New Blog, Old Blog, Google+

Wow, it’s been a last time since I posted something here.

Despite appearances to the contrary, Retroblique isn’t dead. I’m currently working on a collaborative gaming blog project with two fellow gaming bloggers (whose work you can currently find over at Raptured Reality and Pioneer Project), the fruits of which you’ll hopefully be able to enjoy some time in the near future.

Retroblique will stick around, but it will evolve into a more general geekier blog. There will still be occasional gaming banter, but expect to see me prattling on about music, film, literature, design, technology and social media too. In other words, a broader snapshot of my personal interests.

Over the next few weeks I’m going to start posting retro gaming banter on Google+. I’ve seen many other people successfully use the platform for micro-blogging, so I thought I’d give it a whirl and see what I can do with it. If you want to join in the fun, here’s where you can find me on Google+. I may fold some of the content back into Retroblique, but we’ll see.

Watch this space for further announcements!

Recent gaming distractions: The Elder Scrolls V: Skyrim (PC), The Ico & Shadow of the Colossus Collection (PS3), Minecraft (PC), Eufloria (PC) and Super Mario Galaxy (Wii).

Retroblique Goes Mobile

Having recently acquired an iPod Touch it’s perhaps no surprise that I now do a fair amount of web surfing on the device (when I’m not being distracted by Angry Birds and Cut the Rope).

The 4G’s lovely Retina Display allows web sites to displayed in all their original glory and, most importantly, still remain readable without having to switch to an ugly mobile-friendly stylesheet.

That being said, it’s always nice to have options. And with many mobile users accustomed to swiping and tapping their way through their coffee break reads, I thought I’d give Retroblique’s mobile readers the opportunity to enjoy a more functional way of reading this blog.

From now on, those of you who access this blog with an iPhone, iPod Touch, Android, Palm Pre, Samsung Touch or Blackberry Storm/Torch will now see this mobile version by default:

Don’t worry—if you prefer the vanilla version of Retroblique, simply scroll to the bottom of the page and you’ll see an option to toggle the mobile version off (and, assuming your mobile browser stores cookies, it will remember your choice).

Pretty much anything you can read/write with vanilla Retroblique you can read/write on mobile Retroblique. You won’t see the sidebar or the linkage contained therein, but you’ll see all the posts, pages and comments. Additionally, the top of the screen contains direct links to my Twitter page and the ability to send a direct message to my iPod Touch.

As a bonus for iPhone/iPod Touch users I’ve created a home screen icon, so bookmark away!

I’ll probably be tweaking the mobile version’s appearance over the next few weeks (those calendar icons will probably be replaced by app-style thumbnail images from the articles), so watch this space. In the mean time any feedback you may have (particularly from non-iPhone/iPod Touch users) will be most welcome.

Ballblazer

Once upon a time, long before they were bombarding us with no end of mediocre Star Wars titles, LucasArts were responsible for a handful of groundbreaking titles on a variety of 8-bit platforms (primarily the Atari XE/XL and Commodore 64). We’ll discuss each of them in greater detail during the months to come, but for now I’d like to draw your attention to a rather nifty futuristic sports title by the name of Ballblazer.

Don’t worry if the name doesn’t immediately set any bells a-donging. It’s a good quarter of a century old (ouch) and although critically championed it remained one of those titles that everyone attached to their wishlist but never quite got round to buying. Even those who bought it found it a tad esoteric too.

I can understand why Ballblazer left many gamers bemused. While futuristic sports titles were ten a penny back in the mid 80s, those that presented the game in a first-person perspective were the exception rather than the rule. While not a 3D game in the strictest sense of the definition, Ballblazer nevertheless required a slight more advanced understanding of spatial awareness from its players than the average 2D game, not least because much of the game’s playing field (and the actions of the opposing player) existed beyond the player’s immediate field of view.

Before I get too far ahead of myself, let’s take a step back and consider the basics of the game.

Ballblazer is a minimalist hybrid of football (that’s soccer to you North American heathens) and basketball. Each player takes control of a Roger Dean-esque pod called a rotofoil that glides above the surface of a rectangular field of play. A glowing sphere is ejected onto the playing field, whereupon the rotofoils made a bee line for it, hoping to capture it and blast it between the opposing player’s goal posts.

Did I mention that the goal posts are constantly moving along the goal line? Not only that, they get closer together each time a goal is scored. It’s a pretty nifty device for ensuring that two evenly-matched players remain closely tied throughout the duration of the match, leading to some rather intense brawling as the countdown timer threatens to bring the game to a halt.

Another major concern for the offensive player is that their rotofoil slows down while in possession of the sphere. Not significantly, but it’s a subtle enough distinction that the defensive player always has the upper hand. The offensive player needs to decide if he wants to risk maintaining possession of the sphere as he charges towards the goal, or release it by blasting it further down the pitch to gain some speed back. Either way there’s a strong chance an experienced opponent will be able to regain possession.

To help simplify the controls and prevent players from getting completely lost on the relatively large playing field, the rotofoils always snap round to face the direction of the sphere. Keeping pushing forward on the joystick and you will eventually find the sphere, regardless of where you are in relation to it. A useful aid for players who are aware of the feature, but for the uninitiated gamer the constant viewpoint shifting is bewildering and disorientating, which may explain why some of my friends threw their joysticks away in frustration, claiming they just didn’t get it.

Matches last three minutes or until someone scores ten points, whichever happens first. Two points are scored for a regular goal, three points if the goal posts are beyond the player’s field of view. Games are quick, fast and often dirty. Two player games provide the most entertainment, although the computer AI presents a significant challenge.

Ballblazer was certainly technically impressive for its day. On screen clutter was kept to a minimum to ensure a snappy framerate; the playing field itself was rendered as a flat checkerboard, serving to enhance the illusion of speed. Sound effects were sparse but always provided sufficient cues as to what was happening on the field of play. Most other sports games of the day, traditional or otherwise, would often attempt to throw too much detail at the player, thus slowing gameplay down to a crawl. Lucasfilm Games quite rightly sacrificed detail for speed and were able to deliver a more compelling, competitive experience as a result.

Ballblazer remains one of those 8-bit titles that’s still worth playing today. Its frantic, kinetic pace is a good fit for the modern gamer’s sensibilities and the three minute matches ensure the game never outstays its welcome. Ideal for a quick “pick up and play” if you’ve only ten minutes to spare.

Did you know?

A sequel, Masterblazer, appeared on 16-bit platforms a few years later. It added a more lavish front end and a few extra game modes but otherwise retained the same look and feel of the 8-bit version
Get Ballblazer!

Roguelikes

I like roguelikes.

I don’t love them, but when you have half an hour to kill and a laptop close at hand they’re a pretty nifty diversion. Well, it’s either that or annoy the shit out of my Facebook friends with Farmville updates.

If you’re still staring at the third word of this post, wondering what the hell I’m talking about, then listen up. Roguelikes are (traditionally) minimalist, turn-based RPGs that offer a fresh, randomized gaming experience each time you play them. They’re also (traditionally) presented in ASCII graphics/characters. They’re about as retro as anything else you’re ever likely to play this side of of the Magnavox Odyssey. (The term “roguelike” is derived from Rogue, one of the earliest and most fondly remembered games of its type.)

On the surface it all sounds rather dull, but if there’s one thing roguelikes have going for them it’s this: they are as addictive as chocolate-coated Hobnobs. Go on, just try one. Give it a superficial, half-hearted play through and you’re unlikely to see what all the fuss is about.  But take time to learn its mechanics and its scope may surprise you. Once everything clicks you’ll be in “just one more go” territory, burning the midnight oil like there’s no tomorrow.

If there’s just one problem with roguelikes it’s that there’s just too damn many of them. If you’re anything like me you’ll find it hard to settle on just one roguelike and fully explore everything it has to offer. I really should, but each time I suddenly get a roguelike craving (it seems to happen about once a year), I have to download dozens of the fuckers and give them all a try. This time round I seem to be gravitating towards Dungeon Crawl Stone Soup, although DoomRL is proving to be a worthy distraction.

Also worth checking out is Dwarf Fortress, which takes the basic roguelike template and adds elements of city building, resource management and tower defense. Be warned: it’s not for the faint of heart and has a learning curve so steep it’s almost vertical. However, if you persevere through the early learning stages (perhaps with the aid of various wikis and online tutorials) you’ll come to appreciate just how deep and rewarding the game is. If you still have any doubt as to game’s awesomeness, check out this amazing Let’s Play Dwarf Fortress thread that originally appeared on the Something Awful forums.

But let’s not get too carried away. If you’ve yet to delve into the world of roguelikes, it’s best to start with one of the simpler ones. The aforementioned Stone Soup is an ideal starting point. It has a built-in tutorial that’s genuinely useful and its internal mechanics are lot more focused than some of the older roguelikes. You also get a graphical tile set thrown in with the main package. If you’re familiar with Doom (and, let’s face it, who isn’t?), then DoomRL may also be a good starting point.

If you want to go for something with a little bit more depth then NetHack is where it’s at. If you find the ASCII graphics to be a little too retro for your liking, you might want to check out one of the many tile sets; Falcon’s Eye and Vulture’s Eye are very easy on the eye. Once you’re familiar with the basics of how these games work, just experiment with some of the other roguelikes. Play around with whatever else sounds interesting. The chronology of roguelike video games on Wikipedia is a good place to start, although just Googling for “roguelike” will turn up no end of resources.

Meanwhile, for all you roguelike veterans out there: which one is your favorite?

Further reading:

The ZX Spectrum Did Not Exist

The ZX Spectrum did not exist. The BBC Micro may also be a figment of your imagination. The Amstrad CPC? Never heard of it.

I make a point of reading as many books about the history of computer & video games as possible. Most of them are pretty decent reads, well researched and historically accurate. But if there’s one alarming trend common to most, it’s the glaring omission of anything relating to the European (particularly the British) video game scene during the 1980s.

If you don’t believe me, pick up a copy of Steven L. Kent’s The Ultimate History of Video Games, turn to the index and try to find any mention of the ZX Spectrum, BBC Micro or Amstrad CPC. Nope, I don’t see anything either. Now grab your copy of Vintage Games by Bill Loguidice and Matt Barton and do the same. Zippity-nilch. A bit strange given that these computers, along with the Commodore 64, dominated the British gaming scene for most the 1980s.

While it’s fair to say that neither of these machines found commercial success outside Europe (which I’m assuming is the main reason the annals of video game history appears to be ignoring them), it’s dangerous to overlook them as they made significant contributions to the video game industry and helped shape it into the one we’re familiar with today.

One of the most critically acclaimed developers for the ZX Spectrum were Ultimate Play the Game, responsible for the likes of Sabre Wulf, Knight Lore and Underwurlde. These days you know them better as Rare, who gave us Donkey Kong Country, Banjo Kazooie, Goldeneye, Jet Force Gemini, Perfect Dark and Viva Piñata (amongst countless others). Without their early success on the ZX Spectrum it’s fair to say they wouldn’t be around today.

Meanwhile, the BBC Micro introduced us to Geoff Crammond and David Braben. Crammond gave us the highly successful Formula One Grand Prix series of racing simulators, while Braben is perhaps most famous for introducing Elite to the world (a game that’s 25 years old but still continues to be the yardstick by which all space combat/trading games are judged). His current studio, Frontier Developments, are currently working on The Outsider for Xbox 360, PS3 and Windows platforms.

As far as the existing video game history books are concerned, everything happened in either the USA or Japan. It’s all about Atari, Mattel, Nintendo and Sega, with a little bit of Commodore on the side. Sinclair, Acorn and Amstrad rarely get a look in, which is a bit of a shame given the rather exceptional and unique games that appeared on those systems. To ignore the European contribution to video game history is to ignore the likes of The Last Ninja, Head Over Heels, Lords of Midnight, The Hobbit, Alien Breed, Manic Miner, Mercenary, Flashback, Paradroid, Elite, Revs, Knight Lore, The Pawn and hundreds of other critically acclaimed titles I could reel off without a pause for breath. All these titles directly influenced an entire generation of PC developers during the 1990s, who in turn influenced many of the PC, Xbox 360 and PS3 developers working today.

I urge those writers responsible for the next batch of video game history books not to overlook the influence of the countless British/European developers responsible for so many great gaming experiences during the 1980s. Without their influence many of the contemporary classics you count as your favorites probably wouldn’t exist.