Showing posts with label Adventure Games. Show all posts
Showing posts with label Adventure Games. Show all posts

Sunday, April 26, 2015

More Computer Adventure Game Console Ports - NES and SMS

Home consoles of the third generation, such as the NES ans SMS, were sufficiently popular that computer game makers wanted to get a piece of that action.  While a very successful computer game may sell 100,000 copies across several incompatible computer platforms, a successful cartridge-based game could easily sell five times that number.  That would more than make up for the increase in cost of manufacturing cartridges versus writing to floppy disks.

The adventure game genre was extremely important in the 1980s, one of the prestige computer game genres along with role playing games, flight simulators and turn based wargames.  Most of the adventure games of the 1980s were text-based and used keyboards for input.  This is not well-suited to consoles of the third generation, which generally lacked keyboards.  Some games were beginning to use mice, a peripheral that would only come to consoles in the fourth generation.  Third generation consoles used D-pads and joysticks for the most part.  

Maniac Mansion

 The gold standard for adventure game ports for the third generation undoubtedly was the NES version of Maniac Mansion.  LucasArts developed Maniac Mansion for NES in close conjunction with Realtime Associates and it was published by Jaleco.  Despite the heavy censoring hand of Nintendo of America, the published cartridge does justice to the original Commodore 64 game and works very well as a NES game.  Play the prototype version and you can bypass almost all the censorship.  LucasArts did a great job stuffing the entire game into a 256KB cartridge.  This was by far the best showing LucasArts made for the NES.  Its other games' simply failed to meet the high standard of this port. 

The C64 used a joystick to move the cursor, it was the PC port that added mouse support.  Compared to the original, the NES input was not a real step down.  The low resolution PC port has a rather coarse mouse granularity which makes it a bit less than a perfect input device.  Graphically the game falls in between the low (160x200) and high (320x200) resolution computer versions.  The characters are very recognizable, the backgrounds are generally distinct and the objects can be made out, if a bit small.  Sound wise, the original had little music but what it did have was well done on the NES's 2A03 APU.  LucasArts made the good move of giving each character a portable CD player they could use to turn on or off the character's individual theme songs. They did a great job with these pieces.  It also wisely cut down on the number of verbs to eliminate Fix, What is and Unlock.  


Most importantly, Maniac Mansion had a battery backed save system, even if it only supported one save game at a time.  The C64 and Apple II versions of Maniac Mansion also supported one save, but that was per disk.  

Maniac Mansion was also ported to the Famicom by Jaleco before LucasArts released its version.  The Japanese version looks completely different from the US/European version.  Unfortunately, the Japanese version uses a ludicrously long 83-character password system with the 46 core Japanese hiragana characters and English letters A-T.  The screen does not scroll in this version, just like the Apple II version.  More space is taken up by the various menus, leaving the backgrounds and sprites smaller and less detailed than the US/European version.  The main theme was retained, but there is new background music in the game.  In isolation, it is not a bad port, but it pales in comparison to the LucasArts-led effort.

Shadowgate, Deja Vu, and Uninvited


Also of note, the NES ports of the ICOM Simulations MacVenture games, Shadowgate, Deja Vu, and Uninvited also had battery backed saves.  These games were originally published for the B&W Apple Macintosh computers.  The Macintosh popularized the graphical user interface and multiple "windows", and native-Macintosh games generally used the high resolution to use implement the game using multiple windows.  The ICOM games, using the MacVenture engine, are no exception.  When ported to other computers, these windows were generally retained.  The windows had the benefit of being repositioned anywhere on the screen.  Some of the windows, like the inventory window, could be resized.  

The NES versions of these games were ported by the Japanese company Kemco/Seika.  K/S was never a top-tier NES developer and these games may be the best representatives of its cartridge output on the NES. These games used a small main graphics window and little animation, making those graphics easy to redraw for the NES.    They consolidated the command window and the description window so that the descriptions would appear when you do something, otherwise you would see the commands, exits and the functions to save.  

Instead of using an icon-based inventory, K/S used a text-based inventory.  The windows in the NES games cannot be resized, making an alternative necessary.  Otherwise, inventory objects would quickly overlap each other.  However, K/S could have used a simple scrollable inventory window like the DOS and C64 versions.  By using text, K/S did not have to draw the graphics for those items.  While it makes inventory management a bit simpler, it can be time consuming to go through multiple pages of item listings.  

While the PC versions are generally silent, the NES versions have music throughout.  The music in these ports is generally appropriate but somewhat simplistic.   There was also some censoring going on, as the descriptions of when you die are sometimes less graphic in the NES versions compared to the Mac originals

King's Quest V

King's Quest V was released in 1990 for MS-DOS.  It came in a 256 color version or a converted 16 color version and used 320x200 resolution graphics.  It also supported Adlib FM Synthesis and Roland MT-32 LA Synthesis.  The 256 color floppy version takes 8.64MB of hard drive space and the 16 color version 5.05MB.  It also is intended to work with a mouse on a PC with 640KB of RAM and a 16-bit 80286 running at 10MHz or better.

Sierra thought it was a good idea to port this popular PC game to the NES.  The port was done by the Hungarian company Novotrade, more famous for its Ecco the Dolphin series.  The game was distributed by Konami.  The NES KQ5 cartridge had only 512KB of ROM and an extra 8KB of RAM.  It is no joke to say that porting this game to the NES would prove very challenging.  The NES had an 8-bit 6502-based CPU running at 1.79MHz, 2KB of RAM and 5 PSG-style audio channels.  Graphically, the NES PPU could support a 256x240 resolution (no more than 224 lines were generally used) with no more than 25 colors on display from an effective palette of 54 colors.  The NES uses a 8x8 tile-based graphical display with sprites.  There were substantial limitations on the colors used for the background tiles and sprites.

The PC graphics adapters generally had no limitations on what colors could be used at what locations on the screen.  As bitmapped displays, they did not need to breakup images into tiles.  When Sierra was making KQ5, it turned to artists to make real art with paint and canvas which Sierra scanned and converted to 320x200x256 color images.  Its previous games had relied to no small extent on computer-drawn line art.  Sierra's use of hand-drawn images is one reason why the PC version of KQ5 still looks good today.  At the time it was a revelation.  

The NES shows KQ5's graphics in a 224x208 resolution, leaving borders on all four sides of the screen. Even though these are visible on a TV screen, it is generally not a distraction.  However, what is distracting is the background graphics.  Since the NES uses tile-based graphics, tiles are frequently reused to save space in the ROM.  In KQ5's case, this reuse is often noticeable because the tiles just do not seem to match up as you would expect them to match up.  The result is rather ugly looking and can make images hard to make out without staring at them.  Also, there is a substantial lack of color in the backgrounds with simple red, blue, green, yellow and brown predominating.  Some of the talking head portraits, like King Graham's, are very ugly.  All-in-all, this makes for an ugly game compared to the 256 color or even the 16 color PC versions.  

Much of the music from the PC version is included, and while the music is recognizable, the style is not well-suited to the NES APU.  A lot of ambient background animation and sound effects are lost, giving the world of Serenia a rather empty, lifeless feel.  

The saving system uses a combination of temporary saves and passwords.  The temporary saving feature works similar to the saving on home computers.  You enter a name for your save game and can reload it if you die.  You can also load a game from the menu.  It can hold up to twenty file saves at a time.

Permanent saving is done with a 15 character password, consisting of letters, numbers, space and -.  As far as NES passwords go, there are far, far worse password systems.  However, the need for passwords would have been averted if Sierra or Konami had ponied up the extra quarter per cartridge for a save battery.  The hardware is all there in the cartridge to store the saves permanently except for the battery.  

This port did tone down some of the difficulty and unfairness of the PC original.  You cannot walk into the river that runs by the Pie Shop, Inn or Town.  The maze-like desert area has been made smaller.  It also cut out some of the more unnecessary elements like being able to enter Crispin's house after the game starts.  However, most of the text dialogue is intact and unchanged.  

The worst part about this port is the truly awful way they implemented the icon interface.  In the PC version, everything is controlled by the mouse icons.  If you want to change the icon, you either right click to select the icon or you move the cursor to the top of the screen and select the icon you want.  The NES version did have the bright idea of using the D-pad to control Graham directly due to the less-than-idea method of using the D-Pad to control a cursor, but that is where the inspiration ended.  

The NES version's controls work like this.  Select makes the icon button appear, start pauses the same, B will allow you to use cycle through the Look, Talk and Action icon, and A will allow you to carry out an action from the icon bar.  The icon bar will allow you to replace D-pad movement with cursor movement via the Quick Travel icon.  This is very confusing from a PC player's perspective.  It leads to a constant struggle to figure out how to select an item from your inventory and how to get rid of the icon bar.  

There is only one cursor, an arrow.  Why Novotrade could not have implemented a look, talk, action and item cursor is beyond me.  Had they have done so, the menu system could have been simplified.  Why couldn't select be used to make the icon bar disappear?  I agree that B to cycle through/cancel and A to confirm is appropriate, but the implementation needed more work.  Ultimately, it is the controls that drive the final nail into this port's coffin.

King's Quest - Quest for the Crown

If you think that the King's Quest series could not have been further sullied on consoles, think again.  Prior to Sierra's dalliance with Nintendo, it teamed up with Parker Bros. to release the original King's Quest for the Sega Master System.  This port was done by Microsmiths,  whose only real claim to fame was the golf simulator Mean 18.  
King's Quest - Quest for the Crown for the Sega Master System comes on a 128KB cartridge.  Despite having less than half the space of a floppy disk, Microsmiths was able to cram just about everything from the PC version into the SMS version.  Saving and restoring a game is done via a 31-character password with A-Z and 1-6 being used.  If you encounter one of the many cheap deaths, you have to input this monstrosity.  Sega did have a 128KB cartridge with battery backed save RAM, but Sierra and Parker Bros. did not want to pay the premium.  
There are new dangers in this version.  If you go to close to the hole with the dagger, you will fall in and die.  Falling off the tree with the golden egg is always fatal.  When you enter the woodcutter's house, you appear on the screen just above a deadly hole.  Some puzzles are handled differently.  You should push the rock in the usual PC way.  You can deal with the witch even if she is at home when you enter her house.  The stairs up the mountain and in the leprechaun's cave are far more deadly than the beanstalk.  Oftentimes you will start on a screen near a fatal area.  Monster pathfinding, however, is comically poor thanks in part to all the obstacles on the screen.  115 points seems to be the maximum for this version vs. 158 points for the computer versions.
Because there is no keyboard, which this game originally used, you have a menu which is opened by pressing Button 1.  This menu will show a selection of verbs in one column and nouns in another column..  Pairing the two and pressing Button 1 again will lead to an action.  The menu will only give potentially valid options based on the room and the items in your inventory.  This eliminates much of the "guess what the designer wanted you to type" aspect of adventure games with text parsers.  Whether this is a good or a bad thing depends on how wedded you are to text parsers, but King's Quest's parser was always rather terse.  The 2 button brings up another menu that lets you duck, swim, climb, look about and jump as well as allowing you to view your inventory, pause the game, see your password and set the movement speed to fast or slow.  
Graphically, things are pretty nondescript.  The backgrounds use the same tiles over and over, so there are screens that look nearly identical.  This can make figuring out where you are confusing.  There is also sometimes an issue about your character overlapping solid boundaries.  It can also be tough to discern exactly where your character is walking.  The graphics are not bad, but they lack the charm of the blocky sprites and line-drawn backgrounds of the PC version.  Sound-wise there is little more sound than in the PC hard disk-installable version.

Larry and the Long Look For A Luscious Lover

I do not discuss homebrew releases often on this blog, but it is not because I am always indifferent to them. In 2014, a homebrew developer called Khan Games (Khan is not a direct reference the Mongol title but short for the programmer, Kevin Hanley, so its pronounced K-Han with a long "a") released a port of the original Sierra AGI version of Leisure Suit Larry in the Land of the Longue Lizards for the NES.  They renamed the game to Larry and the Long Look for a Luscious Lover probably because the name Leisure Suit Larry is trademarked and Khan did not want to attract too much attention.  Like King's Quest above, the developer had to deal with the fact that the NES is controlled by a gamepad, not a keyboard (and the Famicom Keyboard does not count here).  I only played the demo but I washed a full playthrough on Youtube, so I can give impressions on what I have played and seen.


Larry is controlled by the D-pad and moves quite quickly across the screen.  The save/restore/restart menu is brought up by the select button, the inventory selection screen with the start button.  Button B uses the selected inventory item and Button A is a context sensitive button.  Button A is used to open doors, talk to people, take items, etc.  It is a very simple scheme but it does pare down the game to its bare essence.


As far as the port goes, some of the dialogue has been adjusted and areas like the alleyways, which only cause death, are not in the game.  As you can see in the attached screenshot, the graphics are plainer than the AGI version and there are fewer animated characters on the screen.  You can still die, for example, by walking into the street or having sex with the prostitute without protection.  The bar has been renamed from Lefty's to Tusky's.  In the casino, Blackjack has been changed to Roulette.


The game comes on a generous 512KB cartridge.  The cartridge has a 512KB of flash memory and 16KB of that is used to store a saved game.  Only one save game is supported, compared to twelve saves per directory for the PC version. The mapper 2 hardware this game uses is very common outside the flash saving.

The graphics have been taken from the AGI version, but the detail has been reduced.  There is much more in terms of music, but the Larry Theme is not present.  The music would not be out of place in a game like Bubble Bath Babes or Peek-a-boo Poker.  The closeups of the various girls you meet are also not present.  One last thing I must mention is that inside the box is a mail-in order form for Khan's port of E.T. on a NES cartridge.  The mail in order form is the only way to buy his E.T., so many collectors were unhappy that they had to open their sealed Larry box to buy the new game.  Just buy two!

Sunday, March 22, 2015

The Forgotten Switch : The Atari 2600's B&W/Color Switch

The original Atari 2600 VCS had six switches to control the various game functions, Power On/Off, B&W/Color, Left Difficulty, Right Difficulty, Game Select and Game Reset.   In the early models of the console, there were six aluminum switches, symmetrically spaced on either side of the cartridge slot, three on the left, three on the right.  Later, Atari redesigned the console to reduce costs and put the left and right difficulty switches on the back of the console and used standard plastic switches instead of aluminum.  Even with this change, there were still two switches to the left of the cartridge slot and two to the right.  This continued into the Atari 2600jr, except that all the chrome switches had been replaced with plastic.  Nonetheless, the symmetry of the Atari 2600 is an aesthetic that has been seldom been so rigorously pursued in a console's design throughout its lifespan.

Atari 2600 Light Six Switch
The standard Atari joystick only had one button and the cartridges were too small at first for title screens, menus and logos.  Changing settings were done by these switches and the program reading the appropriate port.  Only the Power On/Off switch had a fixed function, it was connected directly to the electrical path that powered the console.  The other five switches were each connected to a bit on an I/O port.  The game could do whatever it wanted with them, but by convention the Game Select and Game Reset switches usually did just as they indicated.  While Left and Right difficulty were originally intended to set a handicap for one or both players, human or computer, they could just as easily be used to adjust game characteristics.

Atari 2600 Woodgrain Four Switch
The Black and White switch is the focus on this blog entry.  It is just as important as the other switches, yet too frequently overlooked and left off modern products.  The original intent of this switch was to alter the game to switch its colors when the switch was set to the B&W position.  The player should set it if playing on a B&W TV to improve contrast between the player/missile/ball graphics and the playfield/background.  The Atari 2600 had sixteen choices of colors or hues and eight levels of brightness or luminances.  Typically, when the B&W side of the switch was activated, the program would switch to using the eight monochrome shades offered by the 2600.  Sometimes, it would use more muted colors.  On a Color TV, the B&W choices would come very close to simulating what the image would like on a true B&W TV.  Here are two examples to show when this would be useful :

Combat - Color Switch
Combat - Color Switch on Simulated B&W TV
Combat - B&W Switch
Air-Sea Battle - Color Switch
Air-Sea Battle - Color Switch on Simulated B&W TV
Air-Sea Battle - B&W Switch
However, it is very important to remember that a B&W TV was often the second TV in American households in the late 1970s and early 1980s.  If the parents did not want the kids to hog the main TV with video games, they would hook the system up to a second TV.  Few U.S. TVs had two color TVs during this time frame.  Many kids grew up playing video games on B&W TVs, it is a very important part of retro gaming that too often overlooked.

From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended.  In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended.  They are as follows :

Atari/Activision Games that Do Not Support B&W

Atari
3-D Tic-Tac-Toe
Asteroids
Superman
Backgammon
Demons to Diamonds
Super Breakout
Yar's Revenge

Activision
Activision Decathlon
Crackpots
Dolphin
Enduro
Frostbite
Keystone Capers
Oink
Plaque Attack
Pressure Cooker
Robot Tank
Spider Fighter

When it comes to Atari Silver, Children's or Red labels or Activision's Special labels, unless the game was previously released as a text or picture label, it will almost certainly not use the B&W/Color switch as intended.  In addition, relatively few third party games released during the 2600's official lifespan use it.  There are some exceptions, and this is not intended to be a complete list but for illustrative purposes :

Other Companies that Support B&W as Originally Intended

Alien
Star Wars ESB
Bank Heist
Dragonstomper
Frogger
Music Machine
Star Voyager
Seamonster
Space Tunnel
Realsports Volleyball
M.A.S.H.
Malagai
Mega Force
Worm War I
Crash Dive
Revenge of the Beeksteak Tomatoes
Joust

Finally, there are several games that use the B&W switch for a special function unrelated to its original intent. Often it could be used to pause the game, but other games assigned a unique function to it.  Here is a list of games that I have verified :

B&W Switch used for Something Else

Space Shuttle (engine controls)
Cosmic Ark (turn on/off star field on some cartridges)
Fantastic Voyage (pause)
Solaris (inverts planet horizons)
Mouse Trap (removes playfield)
Starmaster (brings up Galactic Chart)
Beany Bopper (pause)
Flash Gordon (pause)
Spacemaster X-7 (pause)
Secret Quest (brings up Status Screen and password)

There are undoubtedly more games than on this list, but it serves as an illustrative example of why the B&W/Color switch should not be utterly ignored.  Devices like the Atari Flashbacks which do not include the B&W/Color switch will not function as originally intended with these games.  

Activision Logo

On a totally unrelated Atari 2600 subject, it is interesting to note how consistent Activision was with its in-game logo.  Activision always displayed its logo "Activision" on the game screen for every game.  In its early games like Fishing Derby, the logo would simply be present somewhere on the bottom of the screen.  For the later games, like Pitfall, the text Copyright 198x would appear, then the Copyright text would scroll up and Activision would appear. On games released near the crash, there would be a rainbow leading into the A in Activision.  The A itself was redesigned, otherwise the logo pixel pattern seems identical :

Scrolling Logo 1982-1983
Scrolling Rainbow Logo 1983-1984
Beamrider is the only game where the Activision logo is not always seen during gameplay from the pre-crash era.   Beamrider was the first game to use the (c) character instead of the word Copyright.  It is also the last time the rainbow version of the Activision logo would be used.  Ghostbusters is unique in that it does not have the word Activision is not using the standard appearance.   After Ghostbusters, the (c) and year would be instantly replaced with the non-rainbow Activision logo, no scrolling.  Also, if the game was licensed from another company, that company's name would appear after Activision's.