[PMS] SNESTYL – SNES emulation on PSP

May 11, 2009
Emulating Super Nintendo Entertainment System (SNES) on PSP is possible using SNESPSP_TYL (don’t ask me to decipher the name).

To be honest, there is only one game that I have been playing more than once via this emulator, namely Final Fantasy 6, the underappreciated classic with great, deep story and fantastic characters. I have a plan to write more about it, but it is uncertain when I will have time to do it properly. I tried the recently released Game Boy Advance port of FF6, but the classic version holds up infinitely better in my opinion, so SNES emulation is the best way to dive into this great title, hence my interest in SNESPSP_TYL.


Back on topic, I have to admit I am not the most competent person to write more about SNES emulation – I have never owned one for that matter, so I have no idea how well the games are emulated. The limited selection of games (Mario, Metroid) that I have tested run smoothly – which is important when it comes to properly emulating more action-intensive games. They all look good, with aliasing provided by scaling, colours are vivid and gameplay in many cases is just great. That said, don’t ask me if it’s a faithful rendition – as I never played them in real life on a regular TV screen.

The emulator itself is appropriately user-friendly and boasts a good number of options. which I think is enough to give it Barts’ recommendation. Download it from the project homepage and enjoy retro gaming in all of its 16bit glory.


[PMS] PSPUAE – Amiga emulation on PSP

April 29, 2009
If you have been around this blog for a while, you know that me and PSPUAE developers have a history together. There’s been a bit of drama, but we like each other now. At some point I stopped following releases of PSPUAE, but nevertheless I do support FOL, Horace and others and I do hope that they’ll reach real playable emulator before PSP becomes extinct.


For the sake of PMS (PSP eMulation Series) I have downloaded and tested the newest edition of PSPUAE. This latest revision sports Fame/C core, meaning that there the essential part of the emulator (engine, so to speak) was changed for this release. Of course, such transition is not something that can be made easily, so the devs warn that there might be some kinks in this version.

I tested it on a couple of games with mixed results:

  • Warzone was noticeably faster, played smoothly without any frameskip,
  • SWIV was faster, but with glitches,
  • Wolfchild made PSPUAE hang up and I needed to restart it,
  • Lotus III was playable, but with a lot of frameskipping.
There is no point crying about it, though, as the notice on PSUAE webpage by FOL states very clearly that:
Im only releasing this, because people wanted it. Be warned its unstable and can guru alot. That said it is faster.

Please do not post regarding crashing issues with this release, as I have already pointed out its flaws. Unless someone wants to improve the FAME/C CPU core, im done with it.


So if you don’t like it, you’ll have to go back to one of the previous versions, which, while probably a bit slower, are also significantly more stable and bug-free. All the downloads are available at PSPUAE project website.


[PMS] Game Boy Classic emulation on PSP.

April 29, 2009
What better way to celebrate the Game Boy twentienth birthday than write about how it can live on in the depths of our PSPs?

I think the fact that the third post on this blog was on Game Boy emulation goes to show how dear this platform was to me. In a sense, it still is, although I am not really playing it recently, except for rare attacks of retro-nostalgia. But at the time, it was really a coveted item, ever since I first saw it in the hands of redhead girl gaming at the lakeshore. Couple years later, when we could afford this kind of thing, my parents made the most cruel move by buying Game Boy to my younger brother. I am not sure you realise the deviousness of their plan – the control over the best toy in the house was in the hands of the youngest sibling, thus giving him incredible power over his older brother. My, was that a painful experience.
With Game Boy Classic, we have three choices of emulators on PSP: MasterBoy, Rin and aforementioned [e]mulator, each of them has some unique. Chronologically, Rin was the first one and even though it is not being developed anymore, it is a competent emulator. There is a choice of colour palettes, although none of them really floats my boat, there are different customization options – a good example of well-polished hombrew program. [e]mulator is much less configurable, but it offers Game Boy emulations as just one choice, the others being NES, Game Gear and other old 8bit machines of the era. My favourite GB emulator, however, is the one that was not out there yet when I was experimenting with emulating the gray box on the PSP for the first time: MasterBoy. It is actually so good that it deserves a separate paragraph.


The first distinguishing feature of MasterBoy is the ability to not only use general colour schemes (grey palette, green plette), but also have it colorize the games to make them look like their NES counterparts. This last sentence sounds a little strange, but the image above will serve as much better explanation.

The second great feature that I believe more emulators should include is the “rewind” option. Similar to Prince of Persia: the Sands of Time, player can rewind couple of last seconds of gameplay, thus avoiding death or just correcting the failed jump for a power-up. Taking into account how tricky and difficult some of these old games were, this is certainly a helpful feature for us, old gamers, with worsening eyesight and reflexes.

There is also an option to mirror levels, so even if you know Mario by heart, you can now rediscover it in reverse. The overall polish and attention to detail of this emulator is just plain incredible. It gets my wholehearted recommendation and even though its competitors are capable programs on their own, if I am to replay some Game Boy Classic classics (Mario II Golden Coins!), this is the way I want to do it.


[PMS] Atari 800 on PSP

April 2, 2009
In the beginning of my ZX Spectrum ownership, there was a short period of time when my classmates didn’t have their wonderful Amigas just yet. The best computer around was my friend Tadeusz’s Atari 800XE with floppy disk drive: the tunes it generated were smoother and nicer, graphics more or less on par with Spectrum’s, but with more colours, without that annoying colour clash and of course floppy disk drive meant lighting-speed (or so it seemed back then) loading of the games.


Four of our favourite games were Druid, Gyruss, Ninja, Draconus and Archon (err, five of our… I’ll come in again). There was also a game the title of which I can’t recall, it featured orcs and defending castle from them – if you have a clue about it, gentle reader, please be kind enough to let me know through comment section. Revisitng these games on PSP seemed like an obvious choice, since of course Atari is perfectly emulated on the platform.


There are two choices for emulating Atari on PSP: ZX-81′s PSPAtari or Akop’s Atari800 PSP. Funnily enough, they are both ports of the same emulator Atari800. Both ports are very capable in terms of emulation fidelity and user friendliness, so the choice between them depends more on personal preference. As much as I have a soft spot for ZX-81 and his coding attempts, this time I have chosen Atari800 PSP as my recommendation – it is just slightly easier to use (auto-loading, PSP Start button mapped as Atari Start button) and on default settings my impression is that the emulation is a little more fluid.

The bottom line is that if you used to be 8bit Atari user and you have a PSP, then whichever emulator you chose, it is dead simple to have all your favourite classics playable on it.


[PMS] Fuse – ZX Spectrum on PSP

April 1, 2009
Being able to emulate ZX Spectrum on my PSP was one of its main selling points when I bought it in 2005, right in line with Amiga emulation. If you follow this blog then you know that ZX Spectrum was my first computer, that it influenced my life significantly and that I still love it. Hence it seems fitting to begin the series of posts on PSP emulation with Speccy, in symmetry with the course of events of my life.

Last time I mentioned ZX Spectrum emulation on PSP, the best emulator around was PSPectrum. When I write “the best“, I must add “in the absence of any competition“. Since it was written for 1.50 firmware, it had compatibility problems, meaning every time I felt like playing some Speccy game on the go I had to first run IR Shell and then run the emulator from there. The usability wasn’t perfect either, but I was willing to overlook it all since being able to carry the essence of my childhood in my pocket was a blast.


Fortunately, a new challenger has entered the ring and I am very pleased to say that it is a flawless emulator, about as perfect as it gets. Called Fuse, this homebrew program is a pleasure to use, featuring on-screen virtual keyboard, loading all types of Spectrum files, such as z80, tap and dsk files (contrary to aforementioned PSPectrum), allowing screenshots capture, as well as saving and loading of states. Additionally, it can emulate different models of Spectrum family, including its bastard children, such as Pentagon. This allows user to play enhanced versions of games for ZX Spectrum 128k such as Amaurote or even try Wolfenstein port I wrote about recently.

As a cherry on the cake, there is an option for monochrome display, which I immediately switched on – my first monitors were black and white monstrosities made in USSR, so I prefer playing Speccy games the same way I did twenty years ago.

My first game, presented in delightful shades of gray

To wrap this note up – this emulator sets a standard which all other emulators should try to aspire to. Fuse is the best way to experience ZX Spectrum on your PSP, period.

EDIT: Akop has just updated Fuse. I didn’t think there was anything that could be added, but apparently there’s a number of things that enhanced the emulator even further. Impressive.


A heap of Gnome-inspired ZX Spectrum goodies

March 18, 2009
Can you recognize the games below?


Anyone that calls themselves a gamer will immediately reply: Mortal Kombat, Castlevania, Prince of Persia. However, would you believe me if I told you these are all ZX Spectrum versions of their console and PC counterparts? Probably not, but it’s true, that’s what they are. Want to know more how I found them and why it’s all Gnome’s fault? Read on…

1. It all begun with me wanting to post this absolutely fabulous YouTube video I have found via Gabriel Cuesta’s blog. Unfortunately, I have forgotten about it and Gnome beat me to it. His post reminded me about it and after some hesitation, I have decided to post it here:

2. As it often happens, watching the above movie before posting triggered a process of youtubing (similar to Wikipedia problem presented by XKCD), which has finally led me to this video:

In case you are wondering, this is precisely what the title says – Wolfenstein 3D demake for ZX Spectrum. Okay, it is a bit of a cheat, because this is not 100% kosher British ZX Spectrum, but one of its many clones, namely Pentagon with “slightly” more powerful specs (up to 1024kb RAM and twice clock speed). Still, let’s not be too picky, it’s Wolfenstein on Spectrum, right?


3. Fascinated googling on the topic of Wolfenstein on ZX Spectrum (Wikipedia problem again!) has in turn led me to a wonderful Hungarian page on ZX games development after 1993. It is packed with interesting information and beautiful screenshots, unfortunately it also loads at painfully slow pace, reminding me times of ancient modems. Therefore I suggest that you visit its Google cache counterpart for the text itself and as for the images, I have chosen creme de la creme in tha vein of recent Gnome’s ZX Spectrum gallery (the topmost screenshots in this note also come from the same source):


4. Side-effects of the aforementioned youtubing include Doom on ZX Spectrum, streaming video on ZX Spectrum, 100 Speccy games, Walker demake (ported from Amiga to ZX!), a handful of Spectrum demos and Wolfenstein on TI-83 scientific calculator… Who will give me back these hours of my life?

As you can see, it is all Gnome’s fault, as his recent ZX Spectrum related posts are to be blamed for provoking all this retro-mayhem.


God of PSP

December 15, 2008
I should have written this post long time ago. I could have written it when I got my hands on God of War demo disk – or at least I should have started. I had already been thinking about it, when I finally bought myself a copy and was charmed – because this game is the epitome of excellence. I was to busy playing the game to write about it, then life got busy as it always does and I have never gotten to posting a review. Let me quickly wrap it up now, then.


God of War: Chains of Olympus redefined what PSP is capable of hardware-wise. The level of graphical detail is just stunning: hordes of enemies, dynamic lighting effects, smoke, shadows, particles, blood, all perfectly animated. All without virtually any loading times (in-game between levels, because there are some waiting moments when reverting to save point and turning the game on initially). Watch the game in action in the trailer below:

Not only is the execution stellar, but the gameplay is great as well – brutal, visceral fighting, with timed events triggering gory finishing moves, topped with logical puzzles to balance the action moments, so that player can catch their breath between the fights. I would like to stress the word brutal: the main protagonist, Kratos, is angry, powerful warrior and this shows in the way he treats his adversaries.

It’s not about elegant sword duels – it’s about boiling rage and aggressive fighting, presented in incredibly suggestive manner. Whether Kratos is climbing on cyclop’s shoulders to lodge a blade in its only eye, or catching a harpy, throwing it on the ground and curb-stomping its head, he does that so brutally that player almost can feel the damage done. In his videoreview Yahtzee described the fight to be “satisfying to the point of eroticism” and I whole-heartedly agree.


The above screenshot draws attention to one more aspect of Chains of Olympus other than its insane graphics, namely gigantic enemies. Apart from cyclops, minotaurs and huge knights, there are also bosses, unfortunately not that many. What’s more, only one of them is actually truly overwhelming – the battle with it spans over several rounds and is spectacular, but it occurs at the very beginning of the game, something that has been criticised by some reviewers.

Surprisingly enough, Chains of Olympus also features a decent scenario – be sure to check the story trailer to catch a glimpse of it. While there might be better stories out there, it’s not a RPG and, frankly, this one stands for more than just an excuse for happy slaughter. There actually was one very dramatic and touching moment near the end when Kratos has to make a very painful decision (not going into details to avoid spoilers) and player has to physically take part in it, forcing the hero to make this one little move that for him means more strain than pushing heavy boulders.

Image courtesy of Sledziu aka MrHerring

Overall, this is one of the best or perhaps THE best game on the system and I highly recommend it. Top notch production values, unrivalled audiovisuals, satisfying gameplay – it’s hard to find anything bad about the game. One could be nitpicking, of course, and point out relatively short gameplay time (some claim ten hours from start to finish, it took me about fifteen, which is quite decent for a videogame) or only one really gigantic boss, but for me these are the necessary concessions in trying to keep the game portable and produced on time and budget.

I know that given the time and date this post is somewhat redundant, but while there is a myriad of glowing reviews out there, Christmas is approaching and if you are having the slightest doubts what game you should buy to your PSP-owning cousin /friend, then look no further. This game should be a part of every adult PSP gamer’s library. Let me stress this again – this is not a game for kids, due to some sexual innuendos and, more importantly, tons of gore and violence, as well as mature and grim story. Any adult PSP owners that have not played this game yet, however, should definitely go out there and buy it.

Post Scriptum

As a cherry on the cake, news flash: while Ready at Dawn (creators of Chains of Olympus and phenomenal Daxter) have retired from making PSP games, just recently the post on their website indicates they might reconsider this move. Quote: “Maybe we should reconsider this whole ‘no more PSP games’ thing because we seem to be doing pretty good at it“. No guys, you are not pretty good, you are the best. Please come back.


Suffering for nothing

December 5, 2008
In the series of posts on fear in videogames I have forgotten one important title and I have been itching to put it in the final post (it’s still coming…), but the perfect excuse appeared last week.

Polish network of “Biedronka” discount shops had the promotion where older games could be bought for some ridiculous money (about 3USD) – it included some solid titles, such us Fahrenheit (Indigo Prophecy to all you Yankees out there), Rise of Legends and Saga of the Suffering (both parts). I actually have the bundled version of the original game from CD-Action magazine, but have never played the sequel, so I allowed myself to this little treat:


The box, which is bordering on the tasteless, has gotten me a few weird looks and cautious comments from my co-workers, but the game is totally worth it. The Suffering appeared on Xbox and PS2, and was then ported to PC (it was actually a good port, too – something long forgotten in the world of modern PC games). It received generally favourable reviews, but didn’t become an instant classic. I actually feel it was a bit underappreciated.

As much as I am not too much the fan of horror game, I got hooked to The Suffering after having watched this trailer:

It was creepy, bloody and weird, but it oozed the atmosphere, voices were terrific and it promised a decent story. I immediately downloaded and eventually bought the game, played it and was not disappointed. Voice acting was really good throughout the game, even if a little over the top at times. Creepy atmosphere was greatly conveyed by sounds and further emphasised by the visions haunting main protagonist – every now and then the hero would see his dead wife and children, hear voices, split-second gory images would flash on the screen… Perfect depiction of descending into madness.

Story, while not as deep as it might have been, was really decent, with some very interesting background details introduced in form of notes and voice log of female guardian. There also was the moral choice system and while it essentially boiled down to either being downright evil or totally saint, please don’t forget were talking about shoot’n'slice action title, not emotionally deep RPG. Some of the choices were of the “Kill him/don’t kill him” variety, but the way they were presented (voices in protagonist’s head arguing, visions etc.) really added to The Suffering’s atmosphere and overall game experience.


The bottom line is that The Suffering is a gory psychological horror and definitely worth knowing. I brought this title up because I wanted to add it to the list of scary videogames (after somehow having omitted it earlier) so that you don’t overlook this little jewel, even more so now that it has been released for free.

Indeed, you’ve heard me correctly – The Suffering was released for free, so if you have older computer and are looking for something playable or would just like to venture yourself into the darkness of Carnate Island, just head to Gamer’s Hell, FileFront or FileShack and download it without paying even a cent. If horror games or violent shooters are your thing, you really owe it to yourself to indulge in The Suffering.


Heartlight PSP

September 29, 2008
This is going to be story about love. What’s more, love that lasts – at least 15 years, which is longer than any of my relationships so far. The story begins in ’93…

Long time ago, in a galaxy country far far away (Poland), there was a company called xLand. Now, you probably haven’t ever heard of it, but the chances are that if you are a gamer, then you know Epic Megagames, the publisher of Unreal (among other things). XLand made three classic games, Electro Body, Robbo and Heartlight PC, and it was Epic who published them.

Electro Body (known as Electro Man in the West), a sci-fi shooter, was my very first original computer game. It shipped together with a casette containing game music and Covox interface, for those who didn’t have a proper soundcard – thus making it the precursor of all Limited Editions. Robbo was a logic-action hybrid, starring a cute little robot (duh) and it was the favourite game of my Mum, who still uses a catchphrase from the game( “poor Robbo“) up until today. But in this note I shall concentrate on the last, often underappreciated, game of the trio – Heartlight PC.


At first, it looks like yet another Boulder Dash clone, but give it a try and you’ll find cute animation, interesting level design and sweet retro graphics. The main protagonist is a little Dwarf (dare I say Gnome?), who must collect all the hearts for the sake of his love (awww). I really can’t quite put my finger on why it hooked me so much, but there must be something more to it than your average action puzzle game, because it plays equally well fifteen years later. Yes, fifteen, from 1993 to 2008. Doesn’t it say something about gameplay?

Oh, by the way, I have forgotten to tell you why I have dug it out and went nostalgically misty-eyed all of a sudden. The reason why I re-lived my early teenage years is that coder MK2k ported Heartlight to PSP (you can find it here, together with a short description), so now any PSP user with Custom Firmware may enjoy this game for free!

What’s more, it is totally legal. Some time ago Maciej Miąsik, former xLand’s designer and programmer took the path of libertarianism and one of the results of it was the decision to share xLand’s titles free of charge. He has contacted all copyright owners and Epic as well, so you can play these games 100% legally – details of how it came to be can be found in this post on his website, although unfortunately available only in Polish. Download recompiled version of these three little jewels from this webpage. The licence in question is Creative Commons which allows both sharing and adapting the work, which means that the PSP port is also entirely legal. Also, you will need DosBox to run the games under Windows and Linux, but it’s dead simple to use, so don’t worry.

Now, let’s get the names out of the way and add an interesting little detail to game’s description. Published as Heartlight Deluxe outside of Poland, the game was known as Heartlight PC here, so it is not just my clever naming trick to distinguish it from its PSP port. Why was it even explicitely annoted as PC game, I hear you ask. Well, it was called so, becaue…

Doesn’t this screenshot resemble the one above?

…the first iteration of the game actually appeared long before the golden PC era – on nothing less than Atari itself. Yes, Heartlight was originally an Atari game, hence the official Heartlight PC title of the PC version. You can find reference to it on Atarimania and download it here.

Since there exists a working Atari emulator for the PSP, as well as a DosBox port (which I intend to write about since last December…) and the native Heartlight PSP, this means that you can actually check all three versions – the new one, the classic PC one and the prehistoric Atari one – while waiting in the queue at the dentist’s office or on the metro. Not sure how many people are so retro-inclined to actually ever do it, but I couldn’t resist the temptation.

You can see the speedrun through the first twenty levels of Heartlight PSP game on YouTube (yes, I know looks like it’s being played in Windows, but that’s just the unofficial remote play) and if you want to check the gameplay yourself, there exists an online Java version too – unfortunately without music.

Speaking of which, if there is one thing that prevents me from calling the PSP port perfect – it is the background music. Instead of the original tune, which you can hear in the DOS version above, developer has decided to include different music – and personally, I don’t like it. Perhaps this is the result of long hours I have spent listening to the same tune looped over and over again, the Pavlovian game treatment that has already associated good times playing Heartlight with that original music – I don’t really know, but for sure I prefer the classic version.

Other than that, the port is great and I highly encourage you to give it a try, or better yet, to try the eternal original. Truly, the best games don’t age.

Obligatory Lenghty Post Scriptum

On a related subject, I happen to work with one of the programmers of xLand studio, who was involved in making Electro Body and other games. He has a running and playable version of their last unpublished game, Excessive Speed. Had it been published in its due time, we would have Excessive Speed Underground and umpteen other sequels now instead of certain other game with the word “Speed” in its title. Yes, it was that good. Unfortunately, the said man doesn’t want to share even a single screenshot with me. I don’t know why, but unless I hack his computer or he changes his mind, you won’t be seeing it. :(


FPS history on your PSP

July 25, 2008
I’ve been toying with the idea to write this for quite some time now, ever since DOSBox was compiled for PSP and I could play Wolfenstein 3D on it, the game that started it all. Just recently a separate build of the game was made for PSP, thus giving me an excuse to finally present the development of 3D first person perspective shooters (abbreviated to FPS) through the looking glass of PSP screen.

I have been growing up with first computers and following the development of video games industry since I was nine. There were many milestones in the industry of digital entertainment since then, but one of them was the moment when first person perspective hit the mainstream. Wolfenstein 3D was a breakthrough, it spread like fire, everyone played it and so from that point on the FPSes have developed into a separate genre. Looking at how these games look nowadays (Call of Duty 4, Crysis) it’s hard to imagine how it all started…

So whether you are a young enthusiast who have missed on observing the FPS genre gradually evolve to what they are now, or an old melancholic who would like to take a nostalgic trip to the happy times when both life and games were simpler and more enjoyable – provided that you have PSP, you can now relive the whole experience. From the genre’s grand ancestor that is Wolfenstein 3D to lively grandpa Quake, the whole family can can now sit in your pocket and you can revisit them while commuting to work or during that particularly boring lesson.

Wolfenstein 3D

Although technically it was not the first game ever to use first person perspective (some will say Catacomb Abyss was the first, but actually the idea of FPP was something that has begun already in ZX Spectrum era), this is the grandfather of all of them. Wolfenstein 3D was so successful

While the levels were almost 2D with constantly grey untextured floor and ceiling, with all corners being exactly 90 degrees, the 3D illusion created unprecedented sense of immersion. I have mentioned in my post on fear in games how I got shivers from the sound of heavy doors slamming in the distance when I played it as a kid. It just goes to show what impact this game had and it explains while it has spawned a whole army of followers.

The PSP version can be downloaded from here and as an additional bonus it contains Nazi Requiem music in the first menu – I included it on my list of the best game music remixes.

Doom

As a testament to how badly inaccurate my opinions may be sometimes, I should confess that when I first saw Doom on my friend’s PC, I said “nah, this is just some sci-fi clone of Wolfenstein, this isn’t gonna stick around“. Boy, was I wrong.

Doom took the execution of FPS games one step further. The graphics were unparalleled, the monsters suggestively scary, the sounds and the music unsettling. While still relatively 2D – player was not allowed to look up and down yet – Doom’s engine allowed for more than just square rooms and constant grey floor. All surfaces were textured, labirynth of walls were running in all directions (all of them vertical, though) , first attempts at water were made, floors were at different heights (just a mathematical illusion in fact) connected with elevators, switches activated moving walls – the immersion factor increased tremendously.

I remember first approaching the window and observed the mountains in the background. At that moment it seemed so real, I felt like I could step forward, enter the game world and go climb this misty peaks and there would be more of the world behind them. My best friend was subconsciously ducking in front of computer when imps hurled fireballs at him. We were both drawn into the world of Doom.

Doom improved on his predecessor in many other aspects, introducing many distinct enemy types, increased number and types of weapons (compared to four simple weapons in Wolfenstein 3D), armors as well as multiplayer (over local network). No wonder it was a huge hit with so many people having played it that it has been remade to almost every platform out there, including Gameboy Advance, Nintendo DS, mobile phones and of course PSP (get it here).

Hexen and Heretic

Essentially a fantazy shooting frenzy with thin layer of RPG on it, these two games based on Doom engine were quite popular in their time. And while neither of them really was as much of a breaktrough as Doom or later Quake, they have gained quite a following. They have also been remade for the PSP and can be downloaded here (together with older Doom version), so I included them on the list, but more because of their sentimental value than due to merit in shaping the history of FPSs.
Duke Nukem 3D

This game marked my entering into adolescence. I first played it at my friend’s place after school and I was stunned by how the graphics shone, how interactive the environment was and how addictive Duke Nukem 3D turned out to be.

The simple fact that Duke would reload his pistol every eight or so shots and that the bullet shells would fly from it was a peak of realism at that time (compared to Doom it indeed was a huge step forward). Being able to use surveillance camera, turn on the movie in the theatre, switch lights on and off, operate different devices was a level of environment interaction unseen before. It also made multiplayer matches so much more fun (strippers!).

Wolfenstein 3D and Doom both included silent protagonist, but Duke Nukem was a talkative guy, commenting the action with catchy one-liners. The fact that our hero would occasionally crack some funny line was a definite novelty.

Even though contrary to its name Duke Nukem 3D was still not full 3D game, player would be allowed to look up and down. The perspective was distorted while doing so, but the illusion of going through a real world was one step ahead of Doom.

Duke Nukem 3D was also very important due to the fact that its engine got licensed and thus players received Blood and Shadow Warrior. The first one was a self-mocking horror pastiche, the other one Hong Kong ninja movies spoof with, both with memorable protagonists cracking cool lines while hacking swarms of enemies to pieces. Unfortunately, they have not been ported to PSP (yet?).

Download Duke Nukem 3D for PSP here.

Quake

I remember that Polish game magazine Secret Service wrote in their review of Quake:
Duke Nukem 3D unveils its secrets slowly and it always has something hidden up its sleeve, while Quake just shows off everything in one mighty blow and after that you are left with just more of the same

It was a little unfair to say that, especially since the two were obviously designed with different philosophies, both in terms on engine and of gameplay. Duke Nukem 3D had more parodistic tone to it, less powerful graphical engine, and many switches and devices to interact with, while Quake was serious, gritty, dark shooter with great gothic visuals and no funny distractions – it was all about pure slaughter in 3D environment.

Quake became the first truly 3D game in which player could turn their head around and look at level architecture. I am of course aware that technically it was still more of a 2.5D, but from the players perspective it was already a marvellous three dimensional world, complete with archways, spires, towers and occasional outdoor fragments. The violet clouds speeding over the horizon were making one hell of an impression. The dynamic lightning, while present, was still more of a hack from technical standpoint, as lightning maps were calculated during level creation, but the flying rockets would brighten up their immediate surroundings.

Quake was among the first games to profit from the hardware graphics acceleration that was just being born (we’re talking about 1996). VQuake and GLQuake took advantage of the new graphical possibilities and Quake was the first FPS to use bilinear filtering, dynamic lights and higher colour palette.

Another thing that Quake has done for FPS development was introduction of client-server multiplayer. While it was technically possible to play Duke Nukem 3D over internet in multiplayer mode, it required additional program. It wasn’t until Quake that internet FPS carnage has really begun.

It was also one of the first games that required using keyboard and mouse simultaneously. While Duke Nukem 3D and its counterparts could easily be finished without, this was not the case of Quake anymore, since flying enemies in real 3D were hard to shoot down using just keyboard. Although finishing the game without mouse aiming was feasible, it was definitely hard.

The port of Quake on PSP is almost perfect – it is running smoothly, it has mouse mapped to analog stick, it even allows multiplayer over Wi-fi in Ad Hoc mode, all the sounds are there. So you have no excuse not to download it.

Later times

What happened next? Quake II introduced OpenGL to the masses in the flashy galore of colourful lights, as well as popularised rocket jumps (one day it might also be remade for PSP). Half Life demonstrated how powerful a narrative using FPS can be. Unreal Tournament broke the rule that a FPS game must have single player story mode by essentially being just a multiplayer game. Quake III joined this school of thought and introduced great level design. Unreal Tournament 2003 dazed everyone with incredible graphics and its 2004 edition introduced vehicles as well as new story modes. Enemy Territory became first free multiplayer FPS that would include different classes of players. Far Cry raised the bar in graphics department, took players for a walk outside and topped that with pretty smart AI. The story continues…

But while all FPS lovers owe much to each of the aforementioned titles, it’s really Wolfenstein 3D, Doom, Duke Nukem 3D and Quake that have laid the foundations for the genre. Playing them in chronological order give an opportunity to see how much FPS games have progressed over time. And having them all in my pocket on PSP is a marvel of XXI century, which I didn’t even imagine when I was playing them as a kid, teenager and student.


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