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Entries tagged 'cat:Video Games'

One of my favourite NES games is Crackout, a Konami game (disgtributes by Palcom) that I used to play and be bad at as a child. It's a relatively simple Breakout style game (relatively simple compared to what crazy creativity got hold of game programmers since then when reinventing video game classics). Sometimes you have to destroy non-blick objects, like glass boxes or monsters. Often there are creatures that produce a variety of bonus objects that can help not at all or very very much when you collect them (depending on the situation you're in and what bonus it randomly produced).

One thing that I like a lot about it is that it has an interesting way built in to save games. There's no RAM on the cartridge. Nintendo games didn't usually do that in the early 1990s. Of course no flash storage, either. Rather it generated a string of characters every time you lose your last ball. This generated "Password" contains the level you were in as well as any other relevant statuses. When you start a new game you can choose to start from the beginning or to enter a password. Either way you always start with 6 balls. This means as long as you write down the password after a Game Over, or not turn off the console, you can always continue by starting again at the last level you were at.

I'm still bad at this game. But it still is fun. The levels get pretty challenging early on, which makes the priciple that you can only fall back to the beginning of the current level a welcome design choice. And because of the password system I can continue my recent appempt at advancing to higher levels than I've reached as a child on any console and cartridge I like, including emulated ones.

Edit: As I learned today, this method of letting the player continue at the beginning of the level at which the game ended, is actually pretty common for games from that area. Bomberman 2, for example, is even a game that I played a lot myself in my childhood, but didn't remember the codes about.

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Klik & Play

I have been wanting to write about this piece of 16 bit Windows software for a quite a while. I don't know why.

I'll just start this entry and continue whenever. Just want to have it started for now…

When I got my first own computer - that must have been around 1996 or 1998 (probably closer to 1998) - I got most of the software that I used for free from magazines that came with diskettes or CDs. Because it was cheap. I reckon the publishers didn't really pay for the software that was on them, or may even have gotten payed for including restricted freeware/shareware on them. Because most of these magazines weren't even pricey for the magazine themselves, and you got the software for free. One of these disks included a demo of "Klik & Play" (That's how it's spelled everywhere. I'm pretty sure it was spelled "Klik 'n' Play" in the logo/intro animation, though. But whatever.) A programme that promised to enable the user to create computer games without previous knowledge, without writing any code, without knowing how to programme at all. I checked it out just because it was there. I remember thinking "who are they trying to fool with that language and why?" because of the slogan and promises (that I don't remember word by word). But after playing with it for a while, I was positively surprised by how true the claims seemed to be. You could really create a video game without knowing how to code.

I thought this piece of software genius back in the day. I was - idk - 12 and hadn't really thought of writing my own software. Computer software, in the minds of the people that I had to do, wasn't something that you wrote or edited yourself. Creating your own programme, writing your own code wasn't really in the realm of possible things to do with a computer. Almost as much as it is viewed now. I mean, editing a .BAT file in DOS was the hackiest one would get among my friends, and even that was rare. So the fact that the developers (Europress Software - Wikipedia credits Francois Lionet and Yves Lamoureux) managed to allow me, to create a simple, 2D, actually playable game, and the way they managed to allow this by using mostly to only the mouse, impressed me.

I think I don't want to explain how creating a game with Klik & Play works in detail. You can search the web or watch a video for that. But to get an idea of what it was like, and of how simple it was: On any given screen ("level") you can click an icon to add an object. You can select from a number of categories or add your own graphics and GIF animations. Then you could choose whether that object is just a background object (not doing anything, not moving, not interacting with other objects, not changing, ...) or if it represents one of the players. If it's a player, you can choose a set of controls. Most of the actual programming takes place in a table. On one axis are all the objects, on another axis something that can happen to or with them. And in the fields of the table, you choose what's supposed to happen when this circumstance ever comes true. So the table sort of represents a huge set of possible interrupts. Common things that can be acted upon are: An object touches an edge of the screen, an object touches another object, a key has been pressed and released, ... And examples for possible actions are: Move an object by incrementing/decreasing coordinates or by setting them to a fixed value, changing an objects velocity, jumping to the next or a specific screen ("level") in the game, increasing the player's points by 1. Just with there few examples, you could: Make the player object jump when you hit the space bar (e.g. in a jump&run style game), make it stand on the ground object and platforms (e.g. in a platform style game), make it move left and right when you hit the arrow keys, make it reappear on the other side of the screen when it leaves of side (like in Asteroids), make it collect and count coins, make it die when it touches a deadly enimy and only one life was left on the counter, go to the next level when this one is won, ... and much more.

Note that this is all done by only clicking on objects, buttons, lists, menus. Once you got used to the interface and know what's available, it's really easy to use. There is a feature that makes getting started with a new game even easier though. You can run the game in a mode where every event for which an action can be defined, interrupts the game and lets you choose an action (or choose that for this event it shouldn't ask/interrupt again) and then continue the game. The ball touched a stone, what do you want to happen? Bounce the ball, delete the stone object, increase variable A by 1, play CLICK.WAV. The ball touched the left edge of the screen. What do you want to happen? Bounce the ball, play CLACK.WAV. …

I think I could have handled writing code myself at that age, at least after having created some silly game-like things in Klik & Play. But nobody showed me and teaching myself seemed overwhelming. (It wasn't really. Good books and reference guides existed back then. But I didn't know.) Anyway.

You could play the game file by opening it with Klik & Play or you could compile it, which produced two files: an 16 bit EXE and a game file. I think the latter contained all the graphics and sounds and the executable was the actual game. But I'm not sure.

There were a number of programmes around in the 90s that promised to let you programme and/or create your own games without knowing anything about computers first (or that made some similar claims of that sort.) I tried two others, that took a completely different approaches. But I think they deserve their own entries. I could probably plan to make a series about these sort of tools where I start with the goal to create a complete list of functional, worth mentioning programmes, and end up with a pile of unexpected feelings of resignation over the fact that there are too many products to mention, like I did with alternative operating systems.

(tbd: proofreading, add links, add screenshots, fix misremembered details, write continuation about Klik & Play games.)

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NES Case Mod "NES2020" - Overhall of my childhood Nintendo Enternainment System

Not much to say about this one, really. See the pictures. If you can't, I don't think describing the mod would be of any use.

The display isn't really useful. I just wanted to have a small LCD in there. So I made it display for how long the NES has been on. Any other ideas?

Please don't try to analyse the board. I can't play chess. But the Chessmaster cartridge looks good through the window I cut in the top of the NES. Maybe I'll make another post with a picture from the top.

The texture of the "stone" spray paint is really rough. Maybe if the plastic was colder than the air around it it could almost fool somebody into believing it's some kind of stone at first.

Now I just need games to play on it. I finally gave back a rented game after 20 years of forgetting it, now I only have The Chessmaster, which I don't care for very much and Super Mario Bros. 3 - my favourite - which started to have an unbearable graphical glitch a day after I finished the NES case mod. (Yes, it's the cartridge that's damaged, not the console.)

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