Wednesday, July 19

 

News: Valve's Portals

The recently-released game P.R.E.Y. had quite a few very cool innovations to regular FPS gameplay. Perhaps the biggest of them was the portal technology. I recommend that you download the P.R.E.Y. demo and try it out for yourself; but suffice to say that they take a step past the "teleporters" that have been around since the Doom/Quake days... they have actual holes floating in space, which seamlessly connect to other places in space. You can walk around them, you can look through them, you can shoot through them... you can, potentially, see yourself through them.

Well Valve, as they tend to do with technology, has taken this a step further. This video should blow the mind of any gamer:
http://youtube.com/watch?v=GWzmL05OlYA

That's right... in this demo, they've merged the "gravity gun" with a feature to shoot and create portals wherever you want. And they do ever variation with this you can imagine. Just watch the video, there's too much there to try to describe.

I first heard about this on Gamasutra news the other day.

Finally, Valve's president and co-founder Gabe Newell noted during the presentation that a completely new single-player module for Half-Life 2: Episode 2, currently named “Portal”, was in development, which uses a spatial portal dropping concept (using a gun for placement).
This concept is similar to elements used in the recently released P.R.E.Y., and is apparently based on IGF Student Showcase winning title Narbacular Drop, which was reported to be in the process of being re-imagined in the Source Engine, with the help of its original creators.
So Valve has followed their historic (and very successful) pattern of hiring smart new students who know push the limits of technology and/or game design.

It's especially nice to hear that we'll be able to play this (or at least a demo with this technology) when HL2:Episode Two comes out.

More power to Valve for advancing the state of the (FPS) art by another notch.

Saturday, July 15

 

On gameplay

The game chair has written an excellent article called Games as Literature. It is in reference to this that I started to formulate my thoughts on gameplay and what it means in games. In short, gameplay is the paramount attribute in any game. The formula for good gameplay, if there is one, is something that must be discovered, not arbitrarily decided upon.


When I read a review, I'm trying to determine what the gameplay is like from the author's impressions. I pay particular attention to the negatives they bring up and ask myself if I think I can deal with them in some form or fashion so as to enjoy the rest of the game, or at least attempt to enjoy it. There have been many games that have not had the best ratings, but I still enjoyed, because I found their "sweet spot," where I could ignore or avoid the flaws and stay in that zen-like mode of concentration and suspension of disbelief. The sublime gameplay experience goes beyond words, pictures, and touches something more primal and immediate, but we have to resort to the previous media to describe that experience.


There are four major ways to describe a game. Ultimately, how a game is described convinces people that they too should play it, or avoid it. The four methods are still-pictures (screenshots, and to a lesser degree, game art), movies (someone playing the game or cinematics), demonstrations where the player gets to try a part of the game, and writing( reviews, impressions, etc). Each of these methods is stronger than the next, because they have deeper and deeper layers of meaning and come closer to approximating the actual experience of the game.


Writing is a bit different than the others because it depends upon the skill of the writer and the purpose of the writing. When a good writer attempts to capture the essence of a game's gameplay, the results are sublime. Not only does it catch the actual process of the game, it captures the player's thoughts while in the game. Good writing can help any part of a game's taxonomy of examination. One of the best walkthroughs I have ever seen was for the game Neuromancer - Here's a quote from it: "I'm Dixie, Dixie Flatline. I'm leavin' my story behind here, hopin' some cowboy finds it and can make use of it if I die. I'm going in to face the toughest combat of my life, but I better start at the beginning." Expanding the world, getting the player into the world, is what writing should do, and should try to use all of the literary strategies possible.


I put pictures as the most primitive , because, even though it is said, "a picture is worth a thousand words," this is not necessarily the case when it comes to attempting to capture the core element of a game's gameplay. While pictures are by their nature static, the other methods are dynamic. Games are a dynamic system whose essence cannot be easily summarized by a captured framebuffer and a caption. You might get a sense for the setting or the character, but not of the game itself.


For the purpose of understanding the gameplay, the best thing, next to actually playing the games, is a video of someone else playing. There are some drawbacks to this, the main one being the thought process of the player is not apparent. Videos are good ways to see how the player moves through the world, how he/she interacts with enemies, NPC's and objects, and capture the various effects. Much in the same way a book translated to a movie (or vice versa) creates "transcoding artifacts" through the transition, a movie of a game alters the game by removing the gameplay altogether, turning an active activity into a passive one, which leads to the viewer having to reconstruct the gameplay through the displayed action and reaction.


A particularly interesting way to examine a game's core gameplay through video is to watch ones made with a particular purpose in mind, such as finishing in the least amount of time (a speedrun), or with the most number of points ("score attack" or high score). The Wikipedia article I lnked to has many links to these kinds of sites. Be forewarned, though, that watching these videos may spoil the enjoyment of a game for you. Regardless, I believe if you watch a speedrun, you can see the complexity (or lack of it) of the game unfold. The speedrun of P.N. 03 [scroll down] consists mainly of jumping and avoiding enemies, only destroying those that must be destroyed to progress. The strategy is the same every time and it is actually boring to watch it. The speedrun of Super Mario Bros. 3, on the other hand, displays route planning, excellent reflexes, and an intimate knowledge of the game and character control. Not surprisingly, SMB3 is usually rated highly, while P.N. 03 has more mediocre ratings.


Finally, there is the demo. This is by far the best way to experience the game, since it basically _is_ the game, just shortened to one or two levels. Sometimes, however, developers spend extra time on the demo level to make the game more enticing, or the final tweaks and changes to the engine make the demo and the actual game experience differ significantly. For the most part, though, for experiencing gameplay, the demo is the best way.


Capturing and analyzing this elusive element of gameplay is what ludology is all about. Discovering and creating the gameplay core is, I believe, the biggest future in video games, and much like user-interface design, has far reaching applications ranging from education and training to creating new modes of communicaiton and problem solving.



Thursday, July 6

 

I Heart LEGO Star Wars

The title says it all folks - this is the real deal. Fun, easy to pick up, with some surprisingly deeper strategy and pick-up-and-play co-op! Best of all, I found it at Micro Center for $20! Seriously, a great game for kids and adults alike. Get yourself a copy, you won't regret it. I promise.


I discovered the TV downstairs has component, aka "colorstream" inputs, and I tried my component "progressive scan" cable from Japan with my cube. "Progressive scan cable" is a misnomer, because it works in interlaced mode as well. Now I can enjoy my games in superior video quality! It also means that I am now enjoying LEGO star wars in its best possible video quality, since it doesn't support progressive scan anyway. The difference is nothing short of remarkable.


Micro Center also had a great clearance sale. I bought Deus Ex 2 for $6, Severance for 5, and some $0.86 games - an oldie called Deathtrap Dungeon and another oldie called Road Wars. When I got to the front, all of those games had another 25% taken off. Lucky! So the $1.00 games may not be so great, but they're less than a _dollar_. Can't beat that.


Wednesday, July 6

 

Family BASIC for the Nintendo Famicom

I wanted to start off "5PM" with a bang. Well, here it is!

A few weekends ago, I went to Utsunomiya (Tochigi-ken) to pick up my Zaurus. I got there too late and I couldn't find the service center. I did, however, find some really good shops on National Route 4. One shop had a ton of toys, video game characters, and hard-to-find games. While their prices were slightly inflated, the rarity of some of the stuff was first rate. For example, they had the Zelda: Minish Cap promotional edition GBA SP - It's all gold with the Triforce etched on the front - for something like 30,000 yen (around $300). There was a ton of interesting stuff there: A working Sony MSX computer (the actual Metal Gear 2 was released on this system [Snake's revenge is actually the third one and changed the style completely] ), various Mario and Pikmin plush dolls, and even some straight-from-China ripoffs that looked like the DS and PSP, but only played crappy LCD games...

...But the coolest thing I found there was an in-box, complete with manual Famicom Family BASIC set, for only 1000 yen! I absolutely had to buy it. And I'm glad I did, because the next store I went to had five or six in stock, but they were selling them for 10,000 yen each!

This set has the keyboard, the BASIC cartridge, and the programmer's manual. This thing is a gold mine for anyone interested in how the NES works / worked. You can even make your own simple games with it! Several sites have various tidbites of information about this, but there's nothing like the real thing for answers. So without further adieu, I give you...

NINTENDO'S FAMILY BASIC KEYBOARD SET
Family Basic box The Family Basic box. A little worse for the wear, but when you consider that this thing is actually 20 years old (released in 1985), it's still in great shape. I bet it would look even better if I cleaned the silvery box, but I'm afraid of damaging it.

the contents
The contents - keyboard, manual, and cartridge. Not shown: form-fitted foam blocks, warning sheet, and warranty card.

Family Basic Cartridge

The Family Basic cartridge - much bigger than a normal Famicom cartridge, and with a "back up switch" [sic] to keep your stored information from getting erased. On the back is a panel for the two AA batteries that maintain the memory. Mine still had the original, slightly corroded batteries in it. I switched them out for some nice new ones.

Family Basic manual The manual. It's seen some use, too, but is otherwise in great condition. It's all in Japanese, but the commands are in English. Things like the error messages and command lists have the English expansion of the abbreviation, and then a Japanese explanation. Back in the 80's, they knew how to make easy to read, yet comprehensive computer manuals. This one is on a par with the manuals that came with the Apple II or the Commodore 64. I hope to do something with the manual soon - translate it, scan it, post some faq's... I'll keep you updated!

Family Basic keyboard 1 The keyboard part one - notice the distinctly 80's teletype-style keys. If you look carefully, you can see the Japanese characters on the keys as well. I haven't cleaned it, so you can see some yellow cruft on the baseboard. This design just screams retro cool. Why they went with such a weak color scheme in America, we'll never know.

Family Basic keyboard 2 The keyboard part two - You can tell that this was keyboard designed by a game company, who would understand the importance of the arrow keys. They are oversized and logically placed.
The "HVC-007" label is the Famicom part number for the keyboard. HVC stands for "Home Video Computer". The connector above it how you connect the keyboard to the peripheral controller port on the Japanese Famicom. On the original Famicom, the two controllers were hardwired to the system.
When Nintendo brought the Famicom to America, they standardized the controller ports into the style we're familiar with today. Because of this, Family BASIC never gained even a cult following in America because of the inability to interface with the US NES. I wonder if it would be possible to make an adapter for the keyboard, or if the "expansion port" that was never used is actually the Famicom port in disguise?

Keybaord audio Jacks The keyboard, part 3. These are input-output headphone jacks for the (archaic) tape storage system.... You can use a tape recorder to save your games. A nice touch. The disk system was yet to be announced (1986), memory was entirely too costly, and tapes were cheap and recorders simple to use. It makes sounds much like a modem, from what I understand. The manual also says the transfer speed is 1200 baud. I have not tried it yet. I would like to try a few things:
  • hooking it up to a computer and recording the sounds as a WAV, then playing them back to the system,
  • decoding the signals and tokens it uses
  • creating an IDE to write, debug, parse, and emulate(?) Family Basic programs
  • saving the finished program as a Famicom-understandable WAV file
It might even be interesting to dig deeper, bypass the D/A conversion, and create a real serial connection (some serious hacking/tweaking required for that).

Background TableWhen it came to the graphical data, Nintendo did something brilliant yet limiting. They hard-coded the sprites and the background tiles into the cartridge. This saved memory, but also limits the user's creativity a bit. However, the biggest limit of creativity is the memory space. At a measly 2000 bytes of storage, only simple games can be made. Was the reasoning behind this because of the high cost of memory, or some other reason? We may never know.


Here is the sprite table and the graphics table. The sprites can be flipped and inverted easily (ever wonder why Super Mario uses his left hand to break bricks while running right and uses the right hand to break brick when he turns to the left?) The background sprites are more useful than they first appear. Anyone comfortable with ANSI art would be comfortable with this. Note the examples to the right of what can be created with these basic building blocks. The drawback is, these are static screens. Games have to take place on one field. For Space Invaders-style games, this is no problem. For other types, you'll have to be creative.


Apparently there is a Family BASIC V3 that has more memory and lets you make your own sprites. I've been looking for it, but I don't think I'll be able to find it before I leave Japan. Like lightning, awesome game deals rarely strike twice. If I find V3 it will probably be behind a glass case with the really-rare games, taunting me with a price tag that is ridiculously high, yet still within the realms of plausibility for a desperate collector or fanboy. Nevertheless, my Family BASIC is a piece of history that I am happy to own and cherish.

Thursday, June 30

 

5PM - where the work ends and the games begin

Welcome to Five-Pixel Moustache, or 5PM for short. This is a gaming site. Not just any gaming site, but one with a secret weapon we stole from Batman: No, we aren't rich. We are all just normal people with wonderful toys. And we'd like to share with you why we love them, fear them, hate them, and revere them. This site is about mania. Obsession. Rabid Eccentricism. And RazorSharp Analysis™. We all have our favorites as well as their opposites. Just how far can the depths of dedication to a single console, a single series, or even a single thing go? Only we know, and only you, our dear reader, can find out.

Welcome,
-22

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