The Lawnmower Man Review – PC Format

Finding reviews of The Lawnmower Man proved unusually difficult. Looking through all those 1993/94 magazines, it’s clear that CD gaming was only just beginning to take off over here and didn’t get a whole lot of coverage. When they were covered, CD games were often relegated to short independent sections near the end and the titles weren’t even listed in the reviews index with all the floppy disk games.

I did find one brief review in the July 1994 issue of PC Format. This issue gave an introduction to CD-ROM gaming with buyers guide to drives and something of a catchup on CD games reviews.

Image 0014 Image 0016

I’d possibly be slightly less harsh on the gameplay but more or less agree with every word. The 32 colour graphics would explain why it looked so awful. Sam and Max above fairs considerably better and rightly so.

The Lawnmower Man

I decided it was time to indulge my guilty pleasure for FMV games and picked The Lawnmower Man for my next game. This was one of those games that I can’t say I especially wanted to own but since it came with a bundle of others + I already had the sequel, it got added to the collection.

IMG_20160202_184724 IMG_20160202_184735

The box is a giant metallic silver monstrosity with a grinning Cyberjobe on the front. Mine is in a sorry state, no doubt due to having hung around bargain bins for several years before being snapped up by some poor fool at the £10.00 sticker price. When first released in 1993, the retail price was a whopping £54.99 (somewhere around US$100).

IMG_20160202_184542

The inside of that sizable box isn’t exactly stuffed full of goodies with a single CD and a reasonably substantial manual. The manual has an introduction from the producer of the forthcoming Lawnmower Man 2 movie saying how the second film was going to be produced to take advantage of assets from the game whatever that means. I vaguely recall seeing that film many years back. It’s not an experience I intend to repeat but I do recall it picking up from the events of these games instead of straight after the first movie.

Speaking of which, I ought to briefly mention the first Lawnmower man movie which was allegedly based on a Stephen King story but didn’t bear much resemblance in reality. The film tells the tale of an intellectually challenged man called Jobe who makes his way in the world by mowing lawns. Through the powers of a pre-Bond Pierce Brosnan and his virtual reality lab, Jobe is made super intelligent before ultimately becoming evil and loading himself into cyberspace at the end of the film to become an all-powerful virtual being and set up the sequel. The film was the first I can think of to feature VR so heavily with impressive CGI graphics for the time. That was definitely it’s selling point, the rest of the film was nothing special.

dtvplay_000 dtvplay_009 dtvplay_011 dtvplay_013 dtvplay_021 dtvplay_029

The game picks up straight after the film ends. There is a lengthy FMV intro in which using his new-found powers Cyberjobe somehow zaps Dr Angelo (Brosnan) and colleagues into Cyberspace. Playing Dr. Angelo, you have to make your way through Cyberspace picking up as many spiky balls as possible to rescue both colleagues and then escape yourself. To make that more difficult, Cyberjobe also brings along several villainous characters from the movie morphing their characters so that they do his bidding trying to stop you. For some reason he takes the form of a lawnmower himself so that he can mow a message into his cyberlawn…

When you eventually get to the game, it’s mostly Dragon’s Lair inspired where you have to press the appropriate direction or fire at the right time. I do have to say that Dragon’s Lair looked a whole lot better than this even if it did come out a decade earlier. The underlying CGI isn’t bad by 1993 standards but the compression is terrible. The pixels are at least as large as in The Black Cauldron and it doesn’t have the greatest frame rate either. The thumbnail images here make it look far, far better than it does on a full screen. It’s bad enough to be difficult to see what is going on at times.

dtvplay_033 dtvplay_034 dtvplay_044

There are 12 subgames many of which have to be completed numerous times in progressively harder forms. I’ll look at a few of them here but not all as the game really doesn’t warrant a post that long. The first involves running along the information superhighway (it was a lot less busy in 1993) while Cyberjobe in lawnmower form chases along behind you. The player has to jump over the spiky balls and duck under the enemies who somehow float around above the road. In short press up or down at the right time. The correct key can just be held down with no timing required meaning these sections are nice and easy. This section has to be completed 5 times in all with later versions involving several trips along the highway and linking platform sections where the player has to carefully time jumps onto moving pads.

dtvplay_050 dtvplay_051 dtvplay_052

Another section you’ll be seeing 5 times is the Cyberboogie where the player has to navigate twisty passages, all alike, in their flying contraption. This is easily the most successful section but also the most difficult. It can be played as a straight arcade game without learning the route if you can react quickly enough but learning the route is recommended as it will be the same every playthrough. Later levels introduce balls to be shot by the player on the way through and barriers that shoot out of the walls at the last moment – you have to be extremely quick with these or know they are coming.

I particularly like the music in this section. All the music was composed by Steve Hillage who has a long history in the music industry going back to the 1970’s. The soundtrack is a mix of electronic and guitar and it’s easily the best part of the game fitting perfectly to the theme.

dtvplay_056 dtvplay_057

Many of the other sections are more puzzle than arcade. There are security doors full of IQ style tests. I.e. in the one above, 73 is the only number that isn’t a cube + the underlined picture is the only one that isn’t a rotated version of the others. Most of these are easy, some have several potential solutions and you just have to learn what is expected through trial and error. You have to get all four right to progress but get 3 chances before losing the game.

dtvplay_060 dtvplay_062

The puzzle above is Simon. It’s ridiculously simple and tedious which is confounded by the fact that having selected your sequence you have to watch slow animations play where your character presses each button at the rate of about one press every 10 seconds.

dtvplay_081 dtvplay_082

There is another section where you have to navigate around a series of pads taking turns with an invisible protagonist that starts at the opposite end. If you both end up on the same pad at once you lose. Since he can see me, my opponent could guarantee a win if he just moved back and forth from the starting pad. In practice the same route works every time so it’s just a case of figuring that route out.

I’m sure this puzzle was stolen from an old British TV series called The Adventure Game in which minor celebrities would be dumped in “outer space” and have to solve puzzles to get home again. If any of them made it to the end of the show, they had to outwit a talking pot plant to get across an identical board to the one in this puzzle.

dtvplay_031 dtvplay_046

After completing each level, the player is rewarded with snippets from the film in super grainy mono vision.

dtvplay_096dtvplay_098

I will give the Lawnmower Man credit for presenting a challenge to the player. One of the reasons I chose this game was that I didn’t have much time and figured an FMV game on a single CD ought to be quick and easy to complete. You can’t fit that much video on the one disc after all. Finishing this was anything but easy involving many, many attempts where I would gradually learn the required moves. There is no saving and only 2 continues so there was a lot of starting from the beginning but I would get further each time.

Eventually, there is a final jumping section and I rescue my second colleague before the end cutscene springs into life.

dtvplay_099 dtvplay_103 dtvplay_105 dtvplay_107 dtvplay_108 dtvplay_110 dtvplay_111 dtvplay_112

Dr. Angelo is sucked through a vortex to meet up with Cyberjobe face to face. Despite spending the last hour trying to kill you, he has a change of heart, regains his humanity and sends the Doctor back to the real world. Mysterious tentacles then spring out of the ground surrounding Cyberjobe and before we can find out what they are or where they came from there is a to be continued. The sequel Cyberwar came out the following year and would answer neither of these questions. It will probably be getting a playthrough at some point but defeating this first entry was quite enough for the moment.

The Lawnmower Man is certainly a strange game and could only have come out in a very specific period of time. There is no plot to speak of – it’s more like a surrealistic repetitive nightmare in which the player is constantly under threat of death by lawnmower. I can’t say there wasn’t some fun to be had. It does have that arcade quality of always getting slightly further as you learn what to do. This did get frustrating nearer the end – completing the game must have taken at least 40 minutes even skipping cutscenes. That is a lot of replaying if you cock it up but since most of it was variants of earlier scenes I did more or less get through the last 15 minutes on the first attempt.

The point of these early FMV games, if they had one, was to show off your expensive system and the visuals/audio it could produce. The gameplay would be limited but with the compensation of all that glorious video coming out of your computer. On those terms, Lawnmower Man succeeds in the audio department with a soundtrack that could be a classic had it been attached to another game. The visuals however are a grainy mess and miss the point entirely. It’s also massively more repetitive than it needs to be sending you round and round the same levels with slightly different camera angles and obstacle placement. I would have been seriously put out if I’d paid £55 for this at the time. If I can look past the graphics, it’s not that bad a game for what it is I suppose. I’m certainly not going to recommend this to anyone though.

I’m extremely curious to see what the press thought of it at the time and will attempt to dig out a few reviews for the next post before I start another game.

Creepy Corridors

I’m continuing to play through Chuckles’ early games and next on the list is Creepy Corridors. This was first released in 1982 by Sierra on the Apple II as part of a collection of 4 games called Laf Pak. All of the games were written by Bueche and came on a single disk. I don’t have a copy of this so the photo below is courtesy of vintage-sierra.net.

lafpak

On loading the game, the player got a little menu with some beeping music to select one of the four games. I’ll stick with just Creepy Corridors for this post and look at the other games another time.

IMG_20160126_170830

Creepy Corridors is a simple maze crawl where the player has to work their way around the screen collecting diamonds and shooting at monsters. You can only fire one shot at a time so don’t want to miss on a long corridor. The monsters all spawn gradually from the same location. Once all the monsters are dead or all 4 diamonds collected, it’s off to the next level via the door that appears. Collecting all the diamonds gives an extra life.

IMG_20160126_171014

The concept of the game is simple enough, and an obvious Pacman variant, but I found this strangely good fun to play on the Apple II. The levels start out extremely easy and the player can simply find a safe spot to shoot every monster if they wish. Later levels introduce white skulls which are invulnerable and these levels get extremely frantic. The monsters chase the player around the map once they have a line of sight and when one of these has locked onto you they are very difficult to shake.

There are hordes of monsters on later levels and everything (including the player) speeds up on each successive screen. The code handling the speed of the game could have stood some improvement. The speed is all over the place while monsters spawn at the start of a level. Think of the speed of that last space invader when there is just one left and you won’t be far off. Things slow down when there are a few monsters on the screen but it’s lethal at first. I’m surprised just how fast the Apple II can push these sprites around.

The main claim to fame of Creepy Corridors is that it was allegedly the third ever Apple II game to include sampled speech with Chuckles himself providing the dying scream should you blunder into one of the monsters. The rest of the sound is more mundane but functional.

I’ve got a theory that there are only 10 levels in the game but I only managed to get that far once and was far too busy to get a photo or finish the level. Level 10 was extremely open with very little maze allowing access to me for the monsters from all directions. If that is the last level, I’m sure I could beat this game with a little more practice and a lot of luck. It does run so fast at this point, I’d need a stack of lives left to make suicide runs to the diamonds.

IMG_20160126_171136

I can’t say that Creepy Corridors is anything particularly special but I still liked it and for one game on a four pack it’s not too bad at all. It grabbed my attention enough to make me have numerous attempts to complete level 10 at any rate. On its own it would have been a definite improvement on Brainteaser Boulevard and this came with 3 other games thrown in.

The story isn’t quite finished there as Creepy Corridors saw a 1983 release on the VIC-20 as an individual game. The port was done by Don McGlauflin and I thought I should give this a quick go. There was a slight hitch in playing it however. NTSC VIC-20 games will run on PAL machines but end up in the top left corner of the screen. Plenty of games allowed the player to simply move the screen to the middle with cursor keys at the main menu but if this option was present here I couldn’t find it so the left edge is slightly clipped. Other than that it all ran fine.

IMG_20160127_172219 IMG_20160127_172139

The VIC-20 version is immediately familiar and plays largely identically. There is a title screen this time around but no screaming Chuckles when the player gets caught and the screen is monochrome. What really lets this version down is the horrible collision detection. As I understand it, the VIC-20 can’t do sprites in the conventional sense and instead uses character based graphics where the screen is effectively made up of a load of tiles that are swapped to create the illusion of bitmaps.

This is all well and good and the “sprites” in the game move smoothly meaning you wouldn’t know the difference. The snag here is that the collision detection appears to work purely on the basis of intersecting characters meaning you can be nowhere near and get hit. It absolutely ruins what would have been a decent port when you can get killed by monsters that aren’t even in the same corridor. If you really want to play Creepy Corridors, avoid this version and stick with the original.

Brainteaser Boulevard

I’ve looked at the early games of several famous Origin employees but have never got around to any of Chuck Bueche (aka Chuckles) early titles of which there are several. Bueche was one of the four co-founders of Origin in 1983 and the only non Garriott in that group. Prior to that he put out several titles on Atari and Apple platforms and I’ll be giving each of them a play over coming weeks.

One of those early games was Brainteaser Boulevard which was published by California Pacific in 1982. I gather that Beuche never saw any money for the game with California Pacific going bust shortly afterwards. I don’t own a copy myself so the pictures below come off a fairly recent Ebay auction where this sealed copy went for the not all that unreasonable sum of $30.

$_56$_57

It’s an Apple II game but didn’t want to run on my IIGS so I’ll be resorting to an emulator. The title doesn’t suggest it but Brainteaser Boulevard is a Frogger clone pure and simple. Instead of a frog, the player takes the role of a scout helping old ladies dash across a lethal 4 lane highway.

bb2 bb3

The gameplay is considerably simpler than Frogger since there are no logs to jump onto or lily pads to aim for. It’s merely a case of getting to the top of the screen and returning to the bottom without hitting anything. The trip back is made harder with the old lady walking by your side making the player character twice the size in effect. If just the lady gets hit by a car you can go back and pick up another one without losing a life. If the player gets hit then they’ve both had it. Run out of old ladies one way or another and the next level starts, all exactly the same except the cars move more quickly and you score more per trip.

Brainteaser Boulevard doesn’t play badly but it’s clearly a step down from Frogger. There is little reason for the player ever to move left or right and it gets near impossible quickly no matter how good the player. I had an issue with the keyboard controls where the character stops moving when a key is held down until the character repeat kicks in. This may have been an emulation issue but it certainly didn’t make playing this any easier when my character would take one step into oncoming traffic and then hang around for a second.

Other than that it’s not a badly made game but is just one of many in a sea of uninspiring Frogger clones so I can’t say it’s worth anyone’s time these days.

Wing Commander Orchestral Soundtrack CD

It’s not often I get anything new that is Origin related these days so one of the more welcome things to pop through the letterbox recently was the CD for the orchestrated Wing Commander soundtrack. This was a result of a Kickstarter back in early 2014 by composer George Oldziey to bring his music to life with a real orchestra.

IMG_20160122_151842

Like nearly every Kickstarter, it’s been quite the wait for the physical product. Unlike plenty of other Kickstarters I could mention, there has been steady progress and updates throughout and it’s a prime example of crowd funding done right.

The orchestral recording itself was done back in October 2014 and released to backers digitally a little later once mastered. The $42,000 raised wasn’t exactly a huge amount when paying for a full symphony orchestra so the recording was done in Bratislava with the Slovak Symphony Orchestra where the wages are more affordable. They might not get paid as much but it has to be said they did a fantastic job. The original WC3 + WC4 soundtracks were undoubtedly some of the best to ever come out of Origin probably only beaten by Ultima 9 several years down the line. The new recordings surpass those and then some. The music was already symphonic so the transition works perfectly. Most of the music chosen is from WC3 and WC4 which is just what I would have wanted. There is also a track from Prophecy which is more atmospheric and alien.

In addition to the orchestral recordings, Oldziey has done some digital re-orchestration using modern equipment to add another 15 minutes or so to the CD. Technology has come on to the point where these don’t sound all that much worse than the real thing. If I recall correctly, these weren’t actually funded in the Kickstarter but were added on anyway.

 

IMG_20160122_151852 IMG_20160122_151903

As far as the packaging, it comes in a little cardboard sleeve with the CD on one side and a booklet with some more photos and the names of all the backers above a certain level. For what is such a limited release, it’s a smart looking package. This is one Kickstarter than I’m definitely not sorry I backed and has in the end delivered more than I expected. It could never have happened without crowd funding and is a reminder as to why it took off in the first place.

The soundtrack is actually still available to buy at http://oldzieymusic.com/wingcommanderCD.html for an admittedly pricey $40 for a physical non-autographed copy but that’s considerably less than the original backers had to put in. I seriously doubt it will ever see a wider and cheaper release as it’s about as niche as it gets. For anyone who enjoyed those games as much as I did, it has to be worth the money. You can also get a digital download if that’s your preference at half the price.