Speaking of brave games that defy categorization, this title from the 1984 shows the programmer's innovative mind. In order to create a unique multisensory, multimedia experience on an 8bit computer, Mel Croucher realised he needed a different approach, Abandoning the (cid) chip sounds altogether for this game, he introduced an accompanying cassette the player runs synchonous with the action on the computer screen. When I was a kid, one of my friends taped this game for me and I played it on the c64 , but without the accompanying cassette for my audio deck the resulting experience was lacking to say the least. Years later I finally got a hold of the audio recording and played it as it was intended. Yes, it is confusing, and self-indulgent , and artsy, but the very idea that the game skillfully combined a collection of audio art, spoken word and forward thinking electropop music from an external audio source with the limiting graphics of 1984 that lend themselves beautifully to the paranoia shown in this game is pure genius. In a series of mini games you try to preserve the life of a being, a failed lab experiment, while acknowledging the absurd ,the comical and creepy, the futilty of action ("creeping, crawling, occasionally floating") and coming to terms with "second childishness and mere oblivion". Ian Dury, John Pertwee and Frankie Howard all made sure their contributions entertain, confuse the player and leave them with some troubling thoughts. Even if we perceive this game as an interactive video work rather than a game, it is still a brave and singular cornerstone in gaming.
Showing posts with label c64. Show all posts
Showing posts with label c64. Show all posts
Saturday, 21 July 2018
DEUS EX MACHINA
Speaking of brave games that defy categorization, this title from the 1984 shows the programmer's innovative mind. In order to create a unique multisensory, multimedia experience on an 8bit computer, Mel Croucher realised he needed a different approach, Abandoning the (cid) chip sounds altogether for this game, he introduced an accompanying cassette the player runs synchonous with the action on the computer screen. When I was a kid, one of my friends taped this game for me and I played it on the c64 , but without the accompanying cassette for my audio deck the resulting experience was lacking to say the least. Years later I finally got a hold of the audio recording and played it as it was intended. Yes, it is confusing, and self-indulgent , and artsy, but the very idea that the game skillfully combined a collection of audio art, spoken word and forward thinking electropop music from an external audio source with the limiting graphics of 1984 that lend themselves beautifully to the paranoia shown in this game is pure genius. In a series of mini games you try to preserve the life of a being, a failed lab experiment, while acknowledging the absurd ,the comical and creepy, the futilty of action ("creeping, crawling, occasionally floating") and coming to terms with "second childishness and mere oblivion". Ian Dury, John Pertwee and Frankie Howard all made sure their contributions entertain, confuse the player and leave them with some troubling thoughts. Even if we perceive this game as an interactive video work rather than a game, it is still a brave and singular cornerstone in gaming.
Labels:
8bit,
art,
audio art,
c64,
Deus ExMachina,
Frankie Howard,
Ian Dury,
John Pertwee,
parable,
video work,
ZX Spectrum
Sunday, 11 February 2018
PARADROID
Though it was later ported to several systems and its life was prolonged well into the early naughties, this gaming phenomenon is largely associated with the good-ole c64. It is still regarded by many as the greatest c64 exclusive ever to have graced the screens of our TV sets.
Hostile service robots have "gone mad" and taken over a spaceship killing its entire human crew. Your robot is beamed aboard with a mission to sweep the ship clean deck by deck, removing the unruly robots and investigating everything before pressing the ship's self-destruct button. Unlike many c64 multidirectional shooters, Paradroid doesn't overdo it on desperately trying to make the best possible shooting experience for a player ,and makes up for graphic limitations with suspense and nervous anticipation instead, as other units become visible only after you've entered a room. The in-game puzzle of invading other robots CPUs and busting their circuits is a great complement to the shooter and makes this one of the most intriguing gaming experiences of old. Body snatching and destruction never had a level of sophisticated presentation that high in a game up to that point. The beeping sounds adding to the nervous anticipation and the cold hollowness of an abandoned ship and the conscious decision to not include in-game music further highlight the masterful presentation and enrich the gaming experience.
Paradroid remains a ground-breaking classic and it's easy to realise its value once you've tried it.
Hostile service robots have "gone mad" and taken over a spaceship killing its entire human crew. Your robot is beamed aboard with a mission to sweep the ship clean deck by deck, removing the unruly robots and investigating everything before pressing the ship's self-destruct button. Unlike many c64 multidirectional shooters, Paradroid doesn't overdo it on desperately trying to make the best possible shooting experience for a player ,and makes up for graphic limitations with suspense and nervous anticipation instead, as other units become visible only after you've entered a room. The in-game puzzle of invading other robots CPUs and busting their circuits is a great complement to the shooter and makes this one of the most intriguing gaming experiences of old. Body snatching and destruction never had a level of sophisticated presentation that high in a game up to that point. The beeping sounds adding to the nervous anticipation and the cold hollowness of an abandoned ship and the conscious decision to not include in-game music further highlight the masterful presentation and enrich the gaming experience.
Paradroid remains a ground-breaking classic and it's easy to realise its value once you've tried it.
Sunday, 12 February 2017
WEB DIMENSION
WEB DIMENSION is one of those hidden gems of yore that simply beg for a re-release. It was one of the first titles you got to play a Demiurge in, dabble in creation and construct paths to help evolution run its course.
A grey web that greets you at the beginning is your playfield. With a stretch of imagination you'd be perceiving it as anything but the actual spiderweb in no time. Each level requires you to freeze the coloured organism into energy clusters waiting for them by a web node (the grey web phase), stabilize these energy clusters (the blue web phase) and make preparations for the transition to occur (the light-colour-changing-music phase) . The accompanying music is stripped down to its bare tasty melody/rhythmic nuggets that get more flavoured as you progress, thus letting you, the Demiurge, know you're closer to the Universal Music that resounds your glory :)
"To experience, enjoy, create. There is no beginning, no end, no rules, no lives to be lost, no score to be gained. Watch. Listen. Learn". (WEB DIMENSION manual: http://c64-games.blogspot.rs/2011/08/web-dimension-manual.html )
Labels:
c64,
commodore64,
logic,
puzzle,
puzzle game,
science,
Web Dimension
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