The Fat Man Sings – Game Developer Magazine

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I found this 5 page interview with George Sanger yesterday in the June 1994 Game Developer Magazine. There are plenty of references to Wing Commander which according to this had its soundtrack subcontracted out to Dave Govett although I’d always thought that it was more of a team effort. There is also a passing reference to Nino’s Interactive Music (NIM) which was a similar system to Lucasart’s iMuse which was used in numerous Origin games in the 90’s.

Wing Commander Saga – The Darkest Dawn

I’ve already had a look at the prologue to Wing Commander Saga but today I can finally give an opinion on the main campaign. I’ll avoid too many spoilers with this being a new title and keep this as general as possible.

The first thing to say about the Darkest Dawn campaign is it’s big, really really big. I honestly think that I could have played through the entire Kilrathi Saga including mission packs in the time I’ve spent on this. The campaign has about 50 missions but with no branching that is even more than it sounds like. The later missions can take 30 minutes+ on a successful run. Add in time for failures and the gameplay stacks up.

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I complained a little about the amount of dialog and repetition required in some of the prologue missions and I’m glad to say that things did improve. The dialog tended to be more spread out and less in a large clump at the beginning of a mission. This doesn’t mean that you won’t spend large amounts of time getting back to where you were if you get blown up. If you die 30 minutes into a mission near the end of the game, you are stuck playing the whole thing again. If you haven’t got the patience for this sort of oldschool mechanic, this isn’t the game for you.

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Despite this, the missions rarely seemed unfair and were very well structured. I had some issues getting used to the dynamics while playing the prologue but I soon settled down and it was usually an issue with my tactics and lack of foreknowledge if I failed a mission. Taking a different approach would always get me further which is key to this sort of gameplay. That isn’t to say that this is easy and on medium difficulty it’s going to provide much more of a challenge than the vast majority of missions from the original games. If you fail a mission 5 times, you do get the option of skipping it but I didn’t have to resort to that. I only had this offered to me twice during the campaign so the difficulty is well judged enough not to require constant reruns.

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The amount of variation in missions is impressive to say the least with endless little tweaks and gimmicks being used to keep it fresh. I particularly liked the nebula missions. In the original WC games, flying in a nebula was represented purely as a palette tweak but here there are banks of clouds you can barely see through and lightning strikes going off around the ships creating a fantastic atmosphere. Not too surprisingly in a game this size, the novelty of shooting Kilrathi was waning slightly by the later missions but Saga definitely doesn’t outstay it’s welcome.

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All the usual WC3 fighters were represented and I also got to fly a Sabre (previously only seen in WC2). The handling of the heavier ships appeared slower than I’m used to and it could be quite tricky getting the Kilrathi lined up in my sights. This applied mostly to Longbows which were particularly lumbering, and taking out the smaller ships with rear turret fire seemed to be the most practical approach. I was definitely right about my skills being better suited to bombers as I sailed through those missions.

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For most of the game, the Kilrathi were a lot more deadly in Saga than I remember them being in Wing Commander 3. This was especially true with any ships that had turrets which can quickly rip your fighter apart if you aren’t careful. Unlike some Wing Commander games, I don’t feel quite like the all-conquering hero of humanity in this and was much more a part of a team with my wingmen scoring plenty of kills. In fact, the game got a lot easier at the end when I realised I should stop trying to win the war single-handed.

You can still expect to be racking up well over 50 kills a mission by the end of the game. There are some monumentally huge battles with large numbers of ships on both sides which can get seriously hectic. If you lose awareness of the location of your wingmen and supporting craft you can quickly be overwhelmed which adds a welcome tactical element, although it does can show up some strange wingman behaviour. There are very few missions where you get to be a wing commander and issue the orders. This option could have come in really handy at times.

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One thing that becomes apparent as the game progresses is that the missions are on rails to some degree. This usually manifests in such ways as certain ships only taking a certain amount of damage before becoming invulnerable or suddenly blowing up at other times. Once you are aware of these rails, it’s hard not to exploit them a little. For instance, I’m not going to put any effort into protecting a bomber I know is invulnerable. I’m sure it’s extremely difficult to avoid this sort of thing if you are telling all the story within the game.

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Speaking of the story, it follows alongside Wing Commander 3 complimenting and explaining the original events extremely well. It’s less serious than WC3 with some truly larger than life characters for wingmen and some blatant references to several TV shows and the like. I really enjoyed most of the banter but it could detract from the sober nature of the plot at times. For instance there is a battle in which a ship called The Kinney is blown up at which point we get a “Oh my god, they killed the Kinney”, “You monsters”. The reference made me laugh but also stopped me being able to take what would have been a sombre cutscene that followed the mission seriously.

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These are minor quibbles in what is an epic game. There are many memorable moments throughout the 50 missions with nearly every one having its own character. Saga’s gameplay comes across as a mixture of X-Wing Alliance style story telling and Wing Commander combat, which would be enough on it’s own to sell me on it. Combine this with the superb production standards and it’s the most fun I’ve had playing any game in quite some time. It’s too good to be free and I just wish there was a big box version I could sink some money into. A huge thank you to everyone in the team who put this together.

Ultima Underworld – Pocket PC

I’m usually happy to use emulation rather than collecting an array of old systems but I thought I’d make an exception the other day when I got the chance to buy a pocket PC for pocket change.

Compaq Ipaq H3870

The device I bought is a Compaq iPAQ H8370 and looking at it, it’s not all that surprising that these things are cheap nowadays. It’s heavy, not all that fast and you would need some capacious pockets to lug this thing around in. With the expansion pack installed, it’s a brick by any standards. Mobile technology really has come on in the last 10 years and since the battery on this doesn’t hold a charge, it doesn’t even count as mobile any more. Even worse, all the programs on the device are stored in RAM and maintained by the battery so I have to set it up every time I plug it in.

All of this combines to make it a completely obsolete and on the surface useless piece of hardware but it does have one saving grace being the only mobile platform to get a port of Ultima Underworld. This port was published relatively recently in 2002 by Ziosoft having been developed by Paul Neurath’s company Floodgate. With Underworld being a personal favourite, I’ve always been curious about this port and I’m long overdue to try it out.

Ultima Underworld Pocket PC (Front) Ultima Underworld Pocket PC (Back)

First off, it has to be said that the screen on the iPAQ isn’t a patch on what you would expect on a modern phone and not all that clear even on maximum brightness. The screen is recessed well into the front of the device behind some extremely thick glass. It’s clear enough to see what is going on at least but it does need to be held quite close to be playable. It’s probably the single biggest drawback of this port but it may have been better on other devices.

Visually, the game itself looks like a carbon copy of the original. The sound has some changes with the first couple of speech samples from Balron Almric not sounding quite right, almost like they had been pitched down. The music uses a marginally more realistic set of instruments to the MT-32 with the hitch that it stutters which is something I could live without. This particular model of iPAQ is specifically supported by the game according to the box so it shouldn’t be the hardware at fault here. I’d probably have to turn the music off if I were to play the game for any period of time.

The interface is more or less the same as ever, except I don’t have any way to right-click which makes everything slightly more fiddly. On the PC, I would rarely touch the icons on the left using the various clicking and dragging options on the main window. Those gestures don’t work here, forcing me to use the icons and making the game slower and more difficult to play. It’s still mostly playable using just the stylus with the buttons being only used for some occasional actions like jumping.

The exception is during combat where touching the screen sets up the sword swings and I have to use the d-pad style button to move around. Moving with the d-pad is workable but jerky and slightly uncontrollable. Other than that running around is fairly smooth. It’s certainly better than my 386SX ever managed if nowhere near a decent 486. The options for changing detail are still in the menu but trying to change them doesn’t do anything so it’s full detail or nothing.

If I fixed the battery on my iPAQ, this is as portable as Underworld gets and all the game seems to be there without being simplified or dumbed down. I still can’t say that I’ve been entirely won over by this port but it’s the limitations of the device to blame more than anything. The text on the screen is tiny and the iPAQ doesn’t sit well in the hand when held sideways like this. It’s not quite as quick as I would have liked either with this lack of speed being the biggest problem with the d-pad controls which rely on smooth turning. Having said all that, it’s still very playable. If you do want to play a game on your Pocket PC this may well be as good as it gets but I can’t imagine those criteria applying to many people in 2012.

I could see UW working fairly well on a modern smartphone on the back of this. The source code must still be around to have made the Pocket PC version in the first place so maybe another port could happen at some point. I can guarantee at least one sale if we ever see an HD remake.

There are a distinct lack of screenshots on this post. Adapters were made for capturing video from pocket PC’s but I don’t feel too inclined to track one down just for this, so I thought I’d point my webcam at it and record a short gameplay video instead. This video is the sort of quality you would expect (wobbly and out of focus), but it gets the idea across. If anything the picture looks clearer on the video than in real life:-

My thoughts on Wing Commander Saga should be up next post as I’m nearing the end. I was expecting the final missions to keep getting harder but if anything it went the other way and I’ve made it to what I think is the last mission without too much difficulty compared to what went before. I’ve only had the one attempt at this last mission and got blown up 35 minutes in, but I have some ideas on what to try next time. With a mission that long, I need a large block of free time before I have a second run at it.

Ultima 7 Strip Advert Negatives

One last Ultima 7 relic to finish off the 20th anniversary with. These are the negatives for a strip advert that would have appeared on one edge of a magazine page back in 1992:-

Ultima 7 Strip Advert Negatives

I don’t have the actual proof for this advert so getting a look at the finished version involved some scanning and a little tinkering around in Paint Shop Pro. Scanning these on a misbehaving book scanner with a piece of white paper behind to get them to show up at all is not ideal. I’d need a giant negative scanner to do this properly but the final image could have been worse:-

Ultima 7 Strip Advert Recombined

Ultima 7 Cluebook Cover Proofs

A bit of searching has turned up far more Ultima 7 artifacts than I expected. I’m not going to get through them all today in fact but I’ll manage a couple more starting with these negatives and a proof printed from them for the Ultima 7 logo and key artwork. These were combined with some other elements and used on the cover of the Ultima 7 cluebook (Key To The Black Gate):-

Ultima 7 Black Key & Logo Proof/Negatives