Archive for the ‘Jaguar’ Category
This week the mod conversation continues as the guys move into the CD-based consoles and the wonderful world of modchips. There were many ways to get different things done in the Playstation era and beyond. Finally the show wraps up with soft modding and the various things that can be done from consoles only a few generations old.
As I said in a previous article regarding Wolfenstein 3D, “Wolfenstein 3D did it first and Doom did it best.” The same team, id Software, created both games so it’s less of a competition and more of an evolution. While I agree that all games are a team effort, the technology that runs these games can sometimes be credited to one person. In the case of Doom that one person is none other than John D. Carmack. By this point most of us are aware of John Carmack and what he’s contributed to video games as a whole, but back in 1992 he was the guy creating a new engine for a new game. That engine was called the Doom Engine. Carmack claims the name Doom came from the movie The Color of Money in which Tom Cruise describes a custom pool cue as “doom” when questioned as to what’s in his case. It was created to enhance the first person shooter to include different heights, distances, and even sound effects in stereo for a more realistic type of game. In truth the hardware of the time couldn’t handle rendering a 3D world so the game is actually all on a flat plane in the code, which is why rooms never overlap and you can shoot a guy on a ledge by just aiming at the wall beneath him. I don’t know about the rest of you, but in 1993 I hardly noticed. Doom had positional breathing of mutant men, lighting effects (including dark rooms), a hybrid cyberpunk and distopian Hell setting, and a ton of violence. It was the rock star of the video game world.
Primal Rage was one of the more notable Mortal Kombat clones in arcades in 1994. The popularity of this Atari Games fighter secured multiple ports to the home consoles of the time, a true cross-gen title that was on most portable, 16-bit, and 32-bit CD consoles. GH101 looks into the history, gameplay, and home console versions of this dinosaur brawler.
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.
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.
In truth the dawn of the first person shooter (FPS) and its popularity is more a case of luck as a group of intelligent designers got together and created pseudo-3D worlds. In 1991 John Carmack was accompanied by three others as the development team at id Software (that story was already told in our podcast) and funded by a company named Apogee (they also developed Rise of the Triad). Carmack had created the Catacomb 3D engine, which utilized ray casting to create 3D looking environments. In ray casting, basically lines are drawn in a grid and if they intersect a texture is placed at the intersection and over a grand enough grid, you get depth perception and a software-based flat image that looks like it’s in 3D. Combine that with the fact that Muse Software, developers of the innovative stealth-action Castle Wolfenstein title from the 80s, had let the license lapse and you have the building blocks of this innovation in game design. Apogee gave Carmack and his team $100,000 to develop a shareware title and they decided to move forward with Wolfenstein 3D.
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
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)
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.