Author: beverly jane

  • Doom modding in the ’90s: My recent fascination.

    Doom modding in the ’90s: My recent fascination.

    One day, I was checking out some YouTube videos, until I had stumbled upon this one by Pordontae:

    YouTube player

    I was gonna write something about that Doom level set featured in the video, but I realized there wasn’t anything particularly unique about it. Some of the levels feel bland and featureless, often with no sense of balance. E2M9 has a fight between one spider mastermind and three cyberdemons, for crying out loud! But it did give me an idea. that’s not the main reason why I liked this level set. It was the random sounds that the creator replaced.

    Playing this level made me realize how amazing the Doom mod scene was during the mid-to-late ’90s. END1.WAD is the epitome of a 1994 level, according to the Doom Wiki. During the heyday of Doom modding, everybody was making their own levels to play around in Doom, in varying levels of quality. Some have held up and get universal praise from Doom veterans. Others are forgotten, an experiment often made by a teenager who didn’t pursue game development further.

    Modifying an existing game wasn’t a new concept, but Doom was one of the few to openly embrace it in its early days. This lead to many creative levels, some made by people who’d later become famous in their own right.

    Though this wasn’t always the case. Since the tools were fairly new, most people were making fairly dreadful levels, usually plagiarizing parts of the original Doom levels, or in some cases created tutorial levels. Such as FEAR21.WAD, which looks so obtusely designed that it’s like if Salvador Dali made Doom levels. Here’s a UV-Max (All kills, all secrets) run from Doom speedrunner ryback:

    YouTube player

     

    This above is an example of what most people had to offer. For 1994 standards, it was great to have another level to play, but it’s very tough to play today unless you’re like me and have a liking for crap, for sure.

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  • Red Bull featuring Destiny and eSports: One unexpected promotion.

    Red Bull featuring Destiny and eSports: One unexpected promotion.

    I’ve mentioned this before, but I’ve had difficulty at times coming up with good, interesting stuff for this blog. Then I found out some video game is doing some cross promotion with a beverage company. To the 7-Eleven!

    Well, that's one way to get people to buy your stuff.
    Well, that’s one way to get people to buy your stuff.

    Bungie’s Destiny teamed up with Red Bull to partially promote the upcoming Destiny: The Taken King expansion. Unlike the many years where I’ve covered Mountain Dew Game Fuel, this is merely just a rebranding of the existing product to tie in with an upcoming game. Oddly, this is only available at 7-Eleven. It’s weird how 7-Eleven is always the place where I find the dumb video game drink stuff…

    I’ve covered video games doing promotions with energy drinks before, like Call of Duty: Ghostchasers III did with Monster Energy back in 2013. You can read about that here. But Destiny is a different beast. It’s as if Halo and Borderlands had mixed together into a soup that’s somewhat edible.

    I played Destiny during the early beta days, back when all that was available was Earth and that one brief time where they had a mission on the Moon. I liked the idea because not only did it have standard linear missions, but it also had free-roaming exploration akin to most MMOs. But it didn’t seem like something I wanted to jump into immediately since a lot of people were pretty down on it not long after release. Though I figure the game still has a modest following if Bungie and Activision are throwing advertising dollars at Red Bull for this.

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  • The Spear of Destiny Mission Packs: The Lost Wolfenstein games.

    The Spear of Destiny Mission Packs: The Lost Wolfenstein games.

    I have a certain fondness for Wolfenstein 3D. Back in the early 2000s when I was just a middling teenager, I was playing a bunch of cool level packs for Wolfenstein. Hell, the first online blog post I ever made was talking about an old Wolfenstein 3D mods website that I thought was cool. Yeah, it’s kinda plain compared to Doom and Quake, but damn it, I still had fun going through mazes killing things.

    I’ve played practically every major Wolfenstein game barring the Muse Software prequels and the most recent The New Order. I was even a hardcore Wolfenstein: Enemy Territory player back in the day. But I didn’t know that there was a Wolfenstein game I missed.

    They don't make game covers like these anymore...
    They don’t make game covers like these anymore…

    Mission Pack 2: Return to Danger and Mission Pack 3: Ultimate Challenge are unofficial third party expansions to Spear of Destiny, developed internally at FormGen and released in 1994. If you were craving more Wolfenstein and weren’t playing Doom for some reason, this was one of the many way to fulfill your digital nazi killing urges. That, combined with the Wolfenstein map generator mentioned on the box, and you now had seemingly endless opportunities to expand your Wolfenstein 3D experience.

    Both episodes have the same story: Hitler recovered the Spear of Destiny from B.J. Blazkowicz, and it’s up to B.J. to fight Hitler’s Nazi regime once again and recover the Spear before he brings hell demons to Earth. It’s corny stuff, but to quote John Carmack from the book Masters of Doom, “Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.”

    Well, I hope you like blue because there's a lot of it.
    Well, I hope you like blue, because there’s a lot of it here.

    So what’s different in these Mission Packs compared to vanilla Spear of Destiny? Surprisingly there are a bunch of changes in this game. New levels (natch), new sprites, new textures, even the enemies look and sound different. So already this is looking promising, right? Oh, if only.

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  • Remembering Xfire: The program that was once better than Steam.

    Remembering Xfire: The program that was once better than Steam.

    A few days ago I had found out a memory from my PC gaming past was going away. Xfire, a game chat client, was shutting down its client and account services. This news saddened me, as Xfire and me go way back.

    Memories...
    Memories…

    To describe Xfire, it was part instant messenger, part server browser. It was a lighter, sleeker Gamespy Arcade, or for a more recent example, AMD’s Raptr client. While Steam has basically taken over that landscape, for a long time having a complimentary client like Xfire was sometimes mandatory, almost to a point where it was bundled with some games, even being used in console games like Untold Legends: Dark Kingdom, something that Sony Online Entertainment thought was fit for a press release.

    Wasn't it fun to buy a game and find out that you couldn't play it? Such dark times...
    Wasn’t it fun to buy a game and find out that you couldn’t play it? Such dark times…

    For those who weren’t around in Steam’s early days, Steam was mostly garbage. Games didn’t run, you had to wait hours to install games (and there was no guarantee you’d get to play it right away!), and the most important feature, the Friends/Community, was perpetually broken and unusable. This is where Xfire excelled: It was a great chat client program to keep up with your gaming friends. Though it wasn’t just for Steam games, but other games where the server browser was cumbersome, like Soldier of Fortune II, or Battlefield 2, were also helpful for finding games back before peer-to-peer multiplayer was more common.

    The Xfire website — which still exists, but only in a fragile shell nowadays now under new management — also had a fairly cool profile system setup. Here you could make friends, keep your favorite game servers for convenience, even take screenshots and video. All of these were considered pretty impressive for the mid-2000s, and paved the way for competitors to adapt that into their social features.

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  • Sega Swirl: The puzzle game time forgot.

    Sega Swirl: The puzzle game time forgot.

    Sega in the late 1990s to early 2000s was a weird time, at least here in the United States. After bungling the Sega Saturn, there seemed to be some hope for the company with the blue hedgehog as they released the Sega Dreamcast in 1999, being a modestly successful system. But then Sony’s PlayStation 2 came out the following years and steamrolled over all competition, forcing Sega to abandon games console production and go into full-time game publishing instead. As time rolls on, the Dreamcast era seems to be more fondly remembered, alongside many of the games that came with it. But there’s one game Sega heavily pushed during this era, one that has been slowly forgotten to time.

    While Sega was mostly known in the console space, they did have a middling PC division during those years. Most of them ports of legacy games like Sonic & Knuckles Collection, but there was one game they released around 2000 that was a unique, interesting idea. It was a game that would absolutely dominate my middle school years in terms of its simplicity and fun factor.

    What the heck kind of company is
    What the heck kind of company is “Sega of America Dreamcast” anyway?

    Introducing Sega Swirl, a fairly simple puzzle game released by Sega, loosely inspired by the Dreamcast logo swirl. This came out as a freeware game from around 1999-2000, and while the title screen is incredibly basic, there’s a lot more to it than you think.

    The swirls almost look like colored cinnamon rolls. Damn, now I’m hungry.

    The gameplay is fairly simple: You’re given a grid of swirl colors, and your goal is to find groups of colored swirls for points. Removing them shrinks the playfield down, making it easy to build up combos. However, removing a single swirl will result in you losing points. In the standard “Level mode,” you must complete five goals to finish the stage, thus chaining swirls together for massive points is the end goal. It’s a fairly simple game, but still fun even in spite of its basic looks.

    A shame this came out in 2000, before esports were a thing. I would totally watch a Sega Swirl tournament.

    There’s also a Versus mode, where up to four competitors start taking enemy swirls for massive points. The goal is to knock your opponents out by eliminating that player’s swirls from the field. Like before, clicking a single swirl makes you lose points, but since your goal is to eliminate your opponent, it’s a good strategy to grab one swirl just to knock them out of the game faster. It’s a fun, competitive mode.

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  • This! Is! JEOPARDY! On handhelds!

    This! Is! JEOPARDY! On handhelds!

    One idea I had during my game show research was to cover most of the notable adaptations of game show games, such as Jeopardy! There’s one problem, though:

    jeopardygames
    That’s… a lot of Jeopardy.

    There are a lot of Jeopardy! games. I mean a lot of them. MobyGames doesn’t even list all of them. Plus for a game as simple as Jeopardy!, there isn’t much to say about each one. So I decided to go smaller. Much smaller.

    I kinda loved that starburst GameTek logo more than the more famous blocky logo.

    Today, I’m gonna talk about Jeopardy! on the Game Boy. Jeopardy! was one of the few game show games that made it to Nintendo’s greenscale handheld in 1991, alongside Wheel of Fortune. Naturally GameTek published this outing, and it boasted “Over 1,500 new questions!” on the box. Though considering the show they should’ve boasted “1,500 new answers,” but I’m not gonna get too nitpicky here.

    They need to bring back that Jeopardy! logo with the needlessly long exclamation point. I think it looks neat.

    I remember getting both Jeopardy! and Wheel in a combo pack at Target for about $10 each. This was the mid-90s, and Target was chock full of excess copies, so selling one to a young budding game show/video game nut like me was a treat.

    These games got a lot of action during vacation trips, such as the one time I went to a resort cabin with my family and was happily having fun with this, and occasionally Pokemon Red. I mean, before everybody had the internet in their pockets, what else could you do?

    But enough reminiscing. This is Jeopardy! on the Game Boy.

    We’re off to a rough start where it shows these three options: Play against the computer, go head to head, or use a link cable to go head to head. The problem with the last one is that it’s ultimately pointless. Jeopardy! is not an intense head-to-head game like Tetris or Dr. Mario, and you already have a two players on one system option already in place. It just seems like a feature they slapped onto the box just to say they had it.

    Notice that so far I’ve mentioned only two players. Well, here’s why.

    No Alex Trebek? Disappointing.

    As opposed to allowing three players, like every other Jeopardy! game in existence, this game is two players only. This is baffling, considering it probably wouldn’t be hard to support three players on the handheld. Oh well, let’s move on.

    Sadly no Alex Trebek in this version. Nintendo Power once described the host as “Guy Smiley” from Sesame Street, but I’d say he more resembles Mr. Game Show‘s dorkier brother. Also, our intrepid not-Trebek is not at a podium, magically reading all the clues from a single question card, and occasionally teleporting to the board when a Daily Double is chosen. This host certainly has some voodoo magic, and we should be afraid of him at all costs.

    Jeopardy (U) [BF]_14
    As Trebek would say, “pay attention to the quotes.” This is fairly easy even for a $100 clue.

    It handles pretty closely to the TV show, having 30 clues separated between six categories, 1-2 Daily Doubles depending on the round, and Final Jeopardy! is in there mostly intact. Though, I can tell the clues aren’t nearly as refined or polished as the TV show’s. Guess they didn’t want to take material from old episodes for reference, which considering there would’ve been six years of shows to go from would’ve been just fine to me. (more…)

  • Remembering PlayStation Home.

    Remembering PlayStation Home.

    PlayStation_Home_Logo
    R.I.P. August 7, 2008 – March 31, 2015.

    On March 31, 2015, a piece of PlayStation history died. PlayStation Home, the strange graphical chat client that had been running for about seven years, was ending on that day. I had almost forgotten about it until someone had mentioned it to me. Despite me publishing this on April Fools Day, I can assure this is a genuine post of remembering one of the more infamous moments during Sony’s floundering period of the PlayStation 3.

    There might be some of you who read about this little thing somewhere on Wikipedia, or even when some YouTubers mention it as a gag for laughs. For those who never experienced it, PlayStation Home was a graphical chat client that was meant to be used as a social hub. It was like Second Life but more PG and with less phallic objects.

    PlayStation Home was announced by then-Sony executive Phil Harrison, complete with this silly, fake-looking trailer:

    YouTube player

    (Video courtesy of IGN.)

    Naturally most of us laughed it off and mocked it incessantly. Webcomics, gaming sites, among other places were lambasting the idea, even more so when it was released to the public for everyone to try. For its entire lifespan, Home was more of a punching bag than it was a legitimate thing people cared for.

    Then again, it's hard to take it seriously when you see stuff like... this.
    Then again, it’s hard to take it seriously when you see stuff like… this.

    When I got my PS3 around 2008, I actually tried the system during its closed beta. In spite of the internet dogpile, I decided to hop in and give it a try. As the years followed, there was always that moment of “Oh right, Home is still a thing,” and I’d pop back in to give it a look to see what’s happening. Usually this moment happened when a big event had a space in PlayStation Home, like during E3 events. For instance, back in 2013 I actually did a video of me roaming around Home’s E3 Studio, which was quite the interesting experience despite how goofy it all was.

    YouTube player
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  • More video game snacks, featuring Mario and Plants vs. Zombies 2!

    More video game snacks, featuring Mario and Plants vs. Zombies 2!

    A few years ago, I had found out there were gummy candies based off the then hot new property Angry Birds: Space, which I reviewed here. I decided to give them a try and was firmly disappointed how they tasted like gummy bears and not actual fruit snacks. Then I had found out thanks to a store called Rocket Fizz that there were several variants of this dumb candy.

    Clearly I'm not gonna try them all, the first box I had was bad enough!
    Clearly I’m not gonna try them all, the first box I had was bad enough!

    Struggling with what I wanted to write about lately, I decided to hop into a nearby Dollar Tree in Portland. In addition to the rare sight of Pibb Xtra in bottles, I found these two gems:

    Because video game candy can spur ideas more than anything else can.
    Because video game candy can spur ideas more than anything else can.

    Super Mario 3-Dees gummies and Plants vs. Zombies 2 fruit flavored snacks. Score! Because unhealthy things like candy and soda will always fuel my blog in some way.

    I’m gonna review both of them today, in spite of them not having anything to do with one another except both of them are candy. This will be fun.

    One of these things is not like the others...
    One of these things is not like the others…

    Super Mario 3-Dees have the distinction of being 3D shaped, which I guess means they look more like the real thing and not freaks of nature like most fruit snacks look like. The bag comes with four flavors: Strawberry, Watermelon, Orange and “mixed berries,” with four of the characters from the famed Mario franchise being featured: Mario, Yoshi, Donkey Kong and… Diddy Kong.

    They still do the seal of quality?!

    I wouldn’t put Diddy Kong as being part of the Mario franchise unless you wanna count his appearances in Super Smash Bros. or Mario Kart. Perhaps Luigi, Peach or even Bowser would’ve been better choices. Oh well, at least this is an official Nintendo licensed product, complete with the Nintendo not-quite-Seal of Quality on the back of the bag.

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  • Evolve and The CHAPPiE Challenge.

    Evolve and The CHAPPiE Challenge.

    The following is a blog post I originally wrote as a Giant Bomb community blog back in 2015. With the fate of the site being uncertain as of 2025, I decided to port the post back here so it’s available somewhere besides that site. I’ve adjusted some of the text, and added some more info where appropriate.

    Man, remember when Neill Blomkamp was everywhere?

    Yesterday, I decided to casually watch a tournament for the humans vs monster game Evolve. I’ve watched tournaments before, many Counter-Strike: Global Offensive tournaments, an International or two, but this one was different.

    HASHTAG CHAPPIEMOVIE

    This one was called “The CHAPPiE Challenge,” sponsored by the upcoming movie of the same name coming out in theaters this week. It’s a standard esports tournament for Evolve, where a team of four players will fight one chosen player from the other team as the monster, of which either the objective must be completed by the monster or the monster must be defeated by the humans. Winning team nets $15,000, which is not bad for a tournament of this level.

    Wouldn’t be an esports tournament without some esports guys. (Get your minds out of the gutter about “Jericho”‘s name.)

    As for Evolve the game, I thought it seemed interesting until the whole fiasco involving the many editions and DLC packs the game has. That, it didn’t seem like it was worth the $60 price tag to me, and they didn’t even bother making a five-pack for the PC version for my friends.

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  • Tommy’s Wheel of Misfortune: A strange Wheel of Fortune clone for DOS.

    Tommy’s Wheel of Misfortune: A strange Wheel of Fortune clone for DOS.

    Lately I’ve been on a kick of looking at old DOS game show games. There were a lot of official game show games of the 80s, from the greats like Jeopardy! and Wheel of Fortune to lesser-known classics like Now You See It, Fun House and Remote Control. But what I was really interested in were the game show games made by hobby programmers.

    I remember seeing this in a Micro Star shareware compilation disc. I wonder if I still have it…

    I was looking for Wheel of Fortune clones, but I could only find two. VGAWHEEL (or EGAWHEEL, I’ve seen both names online) is a no-frills version of Wheel that has probably the prettiest wheel made for DOS. Oh, and it has a cute little theme that plays on the PC speaker. Alas, there isn’t much to say about VGAWHEEL, other than Russell Mueller made a pretty good Wheel clone for DOS.

    However, the other one I found is most intriguing. This was made by someone with a rather… silly sense of humor.

    Man, this guy even had a BBS line! I wonder if there were aliens on it.

    Tommy’s Toys was a garage developer who made games “designed by aliens from outer space.” They made a lot of games throughout the ’80s and ’90s. We’re talking about hundreds of them released over ten years.  Tommy’s Toys pretty much disappeared by the time Windows became super popular, and the designer stopped making games to write books. At least that’s what Mobygames tells me, anyway.

    You know it’s a DOS classic when you see that smiley face in there.

    The reason I mention this developer is because they ended up making their own spin on Wheel of Fortune. Made during the peak of “I’m a Wheel Watcher” mania, Tommy’s Toys brings from “outer space” clone called Tommy’s Wheel of Misfortune. So let’s dive into this alien-made Wheel of Fortune clone, shall we?

    Off the bat, there are a few changes from the classic game show. You can have anywhere from 2-6 players, more than the three from the actual show. The manual states you can play against the computer but I’m not sure how. After that, it’s standard Wheel of Fortune, except with a few twists.

    Now that I think about it, this reminds me more of another game show…

    You can see that the Wheel is not a fixed pattern. It has the common Bankrupt, Lose a Turn and Free Spin spaces that you’d associate with Wheel of Fortune, but they’re shuffled around the board at random each round, making the wheel more devious at times.In a sense, it feels like a hybrid between Wheel of Fortune and the other notable luck-driven game show, Press Your Luck. Thankfully there’s no sign of the whammies anywhere.

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