#retrogaming

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 079 - Camelot

Camelot 1983 (ZX-81)

Camelot is another sort of old school proto-CRPG, with a board wargame map of regions rather than a typical terrain map of squares. It has graphic adventure style graphics for showing encounters or non-encounters, resulting in sort of a hybrid between graphic text adventures (proto-point-and-clicks) and CRPG mechanics.

Anyway, it could be good game design inspiration for a hybrid point-and-click with CRPG mechanics ... even a graphical MUD or something ...

https://www.youtube.com/watch?v=88brWXc61IY

#RetroGamingShorts #RetroGaming #zx81

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 075 - Just Yer Basic Missile Command

Just Yer Basic Missile Command 1991 (Amiga)

This PD Missile Command clone is the version I played the most. The graphics looked really sharp for the time - 640x400 interlaced!

I love the smooth fast action. It's the sort of game design where the programmer clearly played it over and over and kept bumping up the speed and numbers of enemies to pump up the difficulty to taste.

The result is usually a game that is WAY too hard for me. But in this case, the generously large explosions kept things manageable to me.

As a result of this game, most Missile Command ports/clones look really sedate to me.

https://www.youtube.com/watch?v=_m0P32fmAGs

#RetroGamingShorts #RetroGaming #Commodore #Amiga

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 071 - Section Z

Section Z 1987 (Famicom/NES)

Section Z is an NES game nominally based on the arcade game, but Capcom dramatically redesigned the game for the home version. This video dives into the game design changes, and why the home version is much better and more interesting than the original arcade version.

Section Z mixes things up by having different scrolling speeds - some sections scroll so fast that you can do little more than dodge the terrain. Some sections scroll very slowly, turning them into endurance survival tests. Unfortunately none of the levels scroll at a rate of classic force scrolling games, like TRS-80 Sea Dragon, where you must judiciously use diagonal rearward movement and sprinting forward when you get the chance, to navigate the terrain. But, for a Section Z inspired game, you could add that into the design.

Another thing that makes Section Z particularly interesting is the way you choose the next section to go to. Unfortunately, it does not include any sort of "automap" feature, but if you design a Section Z inspired game, you can include this. Without automap, Section Z only becomes playable with manual mapping. Bleh.

I'm not sure, but I may use both ideas with Rivers of Impossibility. Forced scrolling with different speeds allows interesting different player challenges, while keeping the basic game engine and graphics assets the same. The non-linear choices of which section to go to next all for a feeling of exploration while automap should alleviate the frustration of uselessly going in circles. The basic idea is that you need to seal off all of the spawn points in a level, so a "single pass" scrolling paradigm won't do. The player must be able to circle around to redo any sections as needed to seal off remaining spawn points.

https://www.youtube.com/watch?v=aPljIydOWOk

#RetroGamingShorts #RetroGaming #NES #Capcom #RiversOfImpossibility

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 070 - Battle Shark

Battle Shark 1989 (Taito arcade)

More retro art/setting inspiration! Battle Shark wasn't popular enough to get home ports, so unless you happened to run across it in arcades you probably missed it. But the aesthetic is pretty interesting and different.

Submarine games were generally less common, but, say, the aesthetic of In the Hunt will feel familiar because of Metal Slug. Battle Shark's aesthetic is worth checking out.

https://www.youtube.com/watch?v=ht4T2zeESUc

#RetroGamingShorts #RetroGaming #Taito

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 067 - Sea Route to India

Sea Route to India 1984 (Commodore 64)

A COMPUTE type in BASIC game of the Oregon Trail type, with nice little minigames, all in PETSCII.

I think it could serve as good inspiration for mobile game design and aesthetics. For example, the PETSCII map and travelogue "dot" movement gives a particularly effective feeling of scale and adventure.

https://www.youtube.com/watch?v=bG5WvhyFp44

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 066 - Coil Cop

Coil Cop 1985 (Commodore 64)

Thing on a Spring is a cute platformer where you control a cute cartoon creature with a springy pogo leg. Here in the USA, though, it was renamed Coil Cop and advertised by Epyx as part of its totally rad MAXX OUT series.

So look at the totally rad COP OUT magazine ad for Coil Cop. And then contrast with the cutesy gameplay. I still wish the game I imagined from the ad existed.

https://www.youtube.com/watch?v=BwEiKJXPpMA

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 063 - Ad Astra

Ad Astra 2023 (Commodore 64)

Ad Astra is a recent space trading action game, with an overhead view similar to Asteroids. It's deliberately slow paced rather than relying upon quick arcade action reflexes. The space trading genre, born in 1973, is one of the oldest computer game genres but it's still going strong.

It's a good place to try a game design, since the basic space trading framework gives the player a reason to travel different places and accomplishments to achieve by traveling around, without too much explicit developer effort designing "levels" or explicit missions. And it's not just the same game over and over again, since you can randomize which goods are more expensive where, as well as randomize prices rising/falling.

https://www.youtube.com/watch?v=fzzNgZ-BUAo

#RetroGamingShorts #RetroGaming #C64 #Commodore64 #Commodore

isaackuo@diaspora.glasswings.com

RetroGaming Shorts Part 062 - Fire Town

Fire Town 1987 (MSX)

I haven't seen any info on Fire Town, which looks a lot like Rise Out From Dungeons. Basically like Lode Runner, but not quite. Puzzle platformers are pretty popular today, but it's also cool to look at real old school puzzle platformers for game design inspiration.

Fire Town and Rise Out show how small modifications to the "rules" and goals can really change things up compared to Lode Runner.

https://www.youtube.com/watch?v=jd3hK9Gl4jw

#RetroGamingShorts #RetroGaming #MSX