Showing posts with label Rare. Show all posts
Showing posts with label Rare. Show all posts

Saturday, June 11, 2022

Ports of Entry: Rare

Unknown lead platform:

 

Battletoads / Double Dragon

First released for NES in June 1993

Released for SNES in October 1993

Released for Gameboy in December 1993 

Released for Genesis in September 1994


In what would be an otherwise perfectly straightforward Ports of Entry list, where every single other game by Rare was unambiguously developed for one platform, Battletoads / Double Dragon is the one aberration. If I hadn't played its various versions, I'd assume NES-centric development based on the release date, the reuse of NES sprites from previous games (with unimpressive 16-bit upgrades to their respective versions), and a plethora of 8-bit technical wizardry, including pseudo-3D scrolling effects, which are mundane on 16-bit consoles. On top of that, the NES version also features faster, more fluid gameplay than the SNES, better hit detection, and it looks more colorful (the later Genesis version is more similar to NES than SNES in these regards).

But there are some inconsistencies. For one, the music sounds correct on SNES, and nowhere else. The SNES version also feels incomplete compared to other versions - it has less dialog between-levels, is almost completely missing the intro cut-scene, and the soundtrack has fewer songs (even if it is overall much higher quality). These things make it feel like the NES version had more development time, even if it came out earlier.

My best theory is that NES was the base platform, but SNES conversion started off an early and incomplete NES build without music or its final cutscenes. And that Wise composed the SNES soundtrack first before converting to NES. Further developments on NES did not work their way back into the SNES port, but the later Genesis port used NES as a base.


Select chronology: 

Ultimate Play the Game era

Title Lead platform Date Contemporary ports
Dingo Arcade 1983
Jetpac ZX Spectrum 1983-5 1984 ports to BBC Micro & VIC-20
Lunar Jetman ZX Spectrum 1983-11
Atic Atac ZX Spectrum 1983-12
Sabre Wulf ZX Spectrum 1984-5 Same-year port to BBC Micro
1985 ports to Amstrad CPC & C64
Knight Lore ZX Spectrum 1984-12 1985 ports to Amstrad CPC, BBC Micro, & MSX
Alien 8 ZX Spectrum 1985-2 Same-year ports to Amstrad CPC, BBC Micro, & MSX

 

NES era

Title Lead platform Date Contemporary ports
Wizards & Warriors NES 1987-12
R.C. Pro-Am NES 1988-2 Same-year port to PlayChoice-10 arcade system
WWF Wrestlemania NES 1989-2
Cobra Triangle NES 1989-7
Who Framed Roger Rabbit NES 1989-9
The Amazing Spider-Man Game Boy 1990-7
Solar Jetman: Hunt for the Golden Warpship NES 1990-9 1991 port to PlayChoice-10 arcade system
A Nightmare on Elm Street NES 1990-10
Captain Skyhawk NES 1990 Same-year port to PlayChoice-10 arcade system
Snake Rattle N Roll NES 1990
Battletoads NES 1991-6
Super R.C. Pro-Am Game Boy 1991-10
Battletoads Game Boy 1991-11

 

SNES era

Title Lead platform Date Contemporary ports
Battletoads / Double Dragon ??? 1993-6 Same-year releases on NES, SNES, & Gameboy
1994 release on Genesis
Battletoads in Battlemaniacs SNES 1993-6
Killer Instinct Arcade 1994-10 1995 ports to Gameboy & SNES
Donkey Kong Country SNES 11/1/1994
Donkey Kong Land Game Boy 1995-6
Donkey Kong Country 2: Diddy's Kong Quest SNES 11/21/1995
Killer Instinct 2 Arcade 1996-1
Donkey Kong Land 2 Game Boy 1996-9
Donkey Kong Country 3: Dixie Kong's Double
Trouble!
SNES 11/1/1996
 

N64 era

Title Lead platform Date
Killer Instinct Gold Nintendo 64 1996-11
Blast Corps Nintendo 64 3/21/1997
GoldenEye 007 Nintendo 64 8/23/1997
Diddy Kong Racing Nintendo 64 10/31/1997
Donkey Kong Land III Game Boy 1997-10
Banjo-Kazooie Nintendo 64 5/31/1998
Jet Force Gemini Nintendo 64 10/12/1999
Donkey Kong 64 Nintendo 64 11/22/1999
Perfect Dark Nintendo 64 5/22/2000
Perfect Dark Game Boy Color 2000-8
Banjo-Tooie Nintendo 64 11/20/2000
Conker's Bad Fur Day Nintendo 64 3/5/2001
 

6th gen

Title Lead platform Date
Star Fox Adventures GameCube 9/24/2002
Grabbed by the Ghoulies Xbox 10/21/2003
Conker: Live & Reloaded Xbox 6/21/2005

Xbox 360 era

Title Date Contemporary ports
Perfect Dark Zero 11/22/2005
Kameo: Elements of Power 11/22/2005
Viva Piñata 11/9/2006 2007 port to PC

Thursday, December 10, 2020

Games 220-222: Zilec Electronics & Jetpac

At the peak of their heyday and for many years after, Rare was perhaps the most internationally celebrated British game developer of all time, thanks in no small part to their lucrative, multi-generational partnership with Nintendo.

Officially, Rare would have you believe that their history begins with Jetpac, a 1983 release by their founders Chris & Tim Stamper for the ZX Spectrum microcomputer. This is the earliest game in the Rare Replay collection of 2015, it's included in Donkey Kong 64's minigames, and even their collected works compilation of 1988 begins with Jetpac. Jetpac is indeed the next whale on the list, but any reading on the subject of their history beyond Rare's own curation shows that it goes back further than that, though things do get rather murky.

Wikipedia's page on Ultimate Play the Game states, citing a 1983 computer magazine, that they claimed to be "the most experienced arcade video game design team in Britain," but there are no contemporary lists of their prior arcade game credits, and what's available lacks veracity. The article on the Stamper brothers mentions "12 arcade games" but cagily states that most of them were kept secret and sold to major developers. One of the few listed there is Gyruss, which I find preposterous.

Digital Antiquarian writes that in 1979 they began their careers at Associated Leisure, developing arcade conversion kits for the British market. Their manager, Norman Parker, convinced them and their friend/co-worker John Lathbury to join his startup Zilec, which developed games in-house.

The earliest Zilec game emulated by MAME is Vortex, and according to a thread on Spectrum Computing Forums, the names of John Lathbury and Chris Stamper appear in the ROM code. Vortex is a crummy Asteroids knock-off with choppy gameplay, lackluster graphics, and strange controls that require you to hold the fire button to thrust.


The next, 1981's Enigma II, is a vertical shooter that lift ideas from a number of other, better contemporaries, most notably mimicking the look of Phoenix, though it's not without some original ideas, like having limited vertical control via fuel-burning thrusters.


The Stampers' earliest sourced credit is 1982's The Pit, though not as its original designers. Electronics shopkeeper and tinkerer Andy Walker had custom-built a multi-game system which was demoed at trade shows in London and Miami. The Pit proved its most popular title, but Walker's system just wasn't suited for mass production, and needed conversion.

The historical record gets muddy here. The Golden Age Arcade Historian writes that Walker licensed the game to Centuri and Zilec and suggests diverging versions; that Centuri rewrote the game to run on their own boards, while Zilec had the Stampers port it to Galaxian-derived hardware for English arcades. An interview with Walker published in Retro Gamer seems to be the source for this. However, MAME shows no significant differences between the Zilec and Centuri versions, nor gives any indication that they run on different hardware. A third version, licensed to Taito for Japanese distribution, likewise appears identical.

For what it's worth, it's very easy for me to believe that The Pit uses Galaxian-derived hardware, as it uses Z80 processors, the same background resolution, and similar tilemap graphics. Centuri's in-house games of the time, on the other hand, used M6502 processors and had 256x256 bitmap graphics. I believe Walker is mistaken about Centuri's role; that Zilec developed the extant version (possibly giving the job to the Stampers), and that Centuri was the U.S. distributor.


Game 220: The Pit


 
Holy smokes, this is Boulder Dash. Can't be a coincidence.

Digging and boulder-dropping might have been seen before in Dig Dug and Mr. Do! (incidentally, Walker claims The Pit influenced both, but personally I don't find his anecdote credible), but not like this. In those games, dirt and rocks are tools for destroying your enemies. Here, navigating the terrain and grabbing the diamonds is your ultimate goal, and the boulders are obstacles to impede your path. There are enemies, but they mostly wander aimlessly.

You can "win" without collecting all of the gems, but if you're going for a high score it's pretty much required; collecting six will double your bonus, but collecting all seven will triple it. I managed this three times before the game got too fast to handle.


GAB rating: Above Average. The Pit, whether the Stampers had anything to do with it or not, is pretty fun! There's almost an Indiana Jones-like feel in places, especially the main gem room where disturbing the treasure activates a deadly arrow trap.

But there's an almost fatal flaw - the controls are horribly twitchy. Often times you've got to dig a space with absolutely perfect pixel precision, and while sometimes you can bump against impassable terrain features to align yourself, this isn't always a possibility. The worst example of this is the single-tile bottleneck passage above the acid pit, which you must exit through to return to your ship, and the moment you enter this room, the floor begins to drop under your feet, giving you no time at all to adjust your position to the precise pixel alignment necessary.

Also, turning around to shoot a pursuing enemy is risky, as you're likely to just fumble into his deadly grasp.

To be fair, The Pit is otherwise a rather easy game. There's only one level, with only two possible boulder layouts, and everything is pretty deterministic. Still, it's frustrating when virtually every death feels like the fault of the controls.

Also, can I just say, I find the death animations in this game oddly horrific.


Mobygames directly credits Zilec's next game to the Stampers and Lathbury, whose names all appear in the ROM code.


Game 221: Blueprint

If this isn't the first "Rare" game, it's the first that feels like one, with its quirky humor, its sentient googly-eyed things, and generally weird Britishness.

 

The Pac-Man inspiration is obvious, but this one's pretty unique as far as maze games go. There are ten houses, and eight of them have machine parts that you must bring to the 1:1 scale blueprint to assemble your contraption. Enter a house that doesn't have a part - either because it never had one, or because you already took it and forgot - and you get a bomb, which you've got to dispose of before it explodes and kills you. Sometimes it's a short-fused red bomb, and depending on how far away you are from the bomb disposal pit you might not even have a chance to get rid of it even if you sprint, which depletes from a meter. Sometimes a monster emerges from the pit and tries to sabotage your machine, which isn't a big deal as the parts just collapse and you can reassemble it with too much trouble, but it's better to just catch it and drag it back to the pit to avoid this altogether. As a non-diegetic time limit, a monster chases your girlfriend, costing you a try when he catches her, and occasionally knocks over flower pots which bounce around the level in a semi-random fashion, killing you on contact.


 

Once you assemble the machine, you have to start it up, and then awkwardly use it to destroy the monster. I could never quite figure out its controls - it seems to fire tennis balls when it wants, in the direction it wants, and if they hit the monster, great.

Then it repeats, with a monster wandering the maze to slow you down and perhaps make the memorization aspect a bit more difficult.

GAB Rating: Average. There's nothing really wrong with this game, but I didn't find it all that challenging or fun.

 

The Stampers' independent studio - Ashby Computers and Graphics Ltd. - did produce one arcade game, Dingo, which bears their logo, and was licensed through Jaleco rather than Zilec. This is, to my knowledge, the only game predating Jetpac that is officially credited to them. I don't care to play this game in depth - I personally found it simplistic and dull - but I just wanted to acknowledge its existence.


Game 222: Jetpac


Jetpac might not actually be the first "Rare" game, but it was the first that the Stampers produced and distributed independently, and their first to be designed for the home microcomputers that were quickly taking over Britain. They targeted the 16KB ZX Spectrum, being cheap and popular, but thanks to their experience in the regimented arcade industry, they worked with a professionalism more characteristic of American imports than of the so-called bedroom programmers who coded the majority of the British market's homespun computer games on their own budget machines.


The product is a pretty solid and original arcade-style game that controls well and clips at a decent speed and frame rate, though the visual limitations of the popularly priced Spectrum certainly show.

Your goal is to assemble a shuttle from pieces lying around the stage - we can see this assembly goal previously in Blueprint - and then fuel it while avoiding or shooting deadly comets, and collecting any valuables that might land in your vicinity. Then you blast off to the next planet to collect more fuel and treasures while deadlier fuzzy aliens attack. Come to think of it, we've also seen this interstellar looting before in The Pit.

There are eight stages per loop, each with a different type of alien threat. Notably, each of the eight types of aliens have completely different movement patterns, and need different tactics to avoid. The final and most difficult type are these googly-eyed frog-like monsters that pursue you relentlessly, but you're fairly safe from them (and most  other things for that matter) on the upper-right platform. Only stages 1 and 5 require you to assemble the shuttle. There are four shuttle models in total, and you'll need to go through the game loop twice to see them all.

Although it plays like an arcade game of the time, Jetpac plays much more fairly than most, given that Ultimate already has your money and can't munch your tenpence any further. It's not completely fair - sometimes fuel appears on the edges of the screen, where aliens are likely to spawn without warning, but I managed to loop through the game twice anyway. Figuring out the safety zones during the more difficult stages made all the difference.

GAB rating: Good. Sure, it's ugly and repetitive, and the sound effects all sound like farts, but you know what? It's original, inoffensive, and I had fun playing it.


Ultimate Play the Game continued to focus on the ZX Spectrum as late as 1987, but their best titles all had releases in 1983 or 1984, and virtually every list of top games on the platform contains a few of them. Later titles sold well enough but had lukewarm critical reception. 1988's "Collected Works" compilation contained 11 of the 13 house-developed Spectrum games, missing only the well-received Underwurlde, and the not so well-received Pentagram. There were also a few Commodore exclusives, which were downright reviled.

Jetpac remained one of Ultimate's best selling and best reviewed titles of all time. Though a May release, it continued to topped the Spectrum sales charts by the holiday season. Any ranking of the games by Ultimate usually have Jetpac or 1984's Knight Lore at the top, and every list of top games of the platform that I've ever seen has one or both on it. It sold 300,000 copies - an astounding figure considering the Spectrum itself only reached 500,000 sales in 1983. Jetpac had one immediate sequel - Lunar Jetman on the Spectrum later that year. Years later in 1990, Rare produced Solar Jetman for the NES, and in 2007, a remake Jetpac Refuelled on XBLA.

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