co-processors (more on that in our podcast), but for $250 you were getting a lot for your money (estimates claim the Jaguar cost up to $400 to manufacture).  As far as exclusives go there’s not really much to tell.  You’ve basically got Aliens vs. PredatorTempest 2000Breakout 2000, and Kasumi Ninja – half of which are considered to be crap by most gamers – so finding the games on the Jaguar elsewhere will be easy to do.  Couple that with the god awful controllers and the need (at least for me) to purchase all of the console games complete in box with the inserts for the controller (and essentially increasing the price anywhere from three to ten fold) and most people are probably going to walk away.  In the event that you aren’t one of those people, just prepare for the fact that you will be spending on the upwards of $100-$200 just on a working console with a couple of controllers and then probably $30-$60 on each game if you want all the inserts and whatnot.  What you will receive in return is an impressive experience for not only the exclusives, but also the definitive version of a lot of games that were ported all over the place.  DoomNBA Jam: Tournament EditionWolfenstein 3DRaidenFlashbackPrimal Rage, and Rayman all look as good or better than their original arcade/PC versions and often have enhancements or extra content to justify the re-release on this console.  Not only that but titles like Cannon FodderSyndicate, and Theme Park are identical to the 3DO versions of those games – which in and of itself was a much more expensive ($700) and disc-based console – so if you want to re-live those halcyon Windows 95 days you either have endless headaches with DOSbox or grabbing these decent controller-ready console ports.  At this price point, you want to make sure you know what to get so here’s what you can expect when trying to grab a Jaguar:

  • AC Adaptor: Atari’s Jaguar used a pretty typical AC-to-DC power supply (those big boxy things that came with every console in the 80s and early 90s) that’s 9V at 1.2 Amps (1200 mA).  This is very standard and the plug type that goes into the Jag looks just like the one on the Genesis 2, Turbografx-16, etc. so feel free to pick up a replacement at RadioShack (they have like 12 plug tips to choose from, this one is very distinct) or many on the forums have suggested both the Genesis and Turbografx-16 adaptors work (if you own those consoles), but I can’t personally vouch for that so use at your own risk.
  • RF Adaptor: While the Jaguar was capable of much better output than RF coaxial, that’s what the console came with so it’s probably what you are going to get from most people selling the console.  This is not an ideal way to hook it up and when I tested this I had tons of RF interference because that’s what you can expect with an old coaxial RF interface.  Fortunately there was an official composite cable sold by Atari that is somewhat easy to find today on eBay for around $30, but modders have also created a much better composite/S-video hybrid cable that is definitely the best way to go and can be found for around $40.  If you want to go super high end for captures or for use with a 1080p TV and the beloved Framemeister box, you can also find some sellers online that offer the RGB output to direct 240p.  I just stuck with the S-Video and things look great on it.
  • Console: There’s not much to tell here, the console itself has an interesting square back and oval front design with a cart loader on top.  This means that most of the insides of the Jaguar are compact and contained (especially since the cart-based console has no moving parts) so scrapes, scuffs, scratches, dents, and even cracks in the plastic casing probably won’t affect it’s ability to work at all.  I would never recommend this but there’s a good chance the Jaguar could live a trip down the stairs or a drop from a reasonable height onto carpet.  The contacts on the back that allow for video ouput and the shiny red power button on the top are probably the places where you want to check for problems, since those are really the only two places (other than cart slot and power port) that can get damaged and cause the console not to function.
  • Controller: Like most others, it’s a 15-pin controller port that looks similar to the Genesis, Atari VCS/2600, 3DO, etc. but unlike those consoles you get a bulky 3-button controller that has a full 12-button numeric keypad on it as well.  This was the curse of the Jaguar because most of these buttons did various things (like switching weapons in Doom) that made it useful and sometimes necessary to have the game-specific insert that came with the game.  Given the paper boxes and relative ease to rip, break, or lose those inserts, you will want as many of them as you can find (there probably are guides online for them as well but paper is no match for the durable vinyl ones that came with the game).  Make sure the d-pad, big red buttons, and keypad buttons all click in and work properly as well as no tears or bent pins on the controller cord or ports on the console.  Atari’s Jaguar only came with one controller out of the box, so expect replacements to be somewhat hard to come by, cost a decent chunk of change ($40-$60), and jump the price of the console if you get more than one.
  • Cybermorph: I don’t believe this game was available commercially because it came included with every Jaguar console, but perhaps it did.  Since it came with the console, most owners will include this game along with a Jaguar or you can pick it up for like $5-$10 if you really want to play this hybrid between Starfox‘s graphics and a poor man’s Defender gameplay.  This is also why most copies you see will have no box, often no instructions, and of course this game requires no inserts.

Optionally there are couple of things you want to look for with both games and accessories:

  • If you are crazy enough to buy it, there was a 4-controller adaptor that was intended for use with NBA Jam: TE to allow you to play the full arcade experience.  Not only is the adaptor quite expensive but 4 controllers on the Jaguar will run you more than the cost of the console alone.  Still, what’s a couple hundred bucks to be able to play NBA Jam with 3 friends?
  • Any game you buy will most likely have one or more controller inserts.  This can be somewhat useful when picking your weapon with Doom or essential when the keypad contains a command that you need to play the game.  You will pay more for games with the inserts, lots more, but in my opinion you signed on for that when you decided to buy a Jaguar.  There are references out there for what games need what inserts, additionally I will include that data when I start to review Jaguar games in the upcoming months.

Additionally here’s a video version of this article to assist you in knowing what to look for when buying the Jaguar.

Written by Fred Rojas

December 24, 2012 at 12:01 pm

Posted in Buying Guides, Jaguar, Lessons, Videos

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Rayman (Ubisoft)

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Rayman wants to be a strong classic platformer, and it’s really a shame that the steep difficulty curve will turn off even the most determined of contemporary gamers, because from an aesthetic and game design perspective this game should be appreciated.  Alas Rayman has been ported to console after console and seen commercial success, but I wonder how many people have actually experienced most of what this title has to offer.

During the mid 90s there was no shortage of consoles – both the 16-bit generation and 32-bit generation were coming to be, not to mention CD consoles –  and Rayman was caught right in the thick of it.  Not only that, but thanks to Mario and Sonic, platformers were among the highest in popularity behind fighting games.  The title began life as a brainchild of Ubisoft creative director Michel Ancel (who is also responsible for cult favorite Beyond Good & Evil) and the then struggling developer/publisher bet the house on his creation and won.  Rayman started life on the Super NES as a two-player title based on various cultural fairy tales and eventually it was decided that the game would receive a cartoon makeover with better animation and subsequent move to the Playstation CD add-on for the SNES (read that story here).  When Nintendo announced the cancellation of both the Playstation and Phillips CD projects Ubisoft wanted to move to the Jaguar thanks to its specs and eventually chose the Sony Playstation as the lead console.  As you can see, the game was already bouncing from console to console.

Rayman is known for some unique features upon its 1995 release date – most namely because it was a 2D platformer in a time when 3D polygonal graphics were all the rage and it released on Playstation and Jaguar simultaneously (1 week apart) with differences to both.  The Saturn and PC ports would come in 1996 and be identical to the PS1 version.  Lead character Rayman has no limbs – his head, hands, and feet float around his body – which was a design decision due to hardware limitations and not actually part of any plot.  Visually the title is gorgeous with bright colors (up to 65,000 at one time) and made good use of the hardware at the time, not to mention smooth 60 frames per second animation throughout.   Thanks to the CD format, the Playstation version contains a vibrant red book audio (similar to music CDs) format that will play on a CD player if you have the original disc.  Wikipedia cites similarities to Treasure’s Dynamite Headdy, a Genesis title that released in 1994, but I feel the comparison was only made in hindsight and I’ve read nothing to remotely connect the two. 

Rayman’s gameplay appears to be a traditional platformer, but once you start getting into the second world (most people refer to as the “music level”), the game’s difficulty ramps up at an immense rate.  You are consistently trying to dodge pits and obstacles you will only know about if you’ve already died from, it was nearly impossible to “twitch” your way through most obstacles.  As a result, you were forced to memorize most levels; think of it as the R-Type of platformers. In addition, the length of the levels grow as well, probably due to the changes to different platforms and media during development. Rayman also has limited lives (3) and continues (3) after which a game over requires you to start over completely.  This is a bit confusing when you first start out because the game has password and save features, but neither of those allow you to continue beyond the initial lives and continues – there are cheat codes, but you have to know to use them before a game over.  It all comes off, especially today, as an awkward combination of 16-bit and 32-bit game design (which it most likely is).  This is also a collect-a-thon game, requiring you to collect all six caged Electoons in order to move on to the final stages, which can be a blessing to completionists like me and a curse to bare bones players.  Having said that, these are all minor setbacks that in no way eclipse the solid gameplay, decent level design, wonderous worlds, and boss battles that remained in my memory through nostalgic goggles.  Come to the game prepared and take it in stride (this can be easier thanks to the massive amount of portable ports) and there should be no reason for you to not eventually beat it. 

Different Versions

The original version is technically available on the Atari Jaguar, which is most likely similar to the version we would have gotten on SNES Playstation or the canceled 32x version.  It has a few differences from the Sony Playstation version including the removal of Mr. Stone’s Peaks level and Space Mama’s area and battle are also absent.  Rayman cannot shrink like he does in the other versions and the level Erasure Plains has been changed to a new level entirely.  This version does contain the game Pong as a hidden minigame and contains glowing and smoke effects on Mr. Skops’ lava level.  As expected, the audio is considerably weaker because it is compressed onto a cartridge and could not take advantage of the red book audio.  It is one of the few games that demonstrate both the abilities and value of the Atari Jaguar and every collector I’ve spoken to says it’s a must buy if you own the system.  Unfortunately the Jaguar version is quite rare and sells for $50+ online, which is about 5-10 times higher than the many other versions you can find.

On the PC, Rayman had plenty of expansions that demonstrated a versatility in the concept well ahead of its time: endless level design.  While the original PC version was a mere PS1 port, the 1997 Rayman Gold also included level development tools and contained 24 new levels and the need to collect 100 tings to complete each level.  The included development tool, Rayman Designer, allowed players to create levels and share them on the Internet, which wasn’t popular at the time.  Rayman Forever hit in 1998 and included both Rayman Gold and 40 new user-designed levels to further extend the experience although at the expense of part of the soundtrack, which most fans of the series do not consider a worthwhile trade-off.  Rayman 100 Niveaux was the final release and contained 60 newer levels (entitled the 60 “Niveaux” levels that were only released previously in France as the super rare Rayman Collector) and the 40 user levels, however it does not contain the contents of Rayman or the extra 24 Gold levels. 

Rayman Advance was the first true portable port that made the game easier for various reasons and was close to the same as the PS1 version save for the obvious downgrade in the soundtrack.  The game was also available on Gameboy color – although it only used the plot of the original, level design was from the sequel – and digital downloads on PSP (via PSOne collection) and on DS/3DS via DSiWare.  The PSOne version has the unaltered gameplay and  soundtrack (because it’s basically a rip of the original ISO) whereas the DSiWare version has been made even easier than Advance and features downgraded looping audio and appears to be based on the PC version.  In addition, Good Ole Games released Rayman Forever on its site, adjusting the programming of the PC version to support Windows platforms – DOSbox is required to play the original versions of these DOS-based games.  Both Forever on GOG and the PSOne version are $5.99 whereas the DSiWare version will set you back $7.99.

While the original is important and significant for many reasons, Rayman’s next outing would update it to 3D polygons, a step back for the art design, but was much more approachable.  It held up so well, in fact, that Ubisoft and Nintendo decided to use it as a 3DS launch title.

Written by Fred Rojas

April 17, 2012 at 12:00 pm

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