Tagged: games

The most ridiculous light gun I own: The Silent Scope Light Rifle.

It’s been a rough month for me, folks. Admittedly the drive to write wasn’t quite there for most of the month until fairly recently, and I do have some actual posts prepared to be published in October.

But for now, I’m gonna write a fairly short post. This is about something I found unexpectedly at a Goodwill. A rare relic of a bygone era. Probably one of the goofiest video game controllers I own. In a sense, this is part “here’s something interesting I own,” part “I Bought Stuff!”

I know light guns aren’t supposed to resemble real firearms anymore, but this looks so goofy.

No, this isn’t a super soaker or Nerf gun, though I can’t blame you for thinking that. This is the Silent Scope Light Rifle, a light gun made for the original Xbox. I bought this for $7, and in hindsight it probably was one of the more impulse purchases I made that I have a small bit of regret. I’ll explain why in a bit.

I won’t go into a long history about the genre as there’s much better places for such things, but here goes. Light gun games were all the rage during the 8 and 16-bit eras. Duck Hunt, Wild Gunman, Lethal Enforcers, those American Laser Games that practically show up on every system like Doom or Resident Evil 4 does these days… They were fairly popular.

Then, oddly, it slowed down. At least, on home consoles. They still got light gun games, but at a much reduced rate. Some cases like Area 51 on the PlayStation didn’t even support a light gun, opting for PS Mouse support instead, which completely ruins the fun.

It was still thriving in arcades thanks to Time Crisis and later stuff by Raw Thrills like the infamous Target: Terror. But short of Namco bringing out the GunCon 2 for a Time Crisis II port and support for games like Capcom’s Resident Evil: Dead Aim, it was practically a ghost town for light gun games during the PS2/Xbox era. Until the Wii briefly brought the genre back into the spotlight for a brief moment.

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Alpha Prime: Plunging back to the world of eurojank.

As I’ve been writing about random games for years at this point, I’ve started to look back at the various cheapo bargain bin games I’ve written about. Most of them were made here in the United States and published by ValuSoft, the most infamous of bargain bin game publishers. Other times I’ve written about stuff a little lesser known, like City Interactive’s Enemy Front. But sometimes, despite owning many different bargain bin games over the years, there’s a few that made me wonder “Why the hell did I buy this?” Alpha Prime fits that bill perfectly.

A shame I have no idea who Ondrej Neff is. They should’ve done what they did with Metro 2033 and make a novelization of the game that’s somewhat difficult to read in English.

I honestly can’t remember why I bought Alpha Prime. Maybe it was $1 in a Steam sale. Maybe I saw someone show me a dumb video about it, and it looked so bad I couldn’t resist giving it a try. Regardless, I had the game in my backlog, and I felt like I needed something drastically different from BioShock 2, which I had just finished and written about recently.

Alpha Prime is made by Black Element, a development studio based in the Czech Republic. They were part of a collective called the Independent Developers Association (IDEA), founded by Bohemia Interactive. Suddenly it makes sense why the makers of ARMA and DayZ published this mid-2000s budget FPS. At least, according to the Steam store page.

Since I have a penchant for rough, janky games made in Europe, I decided to give this a try just out of morbid curiosity. Let’s just say the experience was rather… unpolished.

It looks like Arnold isn’t even interested in Livia’s advances. Wonder if that’s a side effect of the Hubbardium.

The plot goes like this: Arnold Weiss (or Arnie as some call him) is a former soldier who was stationed at Alpha Prime, an asteroid full of Hubbardium, a fictitious space rock that is said to give people special powers. After being egged on at a bar by an old fling named Livia, he goes back to Alpha Prime to help his buddy Warren, and stop his group from mining more Hubbardium. But then disaster strikes.

Those are words that *can* be used to make a sentence, but I can’t make heads or tails of it.

At least, I think that’s how the story goes. Naturally, since this was made by Czech people, English is not their first language. There is lots of stilted, awkward dialogue in this game, combined with a bunch of spelling and grammar mistakes that made it very hard to comprehend the game’s story, and I ended up ignoring it after a while.

Leaning? shooting behind cover? Yeah, this is definitely a 2000s era FPS.

Alpha Prime is a by-the-numbers FPS. Shoot dudes, try not to get shot too much, that sort of thing. The weapons are standard FPS fare for the time: pistol, shotgun, assault rifle, grenades, the works. There’s some interesting ideas, like the assault rifle being a mini gatling gun, but it acts no different than your standard FPS assault rifle.

These uses of the ReCon could’ve been useful, but most of the time it’s used to look into cameras, which isn’t really as useful.

The game does throw a couple interesting ideas, however. At one point you acquire a ReCon, a device that lets you hack into cameras and activate platforms and traps. It’s kinda neat in spots, but in most cases seeing into the next area won’t help you that much unless there’s a trap inside to make combat easier.

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High Rollers: A DOS game of CGA high stakes.

When it comes to video games based on existing TV shows, game show video games rarely ever get talked about. If they do, they’re often relegated to brief blurbs with ridiculous arguments like “why play this when I could watch the show?”, missing the whole point.

There’s been several dozen versions of Jeopardy! and Wheel of Fortune – most recently for the Switch, Xbox One and PlayStation 4 – with Family Feud not too far behind. There’s been a handful of games based on The Price is Right, Deal or No Deal and Who Wants to be a Millionaire?

Speaking of Jeopardy! and Wheel of Fortune, I’ve actually written about some Jeopardy! games, such as the Game Boy/Game Gear installments, as well as Talking Super Jeopardy! on the NES. Surprisingly, when it comes to Wheel, so far I’ve covered only a knockoff: Tommy’s Wheel of Misfortune. Give those a read if you wanna see more game show-related stuff.

But then there’s shows that somehow got 1-2 games, despite not being that well-known. Now You See It, Win Lose or Draw, Fun House… Even 1 vs. 100 got a few games, which as time went on has been remembered more for being an interactive Xbox Live experience more than being an Actual Game Show.

One of these lesser-known game shows that got the video game treatment is High Rollers.

I’m more a fan of Hair Rollers, myself…

High Rollers had a few runs over the years: Fairly popular runs from 1974-76 and 1978-80 with a pre-Jeopardy! Alex Trebek, and a short-lived revival from 1987-88 with Wink Martindale. Created by Merrill Heatter and Bob Quigley, who had done similar gambling-like game shows such as Gambit. Oh, and a little-known show called Hollywood Squares.

While there are more comprehensive places on the internet that’ll cover all the rules, the game basically goes like this: Two players compete to answer questions to roll a pair of dice, and knock numbers off – one each of 1 through 9 – to win prizes while avoid getting a bad roll. Winner of the match plays the Big Numbers – where there’s no questions, only dice rolls – for a chance at $10,000 big ones. It’s basically the classic board game Shut the Box but with gambling and quiz show elements.

For being called “Box Office,” they weren’t a big success.

Box Office, a budget publisher of computer games, developed and released this game. They didn’t do very many computer games, the only other standout games are A Personal Nightmare, a horror game featuring Elvira; and games based on ALF, The $100,000 Pyramid and, surprisingly, Psycho. Lord knows how making one of Alfred Hitchcock’s iconic films into a video game even works, but that’s not the weirdest “movie into a video game” I’ve ever seen.

Wink looks a bit… concerned here.

There are multiple versions of the game, but for the sake of this article I’m covering the DOS version. You’ll see why in a moment.

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Ghosts I-IV for Quake: A different kind of soundtrack.

If there’s one thing I need to improve on in my life, it’s to write something in the moment. I’ve bought plenty of games, played a bevy of mods, grabbed other assorted things for potential blog fodder…

Then I do nothing with it. This has happened more often than not, but only because I get the problem of being an ideas person and rarely act upon them. I’ve been slowly improving on this front, at least more than I was years ago.

Which brings me to this post about a game mod. I played this on a whim back in 2018, and thought it was pretty neat. While I’m currently wrapped in a few other things right now, I thought I’d write something quick for this month.

A few years back, I wrote an article praising the wonders of Red Book CD audio. CD audio tracks that would play in certain games, from PC classics like Half-Life, to even Sega CD games like Sonic CD. Unfortunately, modern technology is not too kind to the concept, as it often struggles to work properly on modern devices. In some cases, digital re-releases of games like Starsiege: Tribes didn’t even come with the CD music, removing part of the ambience.

There have been solutions thanks to source ports and game updates. For instance, playing Half-Life on Steam has all its music files as MP3s, so if the game (or a related mod) calls for that CD track, it’ll play it without needing the CD.

Looks just as good as it did in ’96.

Which brings me to a classic in Red Book audio: Quake. One of the earliest PC games to use it, popping in the CD would fill your ears with weird ambient music by Trent Reznor and his band Nine Inch Nails. Modern source ports such as Quakespasm actually support playable CD tracks in MP3/OGG formats, which means one can rip the soundtrack from their copy of Quake – or just find it on the internet, I doubt id and Zenimax care these days – and play it easily, proper looping and all.

There’s a handful of Quake map packs that come with custom soundtracks tailor-made for the level pack, such as Travail. Others outright replace the Nine Inch Nails soundtrack with different ambient tracks, like EpiQuake or Quake Epsilon. But what if I told you someone replaced Nine Inch Nails music with Nine Inch Nails music?

Ha! Now I won’t be burned by hot slag. Take that!
(Oh wait, now I can’t get out…)

“Ghosts I-IV for Quake” is an interesting mod. Replacing the original 1996 soundtrack with the entirety of Ghosts I-IV, an album by Nine Inch Nails with nothing but ambient instrumentals seems like a good fit. In a sense, Ghosts I-IV is a spiritual successor to the original Quake soundtrack, even if there’s little similarities in style.

The album itself is interesting: Frustrated by their record label, Trent Reznor severs their contract with Interscope Records and decides to go independent – for a while anyway – and released this under a Creative Commons license. This license is how the mod exists without lawyers getting involved, as it’s a free mod for a commercial video game.

Shooting switches the power of magic pellets!

There is one other feature of this mod: There’s no monsters or weapons. Now there’s mostly empty levels with switches, lifts and other assorted things, but nothing to shoot. With god mode turned on. In a sense, this changes the perspective of the game entirely. No longer a straight explosive romp, it’s strictly an exploration-based affair.

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Operation Body Count: A little-known FPS reborn.

In the many years I’ve been writing about games, I try my best to broaden my horizons and check out stuff that’s not as well known, or written about. In some cases I just end up writing about obscure first-person shooters from the ‘90s most people don’t know about. Such as Operation: Body Count.

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For those unaware, Operation: Body Count was a first-person shooter released in 1994 by Capstone Software. In it, you play as a nameless commando who has to stop the evil Victor Baloch and rescue world leaders. It had a fair share of interesting features like AI buddies you could control to help you complete floors, semi destructible environments, a map of the area to avoid getting lost, and a semi-realistic environment in the days when things looked pretty abstract.

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I knew I had to get my hands dirty, but I didn’t think they literally meant it…

The game gives a really bad first impression where Our Hero has to fight the dreaded sewer rats under Baloch’s brainwashing for the first several levels. It also doesn’t help the game looks like… well, this.

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This guy couldn’t stop walking into me until I backed up so we could even hit each other. Quality product, right here.

It looks like a bad Wolfenstein 3D clone, doesn’t it? Well, it uses id’s Wolfenstein 3D engine as a base, which looked pretty cool in 1992-93. Many games ended up using the engine for their games, including Apogee’s Blake Stone: Aliens of Gold and Rise of the Triad.

But then Doom happened. Basically any FPS that still had the 90 degree maze-like look of Wolfenstein looked extremely dated, especially by 1994 standards. Even Capstone’s other big FPS of the time, Corridor 7: Alien Invasion, didn’t fare so well either for the same reasons as Operation: Body Count. I wouldn’t be surprised if many FPS developers were swearing their heads off when the shareware episode of Doom hit in 1993, with its open areas, tall floors, and level geometry that went beyond 90 degrees.

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Ah, what could’ve been…

Despite the game’s relative obscurity, a Doom modder by the name of Impie decided to take the fairly maligned DOS game and give it a Doom-style makeover. The result is nothing but amazing. Also called Operation: Body Count, the game is similar to the 1994 Capstone original, but with significant changes that make the gameplay more fun and exciting.

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I bought stuff!: Portland Retro Gaming Expo 2017 Edition.

Hey, y’all. I’m really sorry about the dearth of updates as of late. For the past few months, I’ve been down in the doldrums. No drive to write, to make videos, to stream. Sometimes, something comes around that seems pretty neat and I’ll write about it. I haven’t missed a single month in the blog’s 5+ year history, and I’m not breaking the chain any time soon, so I felt it was time to write again.

Having a yearly tradition on this site helps a lot too.

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The Portland Retro Gaming Expo happened last weekend (the 20th to the 22nd), and it’s always a hoot to go. The cool deals, the amazing art, walking around the show floor and accidentally bumping into people like MetalJesusRocks and Bob Mackey of Retronauts among other notable people in the gaming internetosphere, the works.

Of course, as you can tell by the subject, I bought a few things.

Admittedly, at this stage in my collection career, I’ve slowed down in my collecting quest considerably. Most of the iconic games or systems that I’d want are just way out of my price range, especially for someone with fairly low income like myself. Though, seeing someone sell stuff like a JVC X’eye – a Genesis/Sega CD hybrid – or even visual novels entirely in Japanese is at least worth a look even if I can’t pony up the cash to own them.
However, I did walk away with a few things of interest, at least to me. Let’s go!


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$2 – Soldier of Fortune: Gold Edition (PS2)

Soldier of Fortune is one of those underrated gems. While on the surface it’s a boilerplate action game with a clunky inventory system, the appeal was cranking the violence factor to 11 and making it so you could literally blow limbs off with a shotgun. This was literally the game’s appeal, as the first level gives you the shotgun real early to show off this GHOUL technology, as Raven Software called it.

Sadly, it may never get a re-release because Activision doesn’t care about older franchises, plus the costs of relicensing the Soldier of Fortune name from the magazine of the same name probably wouldn’t recuperate costs even with frequent GOG and Steam sales. A shame, really.

I own the original on PC – albeit it’s the later Platinum Edition release; and a Dreamcast release oddly published by Crave Entertainment. I didn’t know a PS2 version existed. Surprisingly, this was also not published by Activision, but rather published by a pre-Advent Rising Majesco.

They also touted four player split-screen multiplayer, as well as USB mouse and keyboard support, which puts it in the rare league of PS2 games that support mouse and keyboard for something besides text chat. Other games that use this include the ports of Half-Life and Unreal Tournament, and according to my friend weasel, Dirge of Cerberus: Final Fantasy VII, oddly.

The low $2 price tag helped, too.

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$10 – Four PC games:

  • Tom Clancy’s Ghost Recon Advanced Warfighter
  • Wanted: Weapons of Fate
  • Turning Point: Fall of Liberty
  • Carol Vorderman’s Sudoku

I like collecting what I’ve called “junky” PC games. Ones of dubious quality, or ones that would fit right at home in the bargain bins of any place that sold computer games. At a booth that also had unplayable PC games like Auto Assault (I have a story about that one, ask me about it sometime), was some of this stuff I couldn’t resist picking up.

I think owning the PC GRAW and Wanted is a nice contrast: Both games were made by GRIN, and were during two important periods as a game developer: When they were nearly at the top with GRAW, and when Wanted was one third of the triple whammy that would later shutter the company – the other two games being Terminator: Salvation and the 2009 Bionic Commando reboot. While GRIN has since splintered off into several studios – most notably Overkill, makers of Payday; and Fatshark, makers of Warhammer: The End Times Vermintide – these games are a nice time capsule, as it were. Since these were made before PC games pretty much became “CDs with the Steam client installer and a code to redeem the game”, I get to relive the tail-end of the pre-Steam PC era. Complete with stuff like GRAW having 6 CDs instead of a single DVD. Ugh.

Turning Point is a “what if Germany won World War II” game by Spark Unlimited, the makers of such fine products like Legendary, Yaiba Ninja Gaiden Z and Call of Duty: Finest Hour. Basically Wolfenstein: The New Order before TNO and with more suck.

Carol Vorderman’s Sudoku, on the other hand… Well, I might save that for a future blog post. For real. It’s interesting for a “bloody yank” like me, that’s all I’ll say about that.

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Super Jeopardy! for the NES: Just as fun as the real show!

Game show video games are still one of many genres I’m fascinated by. While Jackbox Games are still plugging away with twice-yearly Jackbox Party Packs, the competition has mostly dried up. Hell, we haven’t had a proper Wheel of Fortune or Jeopardy! game since the Xbox 360/PlayStation 3 era. (No, those crappy freemium mobile apps don’t count.)

So I tend to go back to the glory days, when GameTek was still around making loads of these games as probably their #1 source of income. I already covered the Game Boy and Game Gear versions of Jeopardy! in the past, and thought, might as well come back to the well once again.

Surprisingly, for the NES, there were four versions of Jeopardy! and Wheel of Fortune on the system. It honestly would’ve done fine with just two, but it must’ve been a huge cash cow for them to keep making. Either that or being given away as consolation prizes on the show gave them a good reason to do the equivalent of a “roster update” for those games.

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This time, I’m covering a fairly obscure one from the Jeopardy! collection: Super Jeopardy!. Released around 1991, this was based off of the fairly short-lived version that actually aired on primetime TV.

I’m going to assume my audience knows Jeopardy! the game show (here’s the Wikipedia page if you don’t), so I’ll talk about what Super Jeopardy! was.

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Super Jeopardy! was a 13-week special Tournament of Champions featuring the best players of the current version of the show at the time (plus one champion from the Art Fleming era because the first Tournament of Champions winner passed away) playing for a whopping $250,000. Instead of playing for cash, they were playing for points in the main games. Continue reading…

Budget Shooter Theater #2: 007: Nightfire for the PC!

I’m gonna be doing recaps and info dumps of Budget Shooter Theater streams alongside regular blog posts for those who wish to keep up. Mainly so I can keep tabs on things, and have records for everything.

The second game chosen for Budget Shooter Theater’s Decision Wheel was 007: Nightfire, requested by Bobinator.

You’re probably thinking, “Oh! I remember that game! That game was amazing!”. Yeah, it was amazing. On a Gamecube, a PS2, even an Xbox. But that’s not the version I was playing on stream. I was playing the less-than-stellar PC version, released around the same time and developed by Gearbox Software.

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I always wondered what was up with the face of the Bond girl on the left…

Back in 2002, Gearbox Software was contracted by EA to make a PC game loosely based on 007: Nightfire. At this time, Gearbox was still a plucky fresh-faced developer, piggybacking on Valve’s Half-Life games. It wasn’t until 2005’s Brothers In Arms: Road to Hill 30 did they actually get to make something entirely original that wasn’t based on an existing license or a port of something like Halo: Combat Evolved.

Loosely inspired by the 1979 Bond film Moonraker, the plot involves Bond (portrayed by but not voiced by then-current Bond actor Pierce Brosnan) investigating the plot of a philoanthropist who supposedly decommissions silos, when in reality he’s using them to store missiles and use it for Operation Nightfire, which would destroy the whole world. It’s a typical Bond story for the era. Not full of pastiches like 2001’s Agent Under Fire, but certainly not the more “serious” Bond that Daniel Craig brought to the role in 2006.

I don’t know where I read this, but I heard apparently Gearbox wanted to make a Bond game based on You Only Live Twice, but was told to make this instead. The only other things of note is the story written by Danny Bilson, the man who would later sink THQ thanks to the trainwreck that was Homefront, and one of the mappers for the game was Marc Schroeder, who worked on the Poke646 Half-Life mod as well as maps for the aborted version of Counter-Strike: Condition Zero that Gearbox was working on.

Other than that, it’s a pretty mediocre Bond game. Not the best, but certainly not as awful as, oh say, Goldeneye: Rogue Agent. Clearly the console version is the superior product here.

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Mountain Dew Game Fuel: Stand by for Mangofall edition.

I’ve come back from the dead… and what timing, as it’s time again…

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Mountain Dew Game Fuel at this point is a standard flavor in the soda’s arsenal, alongside favorites like Code Red and Whiteout. What was once an exotic rarity that I had to hunt at stores left and right to try, is now fairly common. Despite that, I do actually anticipate these “special flavors” each year and see which big corporation threw enough of their weight (in dollars) around to get on the bottles this year.

It’s pretty much tradition on this site for me to cover these unique Game Fuel flavors. I first covered it when they did Halo 4 in 2012. I covered the special “purple drank” flavor to advertise the new Xbox One in 2013. I covered the “fizzy lemonade” special edition (which was my favorite) in 2014, and finally when they did back-to-back Call of Duty promotions with an unremarkable flavor last year.

So who’s on tap this year? Call of Duty for the third year in a row? Battlefield? An unexpected contender like Gears of War 4? Nope, It’s one I never thought I’d see.

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YO HE GOT THE MANGO SENTINEL

EA and Respawn’s Titanfall 2 is the candidate this year, and the special flavor is “a burst of Mango Heat.” Since Citrus Cherry is the de facto standard flavor that’s always available, I no longer need to cover it. But how about the special mango flavor? Does it hold up? Continue reading…

Sonic & Knuckles Collection: Back when Sega published PC games.

Back in the mid ’90s, when Sega slowly was losing its competitive edge against veteran Nintendo and newcomer Sony, they were also publishing a fair share of their games on Windows PCs. This isn’t as well known as their other stuff, considering most of them were ports of existing Genesis and Saturn games.

Most of their games was ports of stuff like Comix Zone and Tomcat Alley. But then a certain blue hedgehog burst onto the PC scene, and I don’t mean by strange fan games made in Klik’n’Play….

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Sonic & Knuckles Collection was released in 1997, and was the second Sonic game to reach PC, the first being two different ports of Sonic CD. It was smart for Sega to port The Best Sonic Game* to Windows machines, for people like me.

I was strictly a Nintendo kid pretty much until the late ’90s, when I got my first PC, and later getting a Dreamcast in 2000. Because of that, the Genesis is a system that I owned but didn’t really experience properly, thus I never got to play Sonic 3 & Knuckles until this PC release.

…Well, that and the water levels in Sonic 2 scared me so bad that when I got Sonic 3 and got to Hydrocity Zone, I got so scared that I asked to take the game back. Damn you Yukifumi Makino and your scary-as-fuck drowning music!

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Nooo don’t send me down there

I have not one, not two, but three copies of this game. The first one I got was part of a Jack in the Box promotion, which had a few other Sega PC games like Sonic 3D Blast and Ecco the Dolphin. The others were a complete-in-box copy and a CD jewel case copy that came in a Sonic three pack with Sonic CD and Sonic R. That’s probably more copies than I need of this game, but hey.

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