Classic Games (Games)

The Origins of Pong 14

Gamasutra is running a feature about the origins and development of Pong, and how it helped to kick start the gaming industry. Quoting: "... games found their way onto even the earliest mainframes, starting the ongoing trend of implementing video games wherever a viable platform presented itself. The first known instance of an actual implementation was Alexander Douglas's 1952 creation of OXO (also known as Naughts and Crosses), a simple graphical single-player-versus-the-computer tic-tac-toe game on the EDSAC mainframe at the University of Cambridge. Although more proof of a concept than a compelling gameplay experience, OXO nevertheless set the precedent of using a computer to play games. The first known precursor of Pong debuted in 1958 on a visitors' day at the Brookhaven National Laboratory in Upton, New York. It was there that William Higinbotham and Robert Dvorak demonstrated Tennis for Two, a small analog computer game that used an oscilloscope for its display."
Classic Games (Games)

Resurrecting Old Games, What Works? 381

There has definitely been a resurgence of old games being made new again through various methods. Unfortunately, any time you reinvent an old classic you risk either alienating the original audience or not making it appealing enough for the a new audience. "Capcom has been at the forefront of the recent remake boom, re-imagining a number of their classic titles as downloadable games. Bionic Commando, for example, was given a high-definition 2.5D makeover, and a rockin' remixed soundtrack with Bionic Commando: Rearmed. Capcom also re-released a new version of Street Fighter II on the way, with the lengthy new title Super Street Fighter II Turbo HD Remix. Interestingly, both games are coming out near new entries in their respective franchises: Street Fighter IV and Bionic Commando. But the question remains, how do you decided what games will still appeal to the current gaming audience? " What games can be counted amongst the success stories, and which can be chalked up as utter failures?
Classic Games (Games)

Categorizing Puzzles In Adventure Games 44

MarkN writes "There's hardly a video game made nowadays that doesn't involve puzzles in some sense. In some games they serve as occasional roadblocks to break up the action, and in the genre of adventure games the whole focus of the game is solving a set of related puzzles. I've written a piece for AdventureClassicGaming describing and categorizing puzzles in adventure games. Adventure games make use of explicitly designed abstract puzzles — they're explicitly designed rather than being randomly or procedurally generated, and abstract in the sense that all you need to do is figure out the right actions to perform, rather than making the performing of those actions be a challenge in and of itself. My classification makes distinctions at two levels: you have self-contained puzzles, which can depend upon using your basic verbs of interaction, solving some minigame based around achieving a particular configuration, or providing an answer to a riddle. On the other side, you have puzzles that require some external key: this could be an item, a piece of information, or an internal change to the game's state triggered somewhere else. From there, I talk about some of the possibilities and pitfalls these puzzles carry, as well as their use in other genres. I'd be interested to hear the community's thoughts on the use and application of puzzles in adventure games, and games in general."
Classic Games (Games)

The Return of (Old) PC Graphic Adventures 93

KingofGnG writes "Though they belong to a genre already considered defunct and inadequate for the mainstream video game market, adventure games have a glorious past, a past that deserves to be remembered, and, of course, replayed. At the center of a good part of this effort of collective memory, there is ScummVM, the virtual machine which acts like an interface between the feelings and the puzzles from the good old times and the modern operating systems. As already highlighted before, the ScummVM target has grown immensely over time, going from the simple support of the 'classic' adventure games par excellence published by Lucasfilm/Lucasarts, to a range that includes virtually any single puzzle-solving game developed from the beginning of time up to the advent of the (Windows) NT platform. The last video game engine added to ScummVM within the past few days is Groovie, created by the software house Trilobyte for its first title released in 1993, The 7th Guest ."
Classic Games (Games)

Hasbro Finally Drops Scrabulous Lawsuit 51

The Associated Press reports that Hasbro Inc. has now dropped the lawsuit it launched earlier this year against Rajat and Jayant Agarwalla, the creators of Scrabulous, a Scrabble clone that found a sizable following on Facebook. We previously discussed Scrabulous' return to Facebook under a different name, as well as the "official" Scrabble client, which was not exactly well received. Hasbro's IP rights to the game are limited to North America, and the AP story adds: "Mattel, which owns the rights to Scrabble outside of North America, filed a lawsuit against the brothers in India claiming violations of intellectual property. It was not immediately clear what the status of that lawsuit is."
Classic Games (Games)

Adventure Game Interfaces and Puzzle Theory 149

MarkN writes "It seems like whenever broad topics of game design are discussed on Slashdot, a few people bring up examples of Adventure Games, possibly owing to the age and interests of our members. I'd be interested to hear the community's thoughts on a piece I wrote on Adventure Games, talking about the evolution they underwent in terms of interfaces, and how the choice of interface affects some aspects of the puzzles and design. My basic premise is that an Adventure Game is an exercise in abstract puzzle solving — you could represent the same game with a parser or a point and click interface and still have the same underlying puzzle structure, and required player actions. What the interface does affect is how the player specifies those actions. Point and click games typically have a bare handful of verbs compared to parser games, where the player is forced to describe the desired interaction much more precisely in a way that doesn't lend itself to brute force fiddling. It's a point Yahtzee has made in the past; he went so far as to design a modern graphic adventure game with a parser input to demonstrate its potential." Read on for the rest of MarkN's comments.
Classic Games (Games)

Are Neo-Retro Game Releases a Fad? 266

With modern console technology making it easy to develop and distribute small games, more and more companies are taking advantage of gamers' nostalgia to re-release decades-old hits, and to create entirely new titles in older styles. Gamasutra takes a look at what the retro game fad has become, and where it can go from here. What old games or series do you think would translate well onto today's consoles? "Many gamers who bought Mega Man 9 did so because of the game's inherent nostalgia, or because they never had a chance to enjoy the older games on the Nintendo Entertainment System when they were younger. Mega Man 9 is very much a product of its context. Its gameplay is fantastic, but it too is a product of the time period in which it reigned supreme. It suggests the question: can neo-retro games stand the test of time? Will games that mimic or lampoon the 8-bit era remain relevant and interesting to the masses long after its original audience has disappeared?"
Classic Games (Games)

10th Year of the International Nethack Tournament 170

Dr. Zowie writes "The 10th annual Nethack Tournament just started over at nethack.devnull.net, so put on your Hawaiian shirt, grab an expensive camera, and head for the dungeon. The tourney runs through the month of November each year, with volunteer game servers dotted around the world. Fewer than 1% of contestants actually finish the game by retrieving the Amulet of Yendor and ascending to demigodhood, but take heart: there are many prizes for intermediate goals, and prizes for team effort. For those too young to remember games older than Halo, Nethack is the apotheosis of the Roguelike genre of role-playing games, rendered in ASCII. Gameplay is phenomenally complex, and the game is somewhat sadistic; there are no 'checkpoints,' so if you manage to kill yourself somewhere in the dungeon you must start over from the beginning. The dungeons are quasi-randomly generated, so every game is different."
PC Games (Games)

DRM-Free Classic Games Store Opens To Public 122

arcticstoat writes "With all the controversy surrounding DRM in games at the moment, one games store has decided to buck the trend, proudly proclaiming that all its games are DRM-free. First announced back in July, Good Old Games is now in the public beta stage, which means that anyone can now access the site's archive of classic PC games, and you can do what you want with your game when you've bought it, too. 'You won't find any intrusive copy protection in our games; we hate draconian DRM schemes just as much as you do,' says the site. 'Once you download a game, you can install it on any PC and re-download it whenever you want, as many times as you need, and you can play it without an internet connection.'" In related news, Stardock, the company responsible for the Gamer's Bill of Rights, is apparently working on a new copy-protection solution that will be friendlier to consumers than current schemes.
Classic Games (Games)

Anatomy of the First Video Game, Born 1958 137

afabbro writes "Fifty years ago, before 'Pong' and 'Space Invaders,' a nuclear physicist created 'Tennis for Two,' a 2-D tennis game that some say was the first video game ever. Built in 1958, it was 'gynormous.' 'In addition to the oscilloscope screen and the controller, the guts of the original game were contained in an analog computer, which is "about as big as a microwave oven."' 'We have to load it into the back of a station wagon to move it. It's not a Game Boy that you put in your pocket.'"
Classic Games (Games)

Matt Hazard Returns 31

D3Publisher has announced Eat Lead: The Return of Matt Hazard, bringing everyone's favorite gun-toting superstar back to the forefront of gaming culture. Or at least, that's what they tell us. Nobody's actually ever seen or played a Matt Hazard title before; it's just a clever marketing campaign for what is essentially a parody game based on popular shooter standards. They've even made a fake history of Matt Hazard games. "Eat Lead parodies some of our fondest memories in classic gaming and pop culture, so gamers will have a laugh out loud experience everytime they pick-up the controller," said Pete Andrew, a D3P exec.
Classic Games (Games)

16th World Computer Chess Championship In Progress 183

vmartell writes "The 16th World Computer Chess Championship is now in progress in Beijing, as part of the Computer Games Championship. Currently in the lead are Rybka 3.0, recognized as the world's strongest chess engine and Hiarcs, another commercial engine. Another curiosity is a Java ME based engine running on a Nokia phone, which is currently being trounced by the other engines. A very interesting sideline: before the computer tournament, a Women's Grandmaster played two games against Rybka. The result? Rybka won both games!"
Classic Games (Games)

Perfecting a Tron Game 63

Rock, Paper, Shotgun has a review of an old but entertaining freeware Tron game called Armagetron . The author heaps praise on the game for its "beautiful simplicity" and its exciting multiplayer options. More screenshots and a wiki are available on the game's website. Quoting: "It's all about speed, really. You might think driving in clever geometric patterns would win you the game, but speed is the real the alpha and the omega of Armagetron. See, if you can drive parallel to old enemy trails for long enough to get your speed up to two times, three times or even four times more than your starting speed then you become a hunter of men. It becomes within your power to dart off towards other players, overtake them, and take a couple of quick turns that mean your trail boxes them into a tiny space."
Classic Games (Games)

PC Historian Finds Puzzling Game Diskette Image 232

This past weekend, Trixter — a self-proclaimed IBM PC historian — picked up some old software for his archive. What he didn't count on was a couple of additional Avantage titles that had never been released into the wild. If this weren't enough of a find, one of these titles provided Trixter with an interesting puzzle: the diskette for Mental Blocks is apparently hand-formatted to work on both C64 and IBM (on a single side, not the "flippy disks" of old). Quite an interesting little piece of history.
Classic Games (Games)

Mega Man 9 Released, DLC announced 87

Today Capcom released Mega Man 9, the franchise's return to the 8-bit styles of the '90s. It's currently available for the Wii, and will be coming to the Playstation Network and Xbox Live soon. Capcom also announced some upcoming downloadable content, which will include extra difficulty modes and a stage that never ends, in which you are endlessly attacked. It will also give you the option of playing as Proto Man. Unfortunately, since the game is available through downloads only, the awesome box art will not be available to the public. Gamesradar has some screenshots and boss pictures.
Classic Games (Games)

Will Modern Games Stand the Test of Time? 210

The Multiplayer blog spoke with Tadashi Iguchi, one of the developers for the recent Pac-man and Galaga remakes, about the decision to bring new life to old classics and whether today's games will receive similar treatment twenty years down the road. "'I think more than half of the games you see today with huge budgets and such a "realistic" focus will be either stale or forgotten in 20 years,' he said. 'On the other hand, the masterpieces of the '80s will definitely be enjoyed far into the future. The reason for this is simple — many of these classic titles have unique and fascinating mechanics that can't be diminished by the advancement of technology.'"
First Person Shooters (Games)

Classic Shooters Heretic and Hexen Released Under GPL 74

phanboy_iv writes "Fans of both of the Raven classics, Heretic and Hexen, have been trying for almost a decade to convince Raven Software to release engine source code for the games under the GPL, much like the DOOM engine on which both of them are based. Well, they finally did it! Source code is available at Sourceforge. Both of these games have had the source available for a while, but under a restrictive license that hindered ports and modifications. Now, thanks to dedicated fans, that's no longer a problem."
Classic Games (Games)

ScummVM 0.12.0 Released — Support For New Games, Wiimote 76

Croakyvoice writes "The ScummVM Team has released a new version of their program that allows owners of many systems to play the old point and click adventure games of yesteryear. This release sees support for 5 new games — The Legend of Kyrandia: Book Two: Hand of Fate, The Legend of Kyrandia: Book Three: Malcolm's Revenge, Lost in Time, The Bizarre Adventures of Woodruff and the Schnibble and Drascula: The Vampire Strikes Back. The new version officially supports, for the first time, the Gamecube and the Wii, and also the ability to use the Wiimote as a controller. The binaries and the source code are both available."
Classic Games (Games)

A History of Atari — the Golden Years 170

simoniker writes "Over at Gamasutra, Steve Fulton has published a massive 23,000-word history of Atari from 1978 to 1981, encompassing '... some of the most exciting developments the company ever saw in its history: the rise of the 2600, the development of some of the company's most enduringly popular games (Centipede, Asteroids) and the development and release of its first home computing platforms.' Best quote in there for Slashdot readers, perhaps: 'Atari had contracted with a young programmer named Bill Gates to modify a BASIC compiler that he had for another system to be used on the 800. After that project stalled for over a year Al was called upon to replace him with another developer. So ... Al is the only person I know ever to have fired Bill Gates.'"
Classic Games (Games)

Sega's Game Archive 45

Jeff Coe tips us to news that a group of Sega employees recently stumbled upon a storage room in the company's product development department that contains just about every piece of hardware and software Sega has ever released. They were also kind enough to snap some photos and share them. "We asked around about how the room came together and couldn't get a straight answer. Some had said our old legal department had run the archive and given it up to someone else to manage. Others said that the legal archive still exists in another room in the office, and this was pulled together over time from producers and product managers. We don't know the exact how or why, but we love that it exists and immediately accessible."

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