Saturday, October 17, 2015

Ask me about LOOM

Title Screen
LOOM came in a large box with six 5.25" floppy disks or three 3.5" floppy disks, the User's Manual, the Book of Patterns, a red transparent filter to read the copy protection symbols, and an audio cassette containing the audio drama, a trade in offer for the opposite type of floppy disks and an upgrade offer for the Roland MT-32 sound upgrade.  Also, you probably got a catalog or even The Adventurer #1 with your copy, depending on when you bought it.

Full Box Contents (courtesy of TheFloppyDisk.com)
So LOOM is an example of "the whole package" presentation of PC games.  The boxes were often stuffed with disks and manuals and other "stuff", making those big boxes somewhat justifiable.  To experience LOOM "whole" requires you to go through those items, one by one, until you get to the disks themselves and install the game.

Loom Island
As has been mentioned before in this blog, there are three major versions of LOOM, the PC disk version with 16-color graphics, the FM Towns CD version with 256-color graphics, and the PC CD version with 256-color graphics.  Of all the versions you could play, I would recommend the PC disk version.

Loom Sanctuary
The PC disk version has several advantages over the other versions.  First, it can be played with just about any computer and graphics adapter except Hercules (unofficially Hercules can play the game with the SimCGA program). Second, the game supports all the common sound device options of its day, the PC Speaker, Tandy, Ad Lib MSC, CMS Game Blaster and Roland MT-32.  Third, even with the Roland MT-32 upgrade, the whole game will take up no more than 2.15MB.  Fourth, if your vintage computer lacks a hard drive, you can swap floppies.  Fifth, loading times are non-existent with the disk version in most systems with a hard drive, but if you have to play with a CD, you will have the frequent short wait while the CD seeks a track or section within a track.  Lastly, the singular vision of Brian Moriarty is completely encompassed here.

Crystalguard
The floppy disks are well arranged for disk swapping, even for the 5.25" floppy disks.  Disk 1 contains the main executable and the introductory screens.  Disk 2 is primarily for Loom Island, Disk 3 is for the Glassmakers, Disk 4 for the Shepherds and the Dragon's Cave, Disk 5 for the Blacksmiths and Disk 6 for the Clerics and end-game.  The 3.5" disks combine Disks 1 & 2, Disks 3 & 4 and Disks 5 & 6, further reducing the need for swapping.   However, it was not intended that you swap disks if you wanted to use the Roland MT-32 music on the upgrade disk, which came in both sizes.  You were supposed to install the game to a hard drive to enjoy the MT-32 music.  I suppose LucasArts probably thought that if you were rich enough to afford an MT-32, you were rich enough to have a hard drive in your PC.  Savegames with the Roland MT-32 patch cannot use another sound option.

Shepherd's Meadow
The audio drama is on a compact cassette and can be found on both sides in stereo.  The drama runs 29 minutes, 9 seconds.  Side One is encoded in Dolby B NR (noise reduction).  Side Two is encoded with Dolby S.  Dolby B was prominent from the 1970s as a noise reduction system and widely supported, while Dolby S was a much newer (1989) noise reduction encoding system that required special support with high end cassette playback devices.  Dolby S recordings could be played back on Dolby B-supporting devices, but there would be less benefit.  Dolby B could be played back on low-end cassette playback devices that did not support any Dolby encoding, but there would be less benefit.

Dragon's Cave
LOOM is not unique in containing a cassette with spoken audio for adding value to the game.  Chuck Yeager's Advanced Flight Trainer had a tape of Yeager talking about his career and giving aviation advice. Corruption had a tape where you could hear two versions of a conversation, the full conversation and a conversation edited to frame you.  The President is Missing contained audio supplements to the game.  None of these games had a full-cast audio drama to give the background for the story.  LOOM used professional voice actors and recorded them at Skywalker Ranch.  They also recorded them reading their lines together instead of separately as is the more common practice.  The script for the audio drama can be found on pages 32-38 of the LOOM Hint Book.

Forge Interior
In the standalone PC disk versions, the copy protection requires you to look for the correct guild symbol and then click on the four notes given for one of the four patterns.  There are twelve guild symbols and four patterns for each guild (throw, beat treadle and rest).  Unlike most games that will boot you to DOS if you fail the copy protection, LOOM will allow you to play the game in Demo mode, at least to a certain point, and you cannot save or restore a game.  If you have the version of the game contained in the LucasArts Classic Adventures collection, the copy protection has been removed and you will never see the copy protection screens.

Cathedral Balcony
Much of the visual attraction of LOOM can be attributed to one man, Mark Ferrari.  Ferrari did the front cover box art as well as all the backgrounds for the game and contributed to the animation.  LOOM has some of the most beautiful backgrounds ever done for a 16-color PC game.  The work of this one man was redone by four artists in the CD versions, with varying results.

Shore of Wonder
The musical inspiration for LOOM goes to an unimpeachable source, Pyotr Ilyich Tchaikovsky.  Moriarty loved the ballet Swan Lake and incorporated certain movements of it wholesale into LOOM.  Even the little music which is not directly taken from Tchaikovsky's work is adapted from it.  While I cannot see LOOM as being a computer game adaptation of the ballet, the ballet's idea of humans turning into swans is an influence on the game, which features the same thing.  Every guild has its own theme taken from the music to the ballet.  Here is a chart of showing the themes in LOOM and their corresponding place in Tchaikovsky's ballet :

Loom Theme Swan Lake Name Location in Swan Lake Notes
Overture Scène: Moderato Act II, Numbers 10 & 14 Roland MT-32 Only
Opening/Loom Island Pas de Trois: Intrada/Allegro Act I, Number 4, Movement 1
The Elders/Closing Danse des Petit Cygnes: Moderato Act IV, Number 27
Crystalguard/Glassmakers Danse des Cygnets: Allegro Moderato Act II, Number 13, Movement 4
Meadow/Shepherds Pas D'action Act I, Number 6
Forge/Blacksmiths Pas de Trois: Moderato Act I, Number 4, Movement 4
Cathedral/Clerics Pas de Trois: Andante Sostenuto Act I, Number 4, Movement 2
Final Confrontation/Dead Ones Scène: Moderato Act II, Numbers 10 & 14 More of an arrangement

LOOM may have been intended (depending on when Moriarty commented on the matter) to be the first part of a trilogy of games or the trilogy was left open as an option.  The second game was going to be called Forge and feature the adventures of Rusty Nailbender to try and save his guild.  The third game was going to be called The Fold and follows the adventures of Fleece Firmflanks to try to restore the world.  However, Moriarty and his team were busy working on other projects and the  drive was not there at LucasArts to complete the trilogy and eventually the moment had passed.  However, there were guilds and drafts mentioned in the written materials and the game which were not used in LOOM, perhaps the sequels may have used some of these ideas.

Guilds mentioned in the Book of Patterns or in the game and not featured include :

Seismologists
Embalmers
Undertakers
Florists
Career Politicians
Assassins
Miners
Umbrella Openers
Dancers
Psychotherapists
Shepherds
Organists
Nannies
Conductors
Firefighters
Statisticians
Bookbinders
Woodcutters
Vintners
Mages

There are twelve guild symbols used for the copy protection :a quill pen in an inkpot, a crook with a sheep, a spinning loom, a pair of scissors, a drinking goblet, a toy horse, a T-square, a three-pronged staff, an abacus, a hammer and anvil, a wavy line and a magnifying glass.  I would suggest these represent Career Politicians, Shepherds, Weavers, Tailors, Vintners, Toymakers, Architects, Clerics, Statisticians, Blacksmiths, Seismologists (or Mages) and Psychotherapists.

Drafts mentioned in the Book of Patterns but not used in the game include :

Summoning
Tongues
Tremblor
Shrinkage
Desire
Waterproofing
Folding
Confusion
Warmth
Aphrodesia
Extinguishing
Blessing
Rending

The drafts use the musical notes across a scale from C-C'.  You can use sixteen drafts in the game.  Two drafts, Opening and Transcendence, do not change from game to game, but the rest do.  All the other drafts have three possible note combinations.   However, you only need to write down only eight drafts to get to the end of the game.

Bobbin Threadbare
The first game was designed to be completed.  It was not made so difficult as to require an obligatory hint book purchase or be left on the shelf and forgotten in frustration.  This may explain why LOOM's hint book is rather more difficult to find than other LucasArts' hint books.  The puzzles in this game have solutions that make sense and the clues are easy to grasp if you pay attention.  At times the game will give you hints if you are not doing something quite right.

Mother Hetchel
LOOM's can be put in an unwinnable state if you forget to transcribe a draft or transcribe it incorrectly and cannot go back to the point where you can hear it again. Backtracking is limited in this game.  Some puzzles have more than one solution as well.  The Expert mode will really test your note identification abilities, there are no visual cues usually present.  It does reward you with a neat scene toward the end of the game.

Elder Atropos
Did you know that the end credits change depending on the hardware you are started a game on the disk version with?  You will see one of the following lines in the end credits, depending on the sound hardware you used :

Roland Stereo Soundtrack by George Alistair Sanger and David Warhol
AdLib Soundtrack by Eric Hammond
CMS Stereo Soundtrack by Eric Hammond
Tandy Soundtrack by Dave Hayes and David Warhol
IBM PC Soundtrack by Dave Hayes and David Warhol

Hetchel as a Swan
And a little later in the credits :

Tandy Edition by Aric Wilmunder (if running the game on a Tandy 1000 computer), otherwise
IBM PC Edition by Aric Wilmunder

Master Goodmold
LOOM is one of the first PC games where a player can really feel that he is driving the plot.  Earlier games were content to let you go off and explore with the general plot making an appearance from time to time, but LOOM is a game that is squarely focused on its plot.  As the protagonist, you drive the story and your actions have consequences.  The game is rather intimate in that you have fairly frequent interaction with the other characters in the game.  The more important characters have animated portraits and distinctive dialogue to give them personality.

Fleece Firmflanks
LOOM can be seen as something of a Greek tragedy.  Bobbin has been destined from birth to cause chaos to erupt in the Pattern.  No matter what he does, he inevitably is the spark that causes the Pattern to be torn open and allow for Chaos and the Dead Ones to invade the world of the living.  The Elders tried to stop chaos by trying to banish Bobbin to the Shore of Wonder, but were thwarted before they could act.  Ironically, Bobbin's mother, who brought Bobbin into the world to forestall the coming of chaos, prevented the Elders from possibly forestalling chaos.  Finally, no one really wins in LOOM, Bobbin and the Weavers fight Chaos to a draw at best or make a retreat.  Bobbin, who is still a seventeen year old "child" has to pay the price for his destiny by Transcending well before his time.

It is no accident that the Elders are named Atropos, Clothos and Lachesis, which are the names of the three Fates of Greek Mythology.  Like the Greek Fates, who dictate the destiny of every mortal from birth to death, the Elders control access to the Loom, which contains the pattern of all life and death in its threads. The Greek Clotho uses a Distaff and Spindle to spin the thread of life.  The Loom Clothos is the least hostile of the Elders to Hetchel.  The Greek Lachesis measures the thread of life with a rod, while the Loom Lachesis is the one to denounce Hetchel, implying her thread has reached its end  Finally, the Greek Atropos cuts the thread of life, indicating the doom of the person.  Elder Atropos from Loom is the the one who casts the draft of Transcendence on Hetchel, symbolically ending her physical life.

The Dragon
As everybody knows, the PC CD version added fully spoken dialogue to the game.  They put all the voice acting, music and sound effects on one large CD audio track following the game data.  The CD audio track is 54 minutes and 39 seconds long.  Everything was lumped into one CD track because the CD standard only supports 99 tracks, which is insufficient for all the cues in this game.

Rusty Nailbender
Why didn't LucasArts just digitize the speech like it did with Indiana Jones and the Fate of Atlantis and Day of the Tentacle?  That would have allowed them to include a great deal more speech, but this would have come at the loss of quality.  Indy and Day's speech is encoded in 8-bit and no greater than 22.050KHz. LOOM's speech is at 16-bit and 44.1KHz.  Moreover, Indy and Day require a Sound Blaster for speech playback while LOOM only requires a CD-ROM drive.  In 1992, CD-ROM drives and Sound Cards were still expensive, and it was not guaranteed that someone would own both.  Moreover, at this point LucasArts' voice acted games were still using MT-32 and General MIDI for music.  On LOOM, while the music is not always distinct from the dialogue, it sounds much better than the MT-32 of the disk version.

Master Stoke
Despite the loss of much of the more humorous dialogue, the CD voice acting is professionally done.  In addition, LucasArts managed to obtain most of the voice actors who had done the audio drama for cassette.  This was during a time when much of the voice work and acting for CD-ROM games was done on the cheap by the programming team and the company staffers instead of professionals.  To its credit, LucasArts never really went down that route.

Bishop Mandible
The redone artwork for the portraits is exceptionally well-done.  Unfortunately, you will almost never see it in the PC CD version.  Because the dialogue was shortened, those portraits would have gone by too quickly.  They are seen normally in the FM Towns version.  There are a pair of animated cutscenes unique to the PC CD version, but they look rather ugly and out of place compared to the rest of the game.

Cob
The PC CD version has an unfinished feel to it.  No one bothered to recolor the distaff to bring it up to 256 color standards, even though a recolored distaff was in the FM Towns version.  Less defensible is the fact that the item closeups have not been redone either.  Neither the FM Towns nor the PC CD corrected this leftover from the PC disk version.  Nor did they update the graphics when you look into the crystal spheres in these versions.

Rusty Nailbender as a Ghost
What about the FM Towns version?  The FM Towns computers are very rare and expensive, even the FM Towns Marty consoles are hardly common, even in Japan.  Obtaining an authentic FM Towns hardware experience will be very expensive.  While UNZ does a serviceable job emulating the system and has English-translated menus to make things easy to get running, emulation only gets you so far.

Lady Cygna Threadbare
One better known issue with the FM Towns version is that there are two sets of music tracks.  While both tracks were composed with synthesizers, the first set of tracks sound a lot more orchestral than the second set.  Yet it is the second set that loops after both sets are played.  They should have axed the second set altogether, it is totally inferior when it comes to reproducing the music of Swan Lake.

Chaos
One lesser-known issue with the FM Towns version is that the aspect ratio is not correct.  The FM Towns version takes the artwork designed for a vertically stretched 320x200 resolution and adds 40 lines of black on the bottom of the screen without adjusting the graphics themselves.  On a PC, most people stretch their monitor's height so that the visible edges of the screen come close to touching the monitor bezel.  The end result makes the "spheres" in the game have a nearly spherical ratio in either the PC disk or PC CD versions. Without aspect ratio correction, the crystal spheres in the FM Towns version look like ovals.

Loom FM Towns
Loom PC CD (Aspect Ratio Corrected)
The last  issue with the FM Towns version is that they did not convert the item closeups to 256 colors, just like with the PC CD version.  It rather takes away from the fantasy when you see a symptom of "get it out by Christmas".

Anything else you want to know?

Tuesday, October 13, 2015

Seize the Advantage, the NES Advantage




The NES Advantage was the first arcade-style controller for the NES, but it would not be the last.  It is, however, the best of the bunch.  In this post I would like to explain why it is the best and what kind of games for which it is best suited.

Design

The NES Advantage appears to have been designed in-house by Nintendo.  While it is similar to products from ASCIIWARE, it is of a very high build quality.

There were other arcade-style joysticks.  Camerica brought over the Freedom Stick and the TurboTronic, the latter has the same button layout as the ASCII Turbo Jr Stick for the Famicom.  Beeshu marketed the Jammer and Ultimate Superstick, but the only thing ultimate about it was the terrible build quality.  The Quickshot Arcade was another arcade-style stick.  The Ultimate Superstick and the Freedom Stick are wireless infrared sticks.

The NES Advantage uses a light gray color for its plastic like the NES front loader.  It comes with crevices cut into the plastic to give it some style.  These crevices are hard to clean if they get really filthy and I always thought they were a bit over the top.  The red lettering on the top can also get worn down by sunlight and abuse.

The bottom of the NES Advantage has a metal base and four rubber feet.  This gives it some heft.  To open the advantage, you need to remove the bottom feet (which are attached to the base by an adhesive) and the turbo knobs, because they screw into the top plastic with hex nuts on the potentiometers.

Features

The NES Advantage has three spring latched switches for the Turbo B, Turbo A and Slow buttons.  It has a sliding switch for the 1/2 Player button.  The four directionals and four regular buttons use rubber domes to make contact, just like a regular NES controller except these are larger.  Most arcade sticks of the day came in two varieties, leaf switches and micro switches.  Leaf switches are quiet but may be less precise, while micro switches are noisy but clicky.  Each button or directional has a separate pad, making replacement somewhat easier.  The stick has a knob that can be unscrewed and has a metal coil inside it to recenter it like a spring.

The Turbo control knobs allow for a very finely tuned turbo selection for each button independently.  This is very important because some games work better with a lower Turbo setting and other games work better with a higher Turbo setting.  An adjustable Turbo setting may simulate pressing the button one time per second, fifteen times per second or thirty times per second.  Some games do not respond to the Turbo at all, as in one shot at a time games like Galaga.

The LEDs above the buttons flash with the button presses.  As you turn the dial up on the Turbo knows, you will see the LED light up faster and faster until it turns a solid red.  At that point your eyes can no longer track the discrete turning on and off of the LED.  Because there are switches on the Turbo to turn it on and off, you never need to bother with it if you don't want to.

For many sidescrolling games, the A button is used to jump.  Turbo is not usually helpful in this instance.  The NES Advantage is often used where only the B button has any Turbo on it.  Nor is it useful in shooter games to activate a secondary weapon with a limited supply of ammo or select a weapons option.

The Slow button is essentially a Turbo Start button.  This means that you will often hear the annoying sound assigned to a press of the Start button.  Also, not every game allows you to pause, making this useless when it is pressed.  Other games will bring up a menu or subscreen, which is very distracting.  Pressing the Start button can cause you to lose other button presses, making this feature really something of a novelty.

The cable for the NES Advantage has two connectors on the end.  The end connectors are separated for the last four inches of the cable length and one of the connectors has a white stripe.  This allows you and a friend to use your own NES Advantages.  The connector with the white stripe always goes into Controller Port 1 and the connector without the white stripe always goes into Controller Port 2.  You also need to make sure that the Player 1/2 switch is set appropriately.

You can use four NES Advantages with a NES Four Score or NES Satellite.  The NES Advantage plugged into Controller Port 3 should have its switch set to Player 1 and the NES Advantage plugged into Controller Port 4 should have its switch set to Player 2.

If you are playing a two-player alternating game, you can share the NES Advantage between you and your friend.  In this case, you must flip the switch when you pass the NES Advantage back and forth.  This is useful even when you are playing alone for practice because you can play two games at once.

Overall, the NES Advantage is very durable and very responsive.  One complaint about the internals is that the buttons can get stuck.  I have read that this usually happens when the carbon pads underneath the A and B buttons get worn out or are not properly underneath the button.  You should test the buttons before you buy one if possible.

When Nintendo releases a first-party product for the NES with a Turbo and Slow features, is it really cheating to use them?  You may recall that Nintendo released the NES Satellite, which also had Turbo support, in the NES Sports Set.  Sega also put out a Genesis controller with Turbo and NEC's Turbo Grafx-16 came with a Turbo-supporting controller.  Under these circumstances, it is really hard to say that Turbo is cheating.  After all, Turbo is only simulating the rapid pressing of a button.

If one takes the argument further, then what about the Game Genie?  Nintendo never licensed the device, which came out for the NES, SNES and Game Boy.  However, Sega did license the Genesis and Game Gear versions.

Best Games

Many of Nintendo's early releases were based off arcade games.  Donkey Kong, Donkey Kong Jr., Donkey Kong 3, Popeye and Mario Bros. are direct ports.  Balloon Fight is a clone of Joust and Mach Rider is a clone of Hang-On.  Galaga, Pac-Man, Ms. Pac-Man, Defender, Joust, Elevator Action, the list can go on and on.  The NES Advantage offers a somewhat more authentic arcade style experience when playing these games.

The NES Advantage has its place elsewhere.  The classic Konami games like Contra, Jackal, Super C, Gradius and Life Force can all take advantage of the NES Advantage's Turbo.  Compile's top-down shooters, Zanac, The Guardian Legend and Gun-Nac are also good games for the Advantage.  Fester's Quest becomes much more playable with the Turbo function of the Advantage.  The few fighting games for the NES like TMNT Tournament Fighters could benefit from the smooth motion of the stick.

Saturday, October 10, 2015

The Journey of the "PCjr./Tandy Sound Chip"

The TI SN 76496, what we today typically refer to as the PCjr./Tandy sound chip, is a long and varied one as it pertains to the IBM PC platform.  Texas Instruments originally developed this simple music chip for use in its TI/99 4 computer, where it was called the TI TMS9919.  Texas Instruments offered the core of this chip as the TI SN79426 and later the TI SN76489 as an off-the-shelf part.  The TI SN76489 found its way into the Colecovision and the Coleco Adam computer as well as many arcade machines.  Additionally, a clone of the chip is integrated into the Sega Master System and Sega Genesis and the Sega Game Gear.

The TI SN76489 can generate three square waves at different frequencies.  The input clock is typically 3,579,545MHz.  For the square wave channels, the input clock is divided by 32 by the chip and then by a 10-bit number in a register to obtain the output frequency for the square wave.  The human ear can perceive sound waves in the range of 20KHz to 20Hz, but the lowest square wave tone the chip can produce at this input clock is about 109.24Hz.

The chip can also generate periodic or white noise for sound effects and percussion.  The channel divides the clock rate by 64, 128 or 256 or uses the rate of square wave generator 3 which drives a linear feedback 15-bit shift register (1 bit is shifted every clock cycle) to produce a pseudo-random pattern of 1s and 0s at a high rate of frequency.  The periodic noise option is output only once every 15 clock cycles compared to the white noise option.

The chip has eight registers, two for each square wave channel and two for the noise channel.  Any write to the chip will select a register and send data to the chip.  However, the frequency for each square wave channel is controlled by two registers, and if the register is not changed, the lower six bits of the frequency for a square wave channel can be updated quickly for frequency sweeps.

The chip uses a 4-bit number to attentuate the amplitude/volume of the each channel and then mixes all four channels into the single output pin on the chip.

Usage in the IBM PCjr.

The IBM PCjr. uses a discrete TI SN76496 (or TI SN76496A) at ZM26.  The TI SN76496 is the same chip as the TI SN76489A except that it has an audio in pin on pin 9 to allow for an external audio source, like a speech synthesis chip, to be mixed into the chip for a combined output.  The TI SN79494 has the audio input pin but only divides the input clock by 4 instead of 32, so it is not a drop in replacement.

IBM did not connect the audio in on pin 9 to anything in the PCjr.  Instead, all sources of audio, the PC Speaker, the TI SN76496 and the audio output pins from the cassette connector and from the sidecar bus (used for the IBM PCjr. Speech Attachment) all go to a audio multiplexer chip called the MC14529.  This chip will determine which of these four sources will be heard at the RCA audio jack, through the TV RF Modulator and through the IBM 4893 PCjr. Display.  Note that the internal speaker in the PCjr. only outputs PC Speaker audio.

IBM assigned I/O ports C0-C7 to the chip in the PCjr., even though it only needs one port.  The chip is write-only and cannot be reliably detected, the system it is part of is what gets detected.

Usage in the Tandy 1000A/HD

The Tandy 1000A/HD use a discrete TI SN76496 at U96.  The first difference in the implementation from the PCjr. is that the audio input pin is used to mix in PC Speaker sound.  This allows both the PC Speaker and SN76496 sound to be heard from the audio multiplexer chip.  The second difference is that you can hear the SN76496 through the Tandy's internal speaker as well as through its RCA audio output.  In fact, the audio selector chip is only connected to the RCA audio jack, so you will always hear the PC Speaker and SN76496 from the internal speaker, which is pretty large and loud.

Unfortunately, the default setting for the multiplexer chip will output only PC Speaker audio to the RCA jack.  Some games, like LucasArts' SCUMM games, will not touch the multiplexer chip, leaving you with only the internal speaker for music and sound effects.  You can avoid this by running a Sierra AGI game or finding a program that will let you set the multiplexer accordingly.

Usage in the Tandy 1000EX, SX, HX, TX

The Tandy 1000EX and 1000SX are similar to the earlier 1000s except now they are using NCR8496 clones of the TI SN76496 as well as the real TI SN76496s.  It is a crapshoot as to which chip you will find in any given EX or SX.  You can find the chip at U15 in the EX and U37A in the SX.

While the two chips work almost identically, there are two differences.  First, the NCR chip requires a 2K resistor instead of a 2.7K resistor for mixing in the PC Speaker audio into pin 9.  Second, the TI chip and the NCR chip behave slightly, but at times audibly differently when it comes to the noise channel. In the TI chip, any change to the noise control register will reset the shift register.  In the NCR chip, this does not appear to happen.  (This difference in behavior also appears to be true for the registers governing the square wave channels)  The bits used for the feedback register are not the same for the TI and NCR chips.

The SX has a complex connection to the audio multiplexer chip and will require a write to hear the TI/NCR audio from the RCA jack.  This machine has the same problem with the LucasArts' SCUMM games described above. See here for more details : http://nerdlypleasures.blogspot.com/2013/06/ibm-pcjr-and-tandy-1000-sound.html

The EX has a simplified connections to the audio multiplexer chip so that by default PC Speaker and TI audio will always be heard without needing to write to the audio multiplexer chip.  The HX and TX give identical output options to the EX, except its highly likely that in these machines Tandy was exclusively using the NCR chips.  In the HX, U19 contains the chip.  In the TX, it's at U7.

While real TI SN 76496 chips can still be sourced from chip vendors, the NCR 8496 chips seem impossible to find, except in these Tandys.

Usage in the Tandy 1000 SL, SL/2, TL, TL/2, TL/3, RL, RL-HD

These machines embed the NCR version of the TI chip into a custom Tandy chip called the PSSJ (Parallel, Serial, Sound & Joystick).  The PSSJ has acquired a DMA-fed, IRQ-driven DAC/ADC, which uses ports C4-C7.  The DMA used is 1 and the IRQ used is 7, making it impossible to coexist with a Sound Blaster.

The audio multiplexer chip no longer exists in these machines.

The PSSJ chip has an option to allow an extra divisor bit (for an 11-bit divider) to be enabled for the TI/NCR chip, but it is unknown if this feature was ever used.

For some reason, the first note of Greensleeves in the opening of King's Quest I & II is not heard in these systems.

Usage in the Tandy 1000RLX & RLX-HD

The PSSJ chip in these machines is accessed identically to the other Tandy machines, but because these machines have VGA built-in instead of Tandy video, certain games will refuse to play audio through the chip.  Electronic Arts games like Skate or Die and Kings of the Beach will not work with Tandy audio in these machines.  AGI games with interpreter versions below 2.917 will show graphical glitches in the form of "trails" on these machines, but will still produce Tandy sound.

Usage in the Tandy 1000RSX & RSX-HD, 2500 and Sensation!

In addition to the VGA issue of the RLX, these systems are fully AT compatible.  This required them to relocate the PSSJ audio to I/O 1E0-1E7.  IBM decided when it made the IBM PC AT to put the second DMA controller at C0-DF.  It did not appreciate or care that its PCjr. had its TI chip there as well.  The IBM AT was a success and the PCjr. was not, so other companies followed IBM's lead.  Hence Tandy had to relocate the chip.

The result of the relocation broke Tandy music compatibility with most games because they were expecting the chip to be at C0-C7.  The TI chip was always programmed through direct register writes, neither IBM nor Tandy wrote BIOS routines to program the chip.  A few later games, mostly from Sierra, have drivers that support these machines.

The chip's presence is not advertised on the Sensation!, which contains an Adlib Gold clone.  It is there, but it sounds very muffled compared to the earlier computers.

Usage in the IBM PS/1 Model 2011 and 2121

IBM released the PS/1 Audio/Joystick Card as an upgrade for one of the proprietary sockets on the motherboards of these machines.  The PS/1 line was introduced in 1990 with the Model 2011, which uses a 10MHz 286 CPU.  The basic functionality of the TI chip is integrated into the Card, even though its musical capabilities were very unimpressive to everybody by this time.  Adding ISA slots to these machines requires an external expansion box.  It uses I/O address 205.  It can use interrupts, namely IRQ7, but does not use DMA.  Later the Model 2121 was released with support for the Card, it uses a 386SX @ 16MHz.  None of the later PS/1s support the Card.

Interestingly, while the system board supplies a 10MHz Clock signal to the Card, the integrated TI chip is based off an 8MHz signal, which means the clock rate is stepped down somewhere on the Card.  The 8MHz signal is divided by 64 and then by the 10-bit number.  Therefore, if you put the maximum value of 1,024 into the square wave generator, you will end up with a square wave being output at 122.07Hz.

The PS/1 Audio Card has a problem then if fed with pure Tandy music data, it is running the same notes at 11.74% higher frequencies!  Unfortunately, the Tandy is no master of the lower octaves, and IBM's version is even less capable of reaching the lower notes.  The Game Blaster can get all the way down to 28Hz and has three times the channels.

Now this frequency difference can be accounted for the most part if the programmers write a driver that adjusts the speed of the music playback.  However, this was not always done, as can be seen when running the special PS/1 version of Silpheed running on a real IBM PS/1.

Now for some audio comparisons :

Audio Comparison #1 - TI vs. NCR Noise Channel

IBM PCjr Maniac Mansion (low resolution version) :



Tandy 1000TL Maniac Mansion  (low resolution version) :



Audio Comparison #2 - PCjr. Discrete Chip vs. Tandy Integrated Chip

IBM PCjr. King's Quest :



Tandy 1000TL King's Quest :



Audio Comparison #3 - Tandy vs. IBM PS/1

Tandy 1000 Prince of Persia (via DOSBox SVN)



IBM PS/1 Prince of Persia (via IBMulator 0.7)



Advantages of the 160x200 16-color Tandy/PCjr. Resolution

160x200 in 16 colors is a resolution officially only supported on the Tandy 1000s and the IBM PCjr.  Despite having the memory (16K) available, CGA can only do 160x200 in 4 pre-defined colors (by doubling pixels in the 320x200 mode) or 160x100 in 16 colors (by tweaking the 80-column text mode)  EGA can also support 160x200 unofficially either by doubling pixels or adjusting the parameters in its CRT controller, but this was seldom supported on EGA-supporting titles.

One of the most substantial benefits to the 160x200 16-color mode is that it uses half the video memory of the 320x200 16-color mode (16KB vs. 32KB).  The CPU needs only send half as much data to the video memory, improving performance on any machine.

One drawback with the 160x200 16-color mode is that you can only uses 20-columns of text at the standard 8x8 pixel IBM character set.  In this case, developers typically chose two options.  First, they could use their own character set which would fit into a smaller pixel matrix.  Maniac Mansion is an example of this option, it uses 4x8 characters for the Tandy mode and the standard 8x8 characters for CGA, MCGA, EGA or VGA modes.  Second, they could use the 320x200 16-color mode, which is what King's Quest and its sequels use.  In King's Quest, the pixels for the graphics display are doubled, improving performance to a good extent but not as much as if the true 160x200 mode was used.


Another benefit, which is under-appreciated these days, is that games using this mode look very good on a composite monitor.  The IBM PCjr. and the early Tandy 1000s (1000/A/HD/EX/HX/SX/TX) have a composite video output jack.  In a 320x200 mode, these computers show artifact colors that are markedly different from an IBM CGA card.



But in a 160x200 16-color mode, their composite colors correspond to their RGB colors quite well.  This is because in this mode, the pixel clock is the same as the NTSC color burst frequency, 3.58MHz.  Because the pixel clock is aligned with the color clock, the TV's color decoding circuitry can keep pace with the color changes being sent to it.  Even in a psuedo-160x200 game like King's Quest, the doubling of the pixels makes the graphics look as they should, color-wise.

By contrast, the pixel clock in a 320 pixel mode is 7.16MHz and 14.318MHz in a 640 pixel mode.  In those resolutions, the color decoding circuitry cannot keep up, leading to artifact colors.  The timing of the PCjr. and Tandy video controller chips is "off" compared to the IBM PC CGA, leading to different artifact colors. The 320x200 16 color mode does not look good on a composite monitor, the artifacting becomes ugly at this point, especially when it comes to dithering.


The final benefit to the 160x200 mode is that the end result looks acceptable on a video capture device. Capturing 320x200 or 640x200 graphics from a CGA card, PCjr., Tandy or EGA card that gives a good representation of RGB color is much, much more difficult.  First, you need a board that will convert the digital RGB signal to an analog RGB signal and preferably keeps color 6 brown, not dark yellow.  (From the composite video output, color 6 will look closer to dark yellow than to brown.)  Second, you will need a hardware device that can capture 15kHz RGB.  They do exist, but most people would probably use a scan-line doubler and send it to a VGA capture device.



You may think that only a handful of games used a 160x200 mode, but you would be surprised.  Here is a list of forty nine games that primarily use a 160x200 16-color mode for their graphics when run on a PCjr. or a Tandy 1000 :

Black Cauldron, The
Boulder Dash
Boulder Dash II: Rockford's Revenge
Bruce Lee
California Games
Demon Attack
Donald Duck's Playground
F-15 Strike Eagle
Ghostbusters
Gold Rush!
Indianapolis 500
Jumpman
King's Quest I: Quest for the Crown
King's Quest II: Romancing the Throne
King's Quest III: To Heir is Human
King's Quest IV: The Perils of Rosella
Leisure Suit Larry in the Land of the Lounge Lizards
Lost Tomb
Manhunter 2: San Francisco
Manhunter: New York
Maniac Mansion
Mickey's Space Adventure
Microsoft Flight Simulator (v2.0)
Microsurgeon
Mixed-Up Mother Goose
Mouser
Murder on the Zinderneuf
Ninja
Dr. J and Larry Bird go One-on-One
Pitfall II: Lost Caverns
Pitstop II
Police Quest: In Pursuit of the Death Angel
Rasterscan
River Raid
ScubaVenture
Sea Speller
Silent Service
Slugger, The
Space Quest I: The Sarien Encounter
Space Quest II: Vohaul's Revenge
Starflight
Storm
Super Bowl Sunday
The World's Greatest Baseball Game
Touchdown Football
Troll's Tale
Winnie the Pooh in the Hundred Acre Wood
Wizard and the Princess, The
Zak McKracken and the Alien Mindbenders

Tuesday, October 6, 2015

NES Satellite : Pinnacle of Early Wireless Controller Solutions

Ever since the Nintendo WaveBird controller was released for the Gamecube, wireless controllers have finally entered their own.  Using high frequency RF technology in the 900MHz and later 2.4GHz bands, it combined long distance wirelessness without a significant;y bulky design.  Later controllers for the Xbox 360, Xbox One, Wii, Wii U, PS3 and PS4

Before the advent of the Nintendo Wavebird, previous wireless controllers, with one important exception, used infrared technology.  Infrared technology is typically used in TV remotes and is a cheap, low powered way to communicate signals without a wired connection.  In the 1980s it was fairly compact and did not add a great deal of bulk to a controller.

The NES was the first console which wireless controllers were fairly common.  Examples include the Camerica Freedom Stick, Supersonic Joystick and Freedom Connection (the latter is an adapter only) and the Acclaim Double Player Wireless Head-to-Head System and Wireless-Infrared Remote Controller.  There was even a wireless Light Gun, the Playco Toys Video Shooter (which looks like a Sega Light Phaser).

The trouble with infrared technology is that the technology requires a line of sight between the controller and the console.  This is why TV remotes tend to work only within a "sweet spot" and the NES wireless controllers were no different.  But while you can typically hold a TV remote in a fixed position, even if channel surfing, the same cannot be true for a wireless video game controller.  Excited gamers will move their controller all over the place, confusing the infrared controller and causing lag and missing hits.



The other option at the time was the rf technology used in the Atari CX-42 Wireless Joysticks.  These sticks came with a large receiver with an antenna.  Each stick required a 9V battery and had an extremely large base compared to the regular CX-40 joystick.  The sticks had an antenna sticking out the side.  In addition to the bulk of the sticks and the ugly receiver box, the sticks did not have a very long range.

Enter the NES Satellite.  Nintendo understood the problem that gamers would not keep their controllers in a straight line with the infrared receiver, so it designed an adapter that was not designed to move.  The Satellite can easily add eight feet of distance to the sev

en and a half foot controller cords Nintendo used with its NES controllers.  This is especially useful if you have AV Famicom controllers, which plug into NES controller ports but have very short cable lengths at less than three feet long.

The Satellite may not look particularly heavy, but it uses six C-cell batteries, adding a bit of heft to the unit. However, with the slack in the controller cable, a gamer is free to move his controller about without disturbing the infrared connection.  It is unlikely that someone will yank it away.

Why large, bulky C-cell batteries?  The NES Satellite is a four player adapter and the infrared unit, the adapter circuitry and the turbo circuitry all need power.  Also, the Satellite has to provide power for four controllers.  The Satellite is rated for 9VDC, 150mA.  Six C-Cell betteries connected in series provide 9VDC and have a maximum 8000mA-H capacity.  Fresh batteries should give at least 20 hours of usage out of the Satellite.  Unfortunately, Nintendo did not provide an AC adapter or plug for the device, but if you can find a 9V brick of sufficient amperage, you should not have a problem with powering the device by soldering the split wire to the battery terminal connectors.

The Satellite has a power button to avoid draining the batteries when the NES is not in use.  It has separate turbo buttons for A and B.  The turbo buttons work, but the turbo cannot be adjusted, so it is not as great as the adjustable turbo of an NES Advantage. When the Satellite is communicating with its receiver, you will see a LED on the receiver light up.

It works with the NES Advantage.  The NES Advantage has an adjustable turbo feature and a slow feature, so it may drain the batteries a bit more quickly than a standard controller when the turbo is active.  It also works with the Zapper, but only in Controller Port 2.  Also, the Ctlr/Gun switch must be in the Gun position.  Finally, you will need to turn the power off and back on again (if the switch was in the Ctlr position) before the device will register the trigger function of the Zapper.  It should work with other Controller Port 2 peripherals like the Arkanoid VAUS paddle controller or the NES Power Pad.

The Satellite's only other disadvantage, other than its battery consumption, is that it must maintain a line of sight with the receiver plugged into the NES controller ports.  Moreover, that line of sight should be dead-on straight and not at anything more than a slight angle, either horizontally or vertically.  If you feel like the game is not responding appropriately, adjust the Satellite unit and turn the power off and back on.

The Satellite, when properly focused on the receiver, does not offer any appreciable lag to your gameplay.  I have tested it with games like Contra, Battletoads and Duck Hunt.  I could observe no appreciable decrease in my performance and no obvious time where button presses and game response seemed out of sync.  Modern RF-based controllers cannot make this claim.  They will add lag compared to a wired controller.  Some people state they notice it, others do not.  This is typically important for systems with a wired and a wireless option like the Gamecube and Xbox 360.  For systems that more or less exclusively use wireless controllers, the programmers should have factored in the lag from the controller.


There were not too many four player games released for the NES.  Here is the list of licensed NES games that support the NES Satellite adapter and its wired version, the NES Four-Score :

Bomberman II
Championship Bowling
Danny Sullivan's Indy Heat
Gauntlet II
Greg Norman's Golf Power
Harlem Globetrotters
Kings of the Beach
Magic Johnson's Fast Break
Monster Truck Rally
M.U.L.E.
NES Play Action Football
A Nightmare on Elm Street
Nintendo World Cup
R.C. Pro-Am II
Rackets & Rivals
Roundball: 2 on 2 Challenge
Spot: The Video Game
Smash TV
Super Off Road
Super Jeopardy!
Super Spike V'Ball
Swords and Serpents
Top Players' Tennis

Of all those games, Bomberman II, M.U.L.E. and Smash TV are the best games in my opinion.  Bomberman II allows for four-player simultaneous fun.  M.U.L.E. has a change to the town area in its NES version that makes purists scoff, but outside that change to the town, the game offers a lot of four player fun and strategy.  Its usually much easier to find a NES and a four player adapter than an Atari 400 or 800 home computer.

Smash TV is very clever, the game only supports two players at maximum.  However, with a four player adapter, each player can use the D-pads of two standard controllers to mimic the arcade controls much more precisely than by using one D-pad for each player.

Gauntlet II allows for four player simultaneous action, but while that port appears to be pretty faithful to the arcade game, it feels a little bland and has no in-game music (like the arcade).  I'm not a huge sports game fan, even on the NES.  Some people like Pat the NES Punk extol the virtues of Danny Sullivan's Indy Heat, but I am not a big fan of Super Sprint-style games on the NES.  R.C. Pro-Am II is a good single player game, but is not good for multiplayer.  I personally have a fondness for Swords and Serpents, but I cannot imagine four people coming together to play this game (the first player controls the movement).

Monday, October 5, 2015

Getting Started in System Shock


Welcome to my DEATH MACHINE!

System Shock is a classic from the DOS gaming era, but trying to play it can be, well, something of a shock.  If you are used to DOOM and its simple controls, you are in for quite the learning curve.  However, once you get a feel for the game, you should be able to appreciate what it was trying to do.  While it has been unavailable legitimately for many years outside of eBay, GoG is now offering System Shock Enhanced Edition, which includes the original CD-ROM Enhanced version as well as a Windows executable to run the game on modern systems.  I have beaten the game multiple times and really love it.  In the spirit of the times, I offer this guide to get the most out of the game.

Installation and Settings

Getting the game running in DOS or DOSBox is no particular chore.  I am assuming you are using the Enhanced CD-ROM version, most people do over the inferior (but original) floppy version.  For any system, I highly recommend that the CD-ROM drive is D.  That will save many a headache trying to figure out why the game is not loading. After you mount the CD, the game is installed with ORIGIN.BAT (not INSTALL.EXE) on the root directory of the CD.  Installation is straightforward, and I recommend choosing the Roland SCC-1 for music and the Sound Blaster 16 for digital audio.  Even if you only have the built-in General MIDI capabilities of Windows, the music is still better than Adlib.  If sound or music is not working, try the manual setup.

Running the game in Windows 9x is a bit more tricky.  You can always run it in real mode DOS, but that requires you to exit Windows and load mouse and CD drivers and maybe sound drivers.  If you want to run it within Windows, it can be done.  Right click on CDSHOCK.BAT and go to Properties, then the Memory tab.  Under the memory tab, put all the memory value for Conventional at 600 and the DPMI Memory at 16384.  Click on the Protected box, then Apply.  You then start the game with the MS-DOS shortcut.  Even though the game will play fine on my machine, once I click on the checkbox to get rid of the window, it will crash my system hard.

For a good challenge, start the game with the default "2" settings for each category, and when you enter the game you will immediately be presented with a screen full of stuff and information boxes.  The first thing you should do is to hit the Space Bar key, then the Esc key, go to Video and increase the resolution to 640x400 or 640x480.  Even 320x400 is better than the default 320x200.  However, if you are running this game on a 486 spec machine, 320x400 is the best resolution/performance option you will likely achieve.  You can set the number of audio channels to eight, which is advisable if you are running the game on a Pentium or better.  Neither the enhanced video modes nor the extra audio  channels nor the voice acting is available in the Floppy version.  Everything that I talk about hereafter applies to both versions.  I use DOSBox at a fixed 100,000 cycles for my preferred resolution of 640x400.  If you use max cycles, you will find the mouse cursor exceptionally jerky when moved.

Movement Controls

Today, everyone uses WASD to navigate through a first-person perspective game.  In System Shock's time, that convention had yet to be established.  Unfortunately, the game did not allow you to remap keys. Instead, you use ASDX to move.  The S and X keys move forward and backward, but the A and D keys turn left and right.  System Shock was made before the days of mouse-look, which essentially eliminated the turning movement.  Strafing left and right is done by the Z and C keys.  You can run by holding down the Shift key or always run by pressing the Caps Lock key.  (DOSBox may require a few key presses of the Caps Lock key before emulator will register a change to the key's state.)

System Shock truly expanded the scope of your ability to move and interact with the environment.  The Q and E keys allow you to lean left and right, and W will return your posture to the center.  The R and V keys allow you to look up and down and F will put your head movement back to the straight ahead position.  This is important because System Shock is much closer to a true 3-D environment than DOOM.  Finally, G makes you squat, B puts you on your stomach and T lets you stand upright.  Sometimes this is necessary to squeeze through low-height corridors and tight spaces.  Having such freedom was unprecedented, but so much of this has been simplified by the mouse look and extra mouse buttons.  The last key set is confusing because it is the top key that puts you back to normal instead of the middle key.

If you forget what any key does, just hit ? and it will bring up the Help Screen.  Alt-O will give you a description of the items in your HUD display.  You can click the Full Screen box or Alt-V to play the game in Full Screen with a minimal HUD, but sometimes even the minimal HUD will get in the way and you will sometimes use an item by mistake where the full HUD would keep you from doing so.

The mouse controls both cursor by which you interact with objects on the screen and the aiming and firing of your weapons.  A single click on an object will give you a description of the object, a double click will grab the object.  You can place the object in your inventory by dragging it into one of the bottom panels.  You can throw the item by right clicking, and the higher the item's icon is on the screen, the farther you will throw it.  A double left click will allow you to search corpses, both human and enemy.

The first weapon you get will be a pipe, and it is easy enough to swing by right clicking.  When you encounter the first enemies, you may have to look down to get good hits in them.  You will have to look up to destroy security cameras with the pipe and it can be a bit of trial and error.

Soon you will find a projectile weapon.  They shoot where you aim the cursor.  Many of the guns have more than one type of ammo available, and you need to observe which type works best against which type of enemy.  Regular rounds are best against organics or cyborgs, but teflon rounds work better against robots.  EMP weapons are useless against organics and gas or tranquilizer darts are useless against robots.  Energy weapons are usually good against anything and do not waste ammo.  Instead, they use energy, as their name implies, and finding recharge stations becomes very important.

HUD

In-Game Help Display

You will not get far in this game if you do not master the HUD.  The first thing you will notice are the two rows of arrows on the top left of the screen.  They represent your Health and Energy Level.  If the former disappears, you die.  If the latter disappears or gets too low, you cannot fire energy weapons or use software that consumes energy like Shield.

There are three panels on the bottom, and the left and right panels, called the Multi-Functional Displays have identical functions.  The middle panel, the Inventory Panel, has four buttons, Main, Hardware, General and Software.  Main and General are the most important.  On either, you can select the weapon or item by clicking on the name.  You can activate a grenade or a patch or a battery or first aid kit by clicking on it twice.  You can throw an item away by right clicking on it.  You only have a certain number of slots for weapons and items, so you may need to make some hard choices.

Would you like to play a game?  Just don't on company time

The left and and right MFD Panels are mostly informational.  They can show Weapon, Item, Automap, Target and Data.  Weapon will show you any settings you may be able to adjust with the weapon and also to unload and reload a weapon.  If you have more than one type of ammo available, you can choose which type to load.  Item will give you a visual identification of an item, and it can also show you how many clips of each type of ammo you have if you click on the name of a gun on the Main panel.  Automap is a feature you will be using almost constantly.

The Side Icons control various functions.  As you find the hardware, you can install a Sensaround unit to look behind you, a Turbo Boost to go faster, a Lantern to light up dark places and a Shield to help absorb damage.  Most of these upgrades will consume energy.

Most of the functions on the HUD can be selected with hotkeys as the following diagram shows for the major functions :


The Data Reader can be accessed by clicking on the E box on the left of the Side Icons.  Email comes from living people like SHODAN and Rebecca or to update you on the status of the ship itself.  Logs can be picked up on the station from its former inhabitants and give you information, clues and background to the plot.  Data is only found in Cyberspace and will appear when you leave it.

Data Reader Log List
Cyberspace

Finally, there is Cyberspace.  You enter Cyberspace when you double click on a large multi-pronged jack.  Each level usually has one or two of these jacks.  In Cyberspace you have full 3-D movement.  You move forward by pressing the S key, and you turn up, down, left and right by pressing W, A, D, and X.  Q or Z rotate your position left and E and C rotate you right.  It is not dissimilar to how flight simulators control a plane.  You only have a limited time to explore Cyberspace.

Cyberspace is a series of rooms connected by corridors.  Most corridors will propel you one way and your movement is limited.  You are looking for spinning cubes, usually found in the rooms, which contain helpful software or data.  You will need to find a weapon called a Pulser quickly to defend yourself against Enemy Software.  You will be able to spot enemy software because its always large and hostile looking and will approach or shoot at you.  Shoot at it until it disappears.  If you take too much time or damage, you will be ejected from Cyberspace with lower health and high fatigue.  Also avoid the two squares connected by a short cylinder, they act like land mines.  Eventually you should find a circular exit.  Before you do, you should try to collect all the spinning cubes in the area and activate switches that look like two triangles and a rectangle between them.

The red spinning rectangles contain pulser or drill, yellow has c-shield software, purple contains data you can read with your E-Reader and blue is for decoy or recall software, and green is for amusement software.

Cyberspace showing software and enemies

Sometimes, you will see an item with a blue polygon outlined around it.  That is a security barrier and needs to be destroyed using the Drill software.  You can choose your software in the Software tab, the only part of your HUD available to you in Cyberspace.  You can upgrade your Pulser and Drill software whenever you can.  The red crosses can be collected to restore health, which is called System Integrity in cyberspace.  The amount of damage you receive is influenced by the C-Shield software. You can and should upgrade your Drill and Pulser and C-Shield software to the highest levels possible.  Cyberspace rewards searching everywhere for hard to find nooks and corridors.

Mouselook

At some point in the 21st Century, someone finally decided to hack System Shock to add mouse look support.  Prior to that, the only option other than using the keyboard to do things like lean and look up or down was to use the Logitech Cyberman mouse.  The Cyberman was a mouse that was raised above its mousepad on a stick to allow for six-degrees of freedom movement.   In System Shock, the roll movement is used for leaning and the pitch movement is for looking up and down.  Unfortunately, the Cyberman gained a reputation as one of the worst controller peripherals of all time and six degrees of freedom controllers (6DOF) never really caught on until arguably the Nintendo Wii.

The mouselook patch can be found here : https://www.systemshock.org/index.php?topic=1719.0.  I used the older patch, which gives you the ability to set a different resolution in game and remap keys by editing a CFG file.  You press the E key to activate the mouselook mode and WASD to move forward/back and strafe left/right.  You need to deactivate mouselook mode often to bring items into your Inventory Panel and to use items located in your inventory panel, so its less than a perfect solution.

Practical Advice and Hints for Playing your First Game

The first real object of the game, once you have grabbed your initial items and restored your health and energy, is to find a Sparq beam.  The Sparq beam will be your weapon of choice for Levels 1, 2 and R.  It can kill all the common enemies on these levels in one or two fully charged hits.  If you follow the ducts past the first logic puzzle you find, you will come across an area with many bodies and it will be there.  Using the Sparq beam will make life easier when you deal with the Cyborgs who have ranged weapons.  It is also useful when you need to light up a dark place.

Nah nah, you can't catch me!

This game has an automap, be sure to explore every nook and cranny for items and enemies to kill for items. Your HUD display can show you a section of the map and you can enlarge the map to fill the screen.  You can and should leave notes on the map, especially where the Power Stations can be found.  You should use rooms near an elevator to store equipment you cannot fit in your inventory.

Level 1 Complete, most levels are similarly complex

Do not waste ammo on Humanoid Mutants, they respawn on level 1 and you will need the ammo for the Minipistol and the Dart Pistol for later levels, mostly the Groves.  If you go back to the healing suite before reaching Level 2, the game will delight in throwing multiple Humanoid Mutants at you on the way to and at the healing suite.  Hit the Energy Station near the entrance to Beta and Delta quadrants before making the trip back there.

After you acquire a Sparq beam, the next goal for Level 1 is to find the Cyborg Conversion chamber and flip the switch that turns off Cyborg Conversion.  The chamber is in Beta Quadrant and there are quite a few Cyborg Drones and Cyborg Assassins between the entrance to Beta Quadrant and the Conversion Chamber.  They shoot projectiles, so you should get in plenty of practice in leaning around corners to fire at them.  Cyborg Assassins act silently, unlike most enemies who make noises indicating their presence.  If you suddenly start taking damage and there is no enemy sounds about, chances are you are dealing with a Cyborg Assassin, so run until you figure out where it is hiding.

Berzerk patches can come in handy when crowd control is necessary

Once you find a Cyborg Conversion Chamber and turn Cyborg Conversion off, finishing a level is usually a matter of time.  It should be your first priority to find the Chamber upon entering a new level.  You can die as often as you like and you will be brought back to the Chamber and be resurrected.  On one occasion, you must activate the chamber or you will be caught in an inescapable death trap after performing a certain plot critical event.  Be warned that not every level has an accessible conversion chamber.

Once you reach the Research Level, Level 2, you should have fully mastered the HUD and the Control System.  Level 2's Cyborg Conversion Chamber's Switch can be a tad tricky to find  It is in the western part of the Level, in a room that looks like the top half of a heart.  Level R is your next stop, but you won't be able to see everything on your first trip.  It also has the second of two healing units in the game, but the puzzle to open its door is tricky.  While you can get Level 2 to an almost respawnless state, Level R will respawn Hoppers, those annoying blue enemies that shoot at you.  Remember that often you can hit enemies by exploiting angled walls and height differences and they won't shoot back until its too late.

The logs and emails will often give you clues to the plot events if you want a spoiler-free game.  Write down any important numbers you may find.  Logic Probes can be used to bypass some of the more tricky puzzles, including those trial-and-error wire puzzles.

When you get to Level 3, you may feel overwhelmed by invisible mutants, which respawn and take many hits to kill.  The Sparq beam is no longer going to cut it here.  You need not spend much time on Level 3 initially.  If you find a Laser Rapier, you can cut them down in two hits as long as you have some energy.  It is near an Elevator and is very powerful, provided you can get close enough to an enemy to use it without dying.  After you do what you can on Level 3, you can choose whether to go to Levels 4, 5 or 6.  I would suggest taking the levels in their numbered order, but really the rest is up to you.  Good luck, you'll need it!