Unrulyhandbag said:
There were plenty of good sticks around but the ones that came with most machines were easily broken and a bit vague in my experience;
Oh man, you do NOT use the stick that the system was sold with. They're like the headphones that come with a personal stereo (anything from the tape walkman down to the latest ipod) or the ink carts preinstalled in a printer. They're for demo and backup use only. Same as the mouse that was supplied with my ST... yeah... ok... it moved the pointer... but if you had any brains you swapped it out pretty quick.
I suppose some credit has to go to the console makers for supplying half-decent pads as pack-in items, but then they were platforms where far less upgrading and modding was possible (or even encouraged), so if you included a naff controller, people may well jump ship instead of replacing it. There were probably better replacements even so (particularly arcade sticks for use with fighters, or alternatives to the questionable first-gen PSX one), but I've not seen many, and our 3rd party dual shock was definitely lower quality.
But even in the mid eighties I remember everything, bar one fantastic arcade style stick, being pretty naff particularly the BBC's thing. But again I should qualify I was pretty young, perhaps you simply had a better view of things than me.
If you were around for the BBC micro, whilst being "pretty young", we're probably about equal age (recently failed at stopping a rediscovered Master-128 at work from going in the back of a rubbish truck - I stuck a post-it on saying "DO NOT TRASH", went to the bog, came back and some twat had thrown it. Probably crushed before I even flushed. Shame, full Cub monitor, Epson printer etc setup, fully working, just rotting in a cupboard for a decade plus. I've never really had chance to have a proper go on one other than in school labs where if you were lucky there might be some unsupervised time to bash an old listing into it).
I wasn't quite meaning to go THAT far back in fact; I more know OF that time than directly experiencing it. (Heck, the beeb even HAD a 1st-party stick? News to me) ... Had a brush with the A800 (awful VCS style thing), Speccy (keyboard only, but it apparently had some legendary plug-ins like the Competition Pro), and then we got an ST at the very cusp of the 90s. Which was supplied with a couple of decent Cheetah ones, and we had several different types down the years. Some floppy rubbish, some fantastically precise.
Got a mini stick with a dpad around somewhere for an old sega machine it spent much of it's life with the stick out, good for fighting games and the odd simulation mind .
Iiiiinteresting. I wasn't even convinced that it'd stay in that well!
Largely wondering about it because they were compatible with the Atari, so could be used as some strange third-way input.
tahrey said:
OK, now you're tripping. I want five examples of games that started on home consoles and then ended up in the arcades.
Okay, bad wording on my part. Publisher focus was on Arcade style games, they were proven business and rapidly developing new game types. Of course different and slower games were around and people buying them showed that games could be something other than a quick blast; a lot of those game are much loved classics. The NES era had plenty of these ( I quite liked the NES version of elite it had some enhancements from my BBC disc copy and even a tutorial).
Fair enough. Though I suppose what I also forgot would be the ur-example in this case: Final Fantasy...
I suppose the publisher focus would probably be because - very little development cost (port it as much as possible, then start downgrading things), big name that can be easily marketed. Bash it out quick and on the cheap, sell it hard, roll in the money.
They didn't have that good a reputation as I remember. Original titles were much preferred amongst the... discerning gamer :-D And you went to the arcade to play the actual arcade games. (I think one of the very few that came out quite well was Bomberman? As well as Gauntlet, Star Wars, Super Sprint, and anything to do with Bub & Bob. All quite simple games, of course!)
Of course there are still games around that are just fun thing to pick up and play, and rightly so who can deny the value of fun? However we have games that are engaging and interesting without necessarily being fun, I like to believe they are an interactive computer based art-form.
Well ... yeah ... was kind of my point that there was this sort of thing waybackwhen also. Check out the things that Jeff Minter made for a start. Enough light synths that are sort-of gamey, but also sort of an art package, or sort of an experiment and meditation-aid. Still pretty much a toy though (unless you can claim some health benefit rising from use of, e.g. Trip a Tron). But there was Sentinel and its ilk which had an early claim to interactive, virtual world puzzlers as some kind of art installation as much as a play challenge.
I also just today discovered "Bolo", which appears to be a 2D, BBC-originated, (early 90s) Apple Mac refined crossover between Minecraft and all those super-detailed-Risk type of games my dad used to play. Launched in like '93. Not so much game as collaborative military strategy trainer.... that must be doing something very right as people are still playing it.
And of course there was always Robugs, and Life.
The difference between a sculpture and a hand made toy is simply who it's intended for.
Yes, I was kind of thinking after the previous post ... reducing it all to the level of "no practical purpose" then ends up with games in the same category as film ... and art ... maybe even music (debatable!). Which is probably where they belong. There can even be a certain art to playing a card game, so why shouldn't computer "toys" be in that set?
(Hell, off the top of my head I'd happily drop SSX into the art category)
Except the examples of each which DO teach you things, but then they become educational materials and that's a whole different box
As for the prince of wales - I may just take the trip from Lampeter to see what they've got.
Weeeeeelllllllllll I wouldn't make a special trip. Nip in, if you're in the area. There's a Galaxian table - unplugged every night, so the high scores clear. A pool table that's still better value even after massive inflation. One of those horrible stand-up video quiz things. A "smart" jukebox which now has Lady Gaga far to high up it's "most played" list (friend I was with decided it would be fun to torture the rest of us; I've still got bits of Fame Monster rattling round my head 2 months later...), oh and course a bar with some decent ales, a saloon and a dining room. Surf shop next door, camp site the other side, and, across the road, the Celtic Sea behind a huge sea wall made out of pebbles.
It's a good place if you're spending a week nearby. If you're setting out from home, particularly one in a different county, well ... it's just another pub. Though it does leave you well-placed to scoot along to St Daves and get yourself some truly excellent icecream.
tahrey said:
Must say I never experienced that. Maybe I had a "fixed" version?
All DOS versions of UFO:enemy unknown have the bug, even the steam dos version still isn't fixed as it's the 1.4 version. The windows version was fixed but the sound got borked a little.
Nope, it was definitely the DOS one. Days of fiddling the Autoexec to free up enough conventional memory and all that BS, of textured-vector VGA graphics looking quite advanced. Pretty hard, though we could usually manage to get 2-3 hours into it. Maybe we WERE just crap at it. But even I managed to complete Red Alert and I didn't hear anyone complain that was too easy...
Most other games have specialised skill sets you can only gain from playing those sorts of games from platforming twitch skills to FPS control they have their own internal language even teh most puzzle based platformer need good reactions. Strategy games are just complex logic puzzles, examine the patterns and wrack your brain for a solution to solve it.
I dis'ed RTS's because replaying a campaign is really dull it's almost always the same as last time and it's very difficult to learn anything new if you limit yourself they often become dull rush tactic games.
I must respectfully disagree. The first group trains your reflexes and your fingers; the FPS is a mix of physical and mental. The strategy games train your mind. Logic puzzles, resource management and the like just aren't so easy or intuitive for some people, and a similar process can be undergone there as for someone with slow reactions getting better at a twitch game. And I would hope most RTS campaigns are made by someone with the imagination and skill to encourage - if not force - you to exercise a range of strategic plans (to take examples from C&C2) from zerg rush, to pincer attack, sniping, stealth, in-and-out air strikes, lone infiltrator, keeping your base safe whilst building a superweapon to get around your opponent's otherwise invincible defences, carefully metering out very limited and non replenishable man-and-firepower resources, etc. All scenarios I can remember just in the flow of conciousness from a game I probably haven't played for ten years...
I mean, if your experience of it is multiplayer Starcraft, I can understand, but there is more to it than just that. Haven't you ever had to resort to running over infantrymen with a harvester to clinch the final victory?
I gained most from x-com during an attempt to beat it with none lethal weapons and proxy grenades; the game played out very differently than most previous attempts but it was still possible to beat.
Wow. That really DOES sound "super easy". Enough for the main objective to become nothing more than a means to an end in an example of unintentional metagaming.
I think that post is more than long enough.
Agreed
