Saturday, November 16, 2019

Ahab GABs

Well, I’ve decided to join the bandwagon of bloggers who rate games. I’d been thinking about this for a long time, but my stumbling block had always been finding a system that worked for me.

A GIMLET-like system was out of the question. There’s just no way to rate games of all genres based on a set of gameplay factors. How, exactly, would you compare Zork to Pac-Man? It would have become even more untenable when comparing games across multiple years, as gameplay features that simply didn’t exist in the early 80’s would become crucial to certain genres over time.

I also don’t really care for precise numeric-based systems for such subjective ratings. When one game scores 97% and another 92%, what does that really mean? Is it really necessary or meaningful to say, as PC Gamer did, that Deus Ex is 4% better than Thief: The Dark Project, but 1% worse than System Shock 2? I’m satisfied that they’re all terrific games, and don’t see how I could rank them like that.

After thinking about it for more than a year, and several failed experiments, I’ve put together something I’m happy with. I call it Ahab GABs, which stands for Good, Average, Bad. There’s a bit more nuance than simply putting the games into one of those three categories.

Good + Harpoon

“Good” games are games that elicited actual enjoyment from the gameplay, and not just through novelty or historical interest. They aren’t necessarily faultless – I can tolerate a lot of faults in a game if it offers something interesting to make up for it – but a game only enters “good” territory if I feel I can consciously recommend playing it nowadays.

Whales that score “Good,” that are significantly higher quality than other games with this score, may be awarded a harpoon to indicate their exceptionalism.

Average

Average games are either games without enough of a draw to elevate them into “good” territory, or otherwise “good” games with enough faults to harm my enjoyment of them.

Within this category, games may also be above average but not quite good, or below average but not quite bad.

Bad

Games without redeeming values, or games with enough flaws to cause me offense. I felt no further delineation among bad games was necessary.

Rating the first three-dozen games

Here’s my attempt to retroactively rate all of the games that I covered, prior to the 1979 phase of Data Driven Gamer. Most of them are not whales, and none get harpoons.

SpaceWar and Computer Space

SpaceWar really impressed me with its forward-thinking design, sophisticated physics, and high-resolution graphics, all in 1962. 1962! I can’t unequivocally recommend it or call it good, but rank it Above Average for sure.

Computer Space is up there with Pong in terms of historical importance, and is crying for an accurate emulator. The PDP-1 simulator at Mass:werk where I played SpaceWar also runs a Computer Space remake which is reasonably faithful, but isn’t the same thing. I have played the real thing at ACAM, several times, and can’t really call it anything better than Average.

Pong, Breakout, etc.

Pong’s predecessor Table Tennis and its variant Tennis on Magnavox Odyssey are just Bad. This system is so non-functional that I hesitate to call it a video game. Pong may have been influenced by this, but I feel like Nolan Bushnell must have looked at the Odyssey and said “what if it was good?”

And Pong is certainly functional, but I struggle to call it good. The gameplay is simple and easy to grasp, but frankly it was one of the least interesting games that we played during our DICE session. Part of the problem was that I never found a good control option. Keyboards, joysticks, Atari paddles, and even real hardware just felt jittery and inaccurate. I rank Pong Below Average. It might rank Average if it controlled better.

Of the other DICE-emulated games we played, Indy 4 was far and away the best, and the earliest game I deem Good. Driving felt good even on a keyboard, and was even better on a steering wheel played on real arcade hardware at ACAM.

Space Race and Gotcha were fun multiplayer games, as was Rebound, especially once we played it with Atari paddles. Rebound just controlled better than Pong did, even though we used the same controls and the same emulator, and the gravity-bound 2D gameplay was just more fun than Pong. Clean Sweep also played very well with the paddles. All of these games rank Above Average.

Crash ‘n Score and Jet Fighter were mechanically fine but lacked a compelling draw. Breakout suffered from finicky controls and much too high a difficulty. I rank them all Average.

Anti-Aircraft was just boring. I rank it Below Average, alongside Pong.

Night Driver and Datsun 280ZZZap

Atari’s Night Driver is a technical accomplishment, but I didn’t find it much fun. The very similar Datsun 280ZZZap beats in in graphical bells & whistles, but is too easy and simplistic. Night Driver is Average, Datsun 280ZZZap is Below Average. The unplayed game that inspired both, Nürburgring 1, remains a tantalizing mystery.

More MAME’d arcade games of 1975-1978

Space Invaders was the best, a bona fide classic, and an easy Good ranking. Midway’s Gun Fight was the next best, a fast and fun shootout, which I rank Above Average.

Blockade is the original Snake (or TRON if you prefer), but not the best. Its biggest problem is having a playfield too big for two players, and combined with a fairly low game speed, it takes a long time before you have to react. Super Breakout, on the other hand, was much too fast, as was the OG Breakout. Better controls and more gameplay options improved it some, but not enough. Both Blockade and Super Breakout were Average at best.

Starship 1 was just an odd game, with impressive sprite scaling and parallax starfield, but no real gameplay strategy or challenge. Below Average.

The VCS launches

The Atari VCS launched with nine titles. I played five of them, plus three 1978 titles.

I enjoyed Outlaw and Surround the most, and rank them both Good. Both expanded on earlier arcade games, and improved on them with options that felt like meaningful variety rather than Atari’s usual filler.

Indy 500, evaluated based on its best game modes, is Above Average. The racing modes, sadly, aren’t good at all, though that may be because we lacked the appropriate controllers. Its Crash ‘N Score mode is better than the arcade game that inspired it, and Tag is fun too.

Combat feels like a tech demo for the system, using pretty much every hardware feature in the exact way it was meant to be used. Tank-Pong was the best game type, but I’d rather play any of the Above Average DICE games than replay this, and there’s no singleplayer mode, so I rate it Average.

Air-Sea Battle is like an expanded Anti-Aircraft, and just as boring. Slot Racers was a game I really wanted to like more, but it’s just too weird for its own good. In our play session, we never felt like we had a good grip on how to use the strange missile controls. Basketball, though I appreciate its competent AI, has unreliable stealing and blocking, which are its only meaningful player interactions. These games are Below Average.

Star Ship is Bad, and by far the worst of the launch VCS titles that I played. There are some ambitious and/or outlandish ideas, like attempting pseudo-3D sprite scaling on the system, and having a second player control things that would normally be computer-controlled, but nothing is executed well here.

Adventure Time

Adventure by William Crowther is clearly an unfinished game. Therefore, I’ll decline to rank it.

Don Woods’ version of Adventure, on the other hand, is surprisingly complete, and doesn’t at all feel as one would expect of the first game of its kind. This is a bona fide adventure game, with all the required elements, and few vestigial features, even if none of the puzzles are especially clever (barring killing the dragon, a puzzle so stupid it wraps around the zero boundary and becomes clever). But it’s also full of annoyances that lessened my enjoyment enough that I can’t rate it any higher than Average.

Scott Adams’ Adventureland is a short but enjoyable romp through an extremely condensed Adventure. What it lacks in epic size, it more than makes up for in streamlined accessibility and better puzzles. In spite of some irritating aspects, I rank it Above Average.

The follow-up Pirate Adventure is more polished and fairer than Adventureland, but without having a single interesting puzzle, I can’t rank it as high. Average.

DNDlikes

Pedit5 has a hilariously brutal difficulty curve, and I had fun with it once I had a reasonably strong character, but getting there involved hours of sending dozens of hapless characters to their deaths, which wasn’t fun at all. Thankfully, beating the game doesn’t take long at all, and each level you gain significantly enhances your survival rate, but you’re never truly safe. Average.

Dnd v5.4 is much more merciful, and was fun for a while. But the endgame was days of mindless grinding in preparation for a dragon fight that I really, really did not want to lose, and with no way to estimate its strength (all the game ever told me was that I had no chance), I simply grinded for HP and levels until I couldn’t stand it any longer. The days of tedium far outweighed the days of having fun, so I rank it Below Average.

Daniel Lawrence’s DND was overall quite enjoyable, being deeper and more complex than dnd or pedit5, and with maps full of interactive stuff, plenty of special encounters and monster fights, and a lengthy list of spells, most of them pretty creative. I do wish the maps weren’t quite as big, and that the teleporters weren’t so frequent, but it’s a cut above its predecessors and I rank it Above Average.

Lawrence’s Telengard, a DND remake initially for the Commodore PET, really suffers from a painfully slow speed. Combined with an ill-advised timer which skips your “move” if you wait too long (don't get distracted while waiting for the game to accept input, and you can forget about using turbo), and a seemingly endless dungeon size, it became intolerable. This game is Bad, and it’s a shame because I can easily see myself ranking it Above Average if it performed as well as DND did.

That’s it for the whales of 1976-1978 and their ancestors. Did people enjoy it, or find it a positive addition to the blog? If so, moving forward, would it be better to have periodic GAB digests like this, or to rate games in the initial posts? Would anyone want to see these ratings in table or Google Docs format?

Wednesday, November 13, 2019

Games 107-108: Super Missile Attack & Ms. Pac-Man

Among the most celebrated aspects of computer games is the unofficial mod. More than a couple have even become official commercial products, such as Final Doom, and most famously, Counter-Strike.

Arcade games aren’t as well known for mods, but they’ve been around in the forms of enhancement boards and modified bootlegs almost since the beginning. Ms. Pac-Man is an early example of an arcade mod which gained official canon status, but before playing that, there’s a notable predecessor.

Game 107: Super Missile Attack

Super Missile Attack is an unauthorized mod for Missile Command, distributed in 1981 as an enhancement board by General Computer Corporation, which had been founded by MIT students the same year.

The principal enhancement is greater difficulty, as if Missile Command wasn’t difficult enough. Rounds get longer, missiles rain down harder, your own ABM’s get weaker, and a new enemy, the UFO, moves erratically and attacks with a laser weapon. The levels also have new colors and sound effects; enhancements recognizable as trademarks of Ms. Pac-Man.



Interestingly, my best attempt got me to level 10, the same level I reached on my best attempt at Missile Command, but with about 3,000 fewer points. Also interestingly, the score difference wasn’t due to a decreased city bonus – if anything, I was able to hold onto cities a bit better this time around – but due to fewer destruction points. For the higher count of targets falling in Super Missile Attack, I wasn’t able to hit them as often (and yet I did a better job of keeping them off my cities).

Game 108: Ms. Pac-Man

Buy Ms. Pac-Man on Steam:
https://store.steampowered.com/app/403410/

I skipped playing Pac-Man for the 1980 phase on the grounds that I’ve played enough of it already. Ms. Pac-Man, on the other hand, I haven’t played nearly as much.

Ms. Pac-Man started off as another unauthorized enhancement board called Crazy Otto, but Midway gave GCC the go-ahead to release it and collaborated with them to rework it into a full-fledged sequel, altering the sprites, text, and cut-scenes to better suit its status as a Pac-Man canon title.

The result is a familiar yet expanded and much more difficult game. There are four different mazes, as opposed to Pac-Man’s single maze, and monsters are less predictable, preventing “patterns” from working reliably.

As with Pac-Man, to be good at Ms. Pac-Man, you must understand the monster behavior. Fortunately, they haven’t changed much from the original. What follows is a selection of the information written in The Pac-Man Dossier, which is rich with exactly the kind of data that I love.
https://www.gamasutra.com/view/feature/132330/the_pacman_dossier.php

Monsters have three behavior modes:
  • Chase – Monster pursues a target
  • Scatter
  • Frightened – No target, monster chooses intersections randomly, and moves at a reduced speed

In any of these modes, monsters will never stop or reverse their direction. They will reverse at designated times, or when you collect a power pill, but never at any other time.

During chase mode, Blinky’s target is you. Pathfinding is a greedy algorithm – whenever Blinky reaches an intersection, he looks one tile ahead for all valid moves, and picks whichever one is closest to you (calculated by triangulation), regardless of the overall path. In the event that two tiles are equidistant from the target, he will prioritize up, then left, then down. All four monsters have this pathfinding logic, though their targets aren’t necessarily you.

It’s a greedy algorithm, so it doesn’t always choose the most efficient route.


Pinky’s chase mode target is four spaces in front of you, depending on which way you are facing.

Pinky can be thrown off your tail if you understand how he thinks.


If Pinky reaches his target, which is sometimes possible for him to do without killing you on the way, he’ll just keep moving past it since monsters can’t stop or turn around. Then at the next intersection, he’ll keep using pathfinding logic – take the tile that gets him closest to the target.

Due to a bug, if you are facing upward, Pinky’s target will be offset four spaces to the left of where it should be. Understanding this can further assist in throwing him off.

Inky’s chase mode target is a bit complex. His target is on the geometric line which intersects Blinky and the tile two spaces in front of you, such that the tile in front of you is centroidal to Blinky and Inky’s target.



Sue (formerly known in the U.S. as Clyde – the first transgendered video game character?) targets you when far away.



But when she gets close, her target becomes the lower-left corner of the screen instead (until she is no longer close).



Monsters’ behavior is tied to a stopwatch which begins as soon as the level starts. Monsters that leave the house late do not start at the beginning of the routine, but pick up in the middle based on how much time has already passed.
  • Scatter for 5-7 seconds
  • Reverse
  • Chase for 20 seconds
  • Reverse
  • Chase forever

Dying or finishing the level resets the timer.

The stopwatch is different from Pac-Man, where the monsters would alternate between scatter and chase for a longer period of time.

Scatter mode is also different from Pac-Man, where the monsters would target the four corners of the screen. In Ms. Pac-Man, Blinky and Pinky will just move randomly for the first 5-7 seconds. Inky pursues the bottom-right corner and Sue pursues the bottom-left corner if they leave the house during this period.

Eating a power pill will pause the timer, make the monsters reverse directions, and put them into frightened mode for as long as the pill lasts (or until you eat them and they return to the house). Once the pill wears off, the timer will resume and all of the frightened monsters will be restored to their previous behavior.

Ms. Pac-Man has four mazes, quite a bit up from Pac-Man’s one, but you’ll have to play through quite a few repeats before you can see them all. Level 3 is the first time you’ll see the second maze, level 6 is where you first see the third maze, and level 10 is where you first see the fourth maze. Beating the third maze four times was just too much for me; I could reach it fairly consistently, but the best I could do on a stock set of three lives was to beat it twice.



Before Data Driven Gamer, I hadn’t delved into Ms. Pac-Man with any seriousness. I knew it was more than just a sprite-swap, that it had new maze layouts and higher difficulty, but didn’t really know what made it that way. Now I do, and I have to say that this is one of my favorite games of the year; a breath of fresh air into Pac-Man, a game I’ve played entirely too much of. The biggest difference, I think, is that the monsters are comparatively relentless. Pac-Man’s monsters alternated between chasing and scatter multiple times during a stage, but now they scatter only once at the start, unpredictably, and then chase you until the end of time. I’ve gotten a million points in Pac-Man on a real machine, and I feel with enough time and patience, anyone with basic gaming competency can. At least eight players have achieved perfect scores of 3,333,360 points. To date, nobody has scored a million points in Ms. Pac-Man. That, I think, numerically illustrates what a difference the higher difficulty makes.

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