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      Doom CD32X Fusion
    Posted by: A Black Falcon - 12th November 2024, 9:49 PM - Forum: Tendo City - Replies (3)

    Doom CD32X Fusion is a brand-new homebrew version of Doom for the Sega 32X CD.  It's really amazing with fantastic performance, and makes use of all five CPUs in the Genesis with Sega CD and 32X in order to get the best performance and graphical output possible on the hardware.  DJ, you've probably heard of it but have you tried it yet?

    Features: 100 levels, 96 FM music tracks, a fully redone from scratch port that takes nothing from original 32X Doom, a game which makes full use of a complete Genesis with Sega CD and 32X setup.

    In order to run the game, you either need to use the Ares emulator or have real hardware.  For emulation, Ares is required because other emulators don't support cart+cd combo releases like this, only a CD-only or cart-only game.  For real hardware, you must have a Genesis with a Sega CD and a 32X, a flash cart like an Everdrive, and a computer with a CD burner and a blank CD.  Fortunately I have all of these things.  I've never actually used my Genesis Everdrive Pro before this, for whatever reason I'd bought the thing a year or two ago but never used it, but now I have.

    Yes, it requires both a flashcart and a real Sega CD drive with disc, since the game is a cart game with additional data on the CD so it requires both.  The release is entirely legal because it doesn't come with the Doom or Doom 2 game files; instead, Doom CD32X Fusion is a pair of rom patches and a cuefile.  You use a rom patcher to apply the two patches to your Doom and Doom 2 WADs, then prepare and burn the CD with the cue file.  Then load up the game rom on the Everdrive while the disc is in the SCD's drive and the game will load.  The game could have its own cartridge and CD, of course, instead of needing an Everdrive or similar and a disc you burn yourself, but I don't know if this will ever have an official release, I doubt it.

    As for why the game requires a working real Sega CD and can't run through the Everdrive Pro like the cartridge does, that's a somewhat complex question.  Part of this is because the cartridge port is using the cartridge with the main base game data, and I'm not sure if it would be possible to emulate both CD and cart at the same time... but this doesn't matter, because while the Everdrive can emulate a Sega CD (but not a 32X), you can't run CD images on an Everdrive with a 32X attached to your console.  This is because the 32X locks out some Sega CD access from its cartridge port.  The only way around this limitation would be a hardware device which plugs into the Genesis accessory port, and so far no such device exists.  And so, as an aside, with an Everdrive Pro basically you have a choice: have your 32X attached to your full 'tower of power' setup and be able to play 32X game files, or remove the 32X and be able to play Sega CD images, play Sega Master System game roms, and to use the in-game menu to do things like quicksave.  SMS games are disabled because the 32X disables SMS support, but I don't know why that last one is that way... but yes, for some reason the ingame menu is disabled with the 32X attached.  So yeah you lose a lot with the 32X and an Everdrive, but I love the 32X so I don't know if I'd ever remove it.

    And plus, with the 32X you can play this amazing homebrew release, Doom CD32X Fusion!  Again this is basically a cartridge game which uses the CD for additional data, so the core Doom 1 files are mostly on the 'cartridge', while the Doom 2 files, the other levels on this collection, a lot of FM music tracks, and anything else you add -- CD audio music tracks if you want them, additional levels, and such -- go onto the CD.  For the record this game has a 4MB (32 Megabit) cartridge and a 17MB CD.  Could this have been done with a large bank-switched cartridge, instead of cart+CD?  Maybe, I'm not sure, but either way on that but this way it's more like a real Genesis game -- the largest Genesis game ever was like 5MB, so a 20MB bank-switched game or something would not be realistic for a real Genesis game, but this setup certainly could have happened.  By default there is no CD audio on the disc, but there is a CD audio option for if you add any wave files to the disc (and add in the files into the cuetable, of course).  The 3DO Doom soundtrack would probably be an ideal addition.  The FM music is good and there is a lot of it -- over 90 tracks I believe they said -- but not every track is equally good.  When comparing this music to SNES Doom music some is better on each platform.

    Before I begin, yes, because there is a CD there are load times.  All loading is in between levels though, not during stages, and the loads aren't very long, five or ten seconds or so probably.  The way it works is that the cart has the core Doom textures on it.  Any level using anything beyond original Doom's textures puts them into the 32X's RAM from the CD during the pre-level load.  This is ideal because you don't want to be having to load data from the CD during play, Doom would not be a good fit for live-streaming data I would think, a pre-load into RAM is the better choice.  Obviously this uses up 32X RAM so the number of added textures is probably limited, I don't know the details.  Level sizes are also more limited than PC Doom due to memory limitations or somesuch.  This doesn't affect Doom 1, but does affect the other games.

    Still, this release is pretty amazing stuff for multiple reasons, and one is the performance.  You have some nice graphical options here, including whether to have full textures on the ground and ceiling or to remove them and what resolution to use.  The game also has an on-screen framerate display.  The framerate maxes out at 30fps, you can't go over 30.  Sure.  At the default 'one step below full screen so there is a decent-sized border but it's totally playable and is similar to the original SNES or 32X versions of Doom' screen size the game runs quite well, over 20fps almost all of the time and often close to 30.  Turn it up to full screen with full textures though and it'll often be like 15fps, less in areas full of enemies.  Turning off the ground textures bumps it over 20fps though.  Comparing this to '90s console versions of Doom... seriously, this significantly outclasses most of the "more powerful" consoles!  This really shows how much power the Sega Genesis's two processors, plus the Sega CD's processor, plus the two in the 32X, can do when all used together by modern programmers.

    As for in-game features, you start out by choosing to either run Doom (original PC Doom), Doom 2 (straight from the PC!), Resurrection (this is based on Doom 32X Resurrection, which was an enhanced version of original 32X Doom, so it has the cut-down Jaguar level maps and such), run (Mini-)TNT, or go to a file browser to run something else if you put more levels on the disc.  TNT is a selection of 5 levels from the TNT Evillution part of Final Doom.  A full  conversion of Final Doom was abandoned because a lot of its levels are too large to fit into this games' limited memory size, or something like that, so converting the levels to 32XCD took a huge amount of work.  That any of Final Doom at all is here is really cool, though.

    Once you choose a game, you can start a new game in either single or multi player.  The game supports both two player split-screen and two player link play.  I'm not sure how the link cable play works, you'd need quite the setup to try it, but it exists.  It's probably designed to use the Zero Tolerance controller 2 to controller 2 male to male controller cord?  I'm not sure.

    As for the controls, obviously since this is the Genesis it can't use L and R for strafing as you could on SNES.  Instead, you hold C to strafe.  It works but you can't circle-strafe with just the gamepad, oh well.  I don't care.  The other two buttons are fire and use.  With a 6-button pad Z opens the map and X and Y switch weapons, or you can hold Mode and press a button for instant access to each weapon.  The game also has Mega Mouse support, but I don't have one so I don't know how well that works.  Apparently with mouse you use the mouse and gamepad together to play like how you would with mouse+keyboard on the PC, so the mouse will turn you left or right. I presume that with that you can circle-strafe. (I really should have the light gun and mouse for the Genesis, but for some reason I don't...)

    You also can "save", with two save slots, and load your save game.  The two slots are universal and it doesn't tell you which game each file is from, only the level name.  That's a little annoying, but oh well.  Also, you can't save anywhere.  Instead this game only saves from the beginning of the level, much like a classic console game.  Ah well.

    In terms of enemies, everything is here other than the Arch-Vile, Pain Elemental, and SS Soldier.  I have heard of the Arch-Vile but don't know what it is offhand, and don't know what those other two are I presume they're from Doom II?  Never played it.  It does have reverse sides of enemies, unlike the original SNES or 32X versions of Doom, and does have the invisible demon.

    Visually, this is extremely accurate to the PC game, except for areas where levels had to be reduced in detail in order to fit in memory.  Some things did need to be changed, particularly in the few levels of Final Doom that are here but also some in Doom 2, but it's as accurate as possible.  It has all of the little added graphical details of PC Doom that were missing from the '90s console releases.

    To mention a few other issues with this game, the map is the same as on the PC, so you don't have the cool Mode 7 map of SNES Doom.  It'd be a neat option but I understand sticking to the base design.

    Also, while Doom's levels are here, some of the rest of Doom's presentation is not here.  That is, the map screen between levels doesn't exist here.  There is still some in-between-level text, though, but not really the original episodes given that the map is gone and levels are numbered 1 to 27, not within each episode.  You pretty much just play the 27 levels of Doom one after another.  That's pretty disappointing!  The original 32X version of Doom was like this as well, and it's one of the reasons why it's worse than the PC (or SNES) versions.  I hope that the map screens can be added back in at some point, I at least miss them.

    Overall, I haven't played this a lot but I have played it and it's quite impressive.  I've never played Doom II before, actually, despite owning it for PC.  Maybe I'll play it now.  With a lot of levels and fantastic performance considering -- with only minor sacrifices this game runs at a pretty stable 30fps -- Doom CD32X Fusion is just amazing stuff!  This is the first and only game to make full use of the whole Genesis setup, with a cartridge 32X game with a CD for additional data, and making use of all the processors for the best performance possible.  Yes, this release has a few limitations, with its limited level size keeping them from converting most of Final Doom, FM music that is pretty good but sometimes doesn't match SNES Doom's greatness, no map between levels in Doom 1 -- seriously, this is so unfortunate -- and no circle-strafing unless you have a Genesis mouse, but still this game looks incredible and plays fantastic.  It's amazingly PC-accurate with only minor cuts.  This is probably the best way to play Doom on a classic console, only the Playstation version compares and it's stuck with the cut-down Jaguar level maps in Doom 1.

    Find the game here:
    https://www.doomworld.com/forum/topic/14...2x-fusion/

    Real hardware gameplay video linked in that thread, which has lots of information: https://www.youtube.com/watch?v=hbeh3HzUc0E

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      Tempest 2000 (Atari Jaguar)
    Posted by: A Black Falcon - 27th October 2024, 8:58 AM - Forum: Other Platforms - Replies (1)

    There wasn't a review forum for other consoles so I just made one.  For now I didn't make platform subforums but I could.

    A Review of Tempest 2000, One of Gaming's Greatest Masterpieces, And its Arcade Forbear Tempest

     Title: Tempest 2000
    Platform: Atari Jaguar
    Release Date: 1994
    Developer: Llamasoft
    Publisher: Atari Inc. (1984-1996)
    Format: Cartridge in cardboard box (A music CD of the soundtrack was also released later on)
    Ports: There are many ports of this game. Emulated ports are in the Atari 50 collection for PC, Nintendo Switch, Xbox One/Series, and PS4/PS5.  Older, more heavily altered ports were released back in the ’90s on PC, Saturn, and PlayStation (as Tempest X3).  This review is of the game being played on real hardware on an actual Jaguar.  I have discussed the PlayStation version of Tempest X3 and the Atari 5200 version of the original Tempest before, but not the Jaguar title or the arcade game itself.
     

    Introduction
    Tempest 2000 is Jeff Minter’s magnum opus.  This exceptional masterpiece is is one of my favorite games ever. T2K is one of those ‘peak of the mountain’ games, one of those titles that shows how amazing gaming can be at its absolute best.  And that’s the problem, for this review at least: praise is hard! It is, sadly, often easier to criticize than to praise, to write or say reams of reasons why something is bad than to write ones why something is great.  I guess we’ll see how this goes, because there aren’t many things to criticize about T2K.
     
    Tempest, the original arcade game, was released in 1981 in arcades by Atari, and was programmed by Dave Theurer, the same man who also designed the famous megahit Missile Command.  It was a successful game, but not on Missile Command’s level of popularity.  While Tempest 2000’s developer Jeff Minter was not involved at all with its development, Minter was an active game developer at the time. 

    However, at that point he was making smaller games for home computers, not arcade games.  He may not have worked with Atari until the early ’90s, but Jeff Minter is probably gaming’s longest-termed programmer.  He with an amazing record of consistency for spending the last 45 years almost exclusively making simple-looking, pre-crash-styled arcade-inspired score-focused games.  If you look at a Jeff Minter game from the early ’80s such as Aggressor or Gridrunner and then his most recent releases such as Polybius or Akka Arrh, you will see the most consistent record in gaming.  All four titles are easily recognizable as Jeff Minter productions.  I have loved Minter’s games ever since I first played Llamatron 2112 back in the early ’90s.

     
    A Review of the Original Arcade Game Tempest
    At its core, Tempest 2000 is a remake of the 1981 vector-graphcis arcade game Tempest.  So, I should discuss the arcade game first.  Tempest is a space shooter, a popular genre at the time, except instead of shooting enemies on the top of the screen, you shoot from the edge of the screen at enemies coming at you from the center.  It was inspired by Space Invaders turned vertical, crossed with a nightmare of Theurer’s about monsters crawling out of a hole. (Source: https://arcadeblogger.com/2018/01/19/ata...sterpiece/)
    Learning that makes sense, because I have long seen the nightmarish, horror-esque element of this game and Tempest 2000 as well.  Tempest is kind of a horror game.  It isn’t, but it is.  This is a game designed to make you focus, but also to kind of creep you out and instill a sense of dread in the player, as the monsters just keep coming, and coming, out of the depths… until eventually, you get overrun.  Tempest and T2K are maybe the best horror games ever.
     
    Again, the central gameplay of both titles is the same: you control a little ship, and can move around the outer, and upper, edge of the play area, which is called the ‘web’.  The web is made up of lines going from the middle of the screen to the upper edge where you are, connecting them in a vector shape.  Your ship is pointing towards the center of the screen, aiming towards the middle where the enemies come from.  If the enemies reach the top of the web, they move around the top and once either an enemy touches your ship or you run into one of their shots you die and lose a life.
     
    When you move left or right you flip around the edge, moving between sectors of the top of the web.  You can only move in two directions in this game, so while the game is three dimensional in that enemies move up a 3d angled route towards you, you only need to worry about moving horizontally to shoot them.  For controls, the original arcade game used a spinner-style stick, giving you precise analog control of your movement.  You shoot with one button and use the Superzapper, a superbomb which kills all enemies on screen.  You can use the Superzapper once per level.  Once all enemies in a stage are dead you clear it and move on to the next web.  If you die, you restart the stage from the beginning.
     
    The game has 16 stage layouts, and after you clear stage 16 the web color changes.  There are six colors: blue, red, yellow, cyan, invisible, and lastly green.  After level 99 the levels stop increasing and you just play at that difficulty until you run out of lives, if you were so lucky to get that far.  One interesting feature, though, is that there is a continue function of sorts!  When you get game over, you can continue from the last checkpoint level that you reached.  You can select which level you want to start from from the checkpoint levels you have reached.  The game doesn’t save these permanently, of course, so if powered off the checkpoints and scores will be lost, but still it’s a very interesting feature, as continuing in arcade games like that was not really a thing when this game released in 1981.
     
    When enemies reach the top of the web, you have two options. One is to try to shoot them as they flip onto your section of web.  Yes, you can do this, so letting enemies get to the top is not an instant loss, but timing that shot is tricky.  You can also use the Superzapper of course, if you still have it.  It’s much better to get rid of enemies before they reach the top, but sometimes it won’t be possible as you get farther in and enemy counts increase.  Overall Tempest is a great game, with a creepy vibe and a great balance of challenge and the feeling that if you play well you can get far in the game.
     
    As with most pre-crash games, Tempest has no music and simple presentation, but the graphics were groundbreaking at the time.  The graphics are amazing looking with that color vector display, and the sound effects are fantastic and fit perfectly as well.  The striking look of this game is extremely memorable.  Color vector displays were a rarely seen, expensive technical feat, and this game uses that kind of display and it looks amazing!  Still, as was common at the time there is no background other than black space except for some stars that appear while you fly from one level to the next.  The result focuses you on the action.
     
    It is of course an endless game you play for score . Tempest is intense, though.  Where a game of Donkey Kong or Space Invaders can last many hours, the world record for Tempest at its hardest settings is a video about 20 minutes long.  You will die.  There are several different web designs, but the stage layouts repeat after a few stages and then you’re on the endless loop until Game Over.  And while there are a handful of enemy types, there aren’t all that many of those either.  There is no background either of course, just black space.  Still, the wireframe 3d vector graphics look amazing, and the gameplay is a lot of fun.
     
    However… however, I find it hard to play Tempest because as good as it is, I could be playing Tempest 2000, the game that takes Tempests’ model and improves on it in almost every way.  And when I want to play a Tempest game, that is usually what I do: play Tempest 2000.  Tempest 4000 (for modern consoles) is also quite good, but while Jeff Minter has made multiple Tempest-style games over the past three decades and all are great, none quite match the exceptional genius of his first effort.
     
    Tempest 2000: The Fundamentals and Features
    Tempest 2000 is a modernized update of Tempest.  The main mode is called Tempest 2000 mode.  The core gameplay is identical, with you moving around the top edge of weblike stages, shooting in at the enemies moving up the web at you.  You again need to dodge their fire while taking them out before they reach the top.  This time there are interesting varied backgrounds, though, as the game has trippy light synthesizer-style backgrounds and pounding techno music.  There are also new powerups, new enemy types, a lot of new maps, an actual ending when you reach level 100, a harder difficulty unlocked after clearing the game, the ability to continue from every few levels so that you don’t need to start the game over every time you get Game Over, and more.  Outside of the main Tempest 2000 mode the game has several other modes as well.  There is a two player multiplayer versus mode; a port of the original Tempest game but of course with regular graphics instead of vector ones; Tempest Plus, a mode which is basically standard Tempest but with T2K’s visuals; and an options menu with some interesting options in it.
     
    The game saves your settings, which levels you can start from, as you can start from the last odd-numbered level you have beaten if you wish — and the high score table.  The game saves everything necessary.  The Jaguar is the first console where almost every single game supports saving, and it’s a hugely important and wonderful change versus what you see on other classic consoles.  Even in years after the Jag’s release a lot of console games didn’t have saving in some genres — no Sega CD shmup supports high score saving, for example, and even some PlayStation shooters don’t.  But on Jaguar all official games save at least scores and settings.  It hugely helps this kind of game for the game itself to keep track of your scores, no need to write down your best scores or take screenshots or something. And because all Jaguar saving is done to EEPROM flash memory chips and not batteries, the system has no problem with old batteries, unlike most of its contemporaries.  I think that that everything saves is the number one most next-gen thing about the Jaguar as a console; even the games that otherwise look like last-gen ports almost always have saving added. Tempest 2000 takes advantage of it well.
     
    In the single player modes Tempest 2000 plays almost exactly the same as the original Tempest, just improved in every way other than losing that amazing color vector display. T2K has the best graphics possible with its regular pixel-graphics display, but vectors do look amazing in a way no regular display can match.  Ah well.  So, as with the original Tempest, you move around the top of levels, shooting at enemies climbing up at you.  All enemies from the original game return, with some new additions to the roster.  New enemies get introduced once you get farther in the game, as well.  As with the original the web colors change every 16 levels, but this time you don’t only see the same 16 levels over and over, new webs are introduced as you progress.  It’s Tempest, but more.
     
    The Controls and Powerups
    The controls are, by default, a small step below the arcade game, because the standard Jaguar controller only has a d-pad on it for movement.  I think the digital controls are just fine, as each press moves you to the next section of the web, but if you want analog controls the game does support them, which is pretty awesome — Jeff Minter made sure to include hidden support for a rotary-stick controller, even though no such controller existed for the system at the time other than a homebrew one hacked together.  I do not have one right now, though I really should get one, but it’s just fantastic that the option exists.  It means that controls are even with the arcade game.
    As for buttons, T2K uses three, the three regular Jaguar face buttons, for Shoot, Jump once you have it in a level, and Superzapper.  On the last of those, yes the Superzapper bomb returns to help you out, as beofre usable once per stage.  Also, once again, if you die you restart the current level from the beginning.  Otherwise, Start pauses as you would expect.  The keypad is used for muting the music as usual — a keypad music mute feature is common on Jag games with music — and for shifting the view around, adjusting how the web moves on stages that go slightly over one screen in size, adjusting the screen size, and such. It’s a good use of the keypad for something a game for a newer platform would put on a second stick or somesuch.  You won’t need to touch it during play, thankfully.  The Jaguar controller is surprisingly comfortable, I think; its bad reputation is hightly over-stated.  Using the keypad during play is awkward and not great for anything fast-paced, but for games that only use the dpad and three main face buttons, or for games that just use it for options, I think the Jag controller is just fine.  T2K controls well with the regular controller, I've never had any issues with it.  I'm sure that the rotary controller controls are even better, but these are quite good.
     
    On top of that, some other new powerups have been added.  These powerups all only last for the current level, as everything resets to default no powerups once you get to the next stage.  The way it works is that some enemies drop a powerup which then moves up the screen.  Get in position to grab it as it flies upwards and you get one level of powerup.  The first enemy you kill in a stage will always drop a powerup, and this powerup gives you a more powerful shot.  It’s essential to get this because the gun without it is very weak. Some time later more powerups will drop.  The next few will give you a Jump button and an AI droid ally.  The Jump button uses your third face button and jumps upwards, moving you out of the way of enemies if they reach the top of the web.  They can’t jump to hit you up there, but you could still get hit by shots, and of course you will need to land somewhere clear at the end of your jump so while helpful the jump won’t keep you alive if there are too many enemies on top of the web.  Still, it’s great.  The AI Droid is similar to the one in Llamatron 2112, and moves around on its own a above the web shooting down at enemies.  It cannot be killed and is fantastic if you can get enough powerups to get it.  There is also a rare random-drop powerup which immediately skips the current level, and once you have all other powerups in a stage further powerups give you a 2000 point bonus.
     
    The Bonus Games
    There is one more powerup, however.  Lastly powerup-wise, getting enough powerups in a level will give you a green triangle.  You can only get one green triangle per level.  Once you get three green triangles, you go to a bonus stage.  There are several different types of bonus stages, changing as you proceed through the game. The first bonus stage type has you flying through space, trying to fly through gates.  There are no enemies, you just move with the d-pad to get through the gates.  This bonus game is a lot of fun, it’s very calming after the intense action.  However, if you want the best possible scores you will want to avoid actually completing the bonus games, because if you finish a bonus game you warp forward five levels.  You get a point bonus, but the point bonus is a whole lot less points than you would have gotten if you played those levels.
     
    There are three different layouts of each bonus game, though you will never complete all three in a single game because after a few skips you are sure to have progressed far enough to get to the second bonus game type.  That one I find much, much harder — you have to stay on a green track that curves around a tube that you are driving through.  I must admit,  I don’t think I have ever completed a stay on the green track bonus stage, and if I ever did I sure haven’t again.  Still, it’s fun enough.  After that… well, there is a third type of bonus game later on, but play the game to find out what it is.  The bonus games are fun stuff and do a great job of giving you a break from the frenetic action.  I particularly love the first bonus game, flying down a tunnel through those rings is great fun.
     
    The Enemies and Scoring
    When you fire, enemies in front of you and their regular shots die.  That latter point is important: your shots and most enemy shots kill eachother.  Some enemy attacks cannot be stopped, however, so you need to stay on your guard.
     
    The enemies you will face include: basic ones which go straight up one path, heading towards the top; ones which do that but also shoot upwards; larger ones that split into multiple regular enemies once shot; ones which move around between paths as they go, trying to get closer to your position; a strong monster which has these two invincible scythelike limbs it shoots out you before going to the top that you must avoid while trying to shoot the main body; small enemies which stay at the bottom and electrify a whole section of the web, killing you instantly if you are in that section after it lights up; spikes, which can be in lanes towards the centerand will kill you if you run into them while traveling through the web after beating the level; and some more that come in to play later.  There are a total of ten enemy types.  The enemy variety is enough to keep things interesting while remaining easy enough to remember and identify each type.
     
    As you kill your foes you get points, and scoring in this game is simple: kill stuff, get points. There is no complex scoring system and that is entirely fine with me, there’s more than enough here to keep anyone hooked.  As you get points you will earn 1-ups, and there is no maximum.  Your life count is displayed as a row of ship images instead of a number, though, so once you get past about eight lives in reserve you won’t know exactly how many you have.  It’s enough, though, to know that once you know how many lives you have left things are starting to go wrong… heh.
     
    The Graphics in General
    Tempest 2000’s graphics are exceptional, and are one of the many reasons why I love this game so, so much.  The visualizer-style backgrounds are incredible, first.  And somehow, T2K has some of the best-looking graphics ever.  Even though the game is running at 320×240 regular graphics, not the ultra-sharp lines of the originals’ arcade vector graphics display on its special vector monitor, it looks exceptionally sharp. I don’t know what wizardry was done here but somehow T2K’s lines look straight and not jaggy. 

    Of course the game is made of pixels, and some of them are noticeable square ones, but they are used perfectly — the moving square pixels that form the background’s laser-light-visualizer style show are the exact right thing to use for that job.  Minter would go on to use a similar look for the visuals for his VLM, or light synthesizer, for the Atari Jaguar CD, and my opinion is that that is the best-looking visualizer ever.  And that’s not said because of nostalgia, I did not have a Jaguar or Jag CD in the ’90s. It just looks incredible, better overall than more powerful visualizers do.
     
    Tempest 2000 is similar; sure, newer games, including some from Minter himself such as Tempest 4000 for modern consoles, look ‘better’ than this game and run more smoothly, but T2K’s overall visual style just cannot be beat.  The enemy sprites, the web, the creepy fear this game instills on the player, it’s all nearly perfect.  So, the sharp, clear graphics look unbelievably good.  The game does have problems with dropping frames or slowdown when the screen gets full of enemies, I will admit, and I have died because of this for sure, but despite that I do think T2K is one of the most amazing looking games ever.
     
    Everything works together to make the game both look and play great.  The stage layouts are each interestingly different, giving you something new to look at and changing the gameplay; the enemies are varied and stand out and all look nice and are each immediately recognizable even when the game becomes more cluttered with foes because of their distinct designs and colors; and the sound effects of the enemies and your shots fit perfectly with the visuals.  Jeff Minter definitely likes that early ’80s pixel art slash vector graphics look, so Tempest was a perfect game for him to remake, and he did a fantastic job of it.
     
    Overall, despite the occasional slowdown, as I mentioned I think that T2K has some of the best graphics ever.  While playing T2K I often think, is this the best looking game ever?  The look of this game is just exceptional, every element is done fantastically.  When output via RGB, in my case via a Jag to SNES adapter that I use my SNES component cable with, connecting to a Retrotink 4K that I have attached to my 4K TV, T2K is so amazingly great looking that it is kind of hard to believe that it is actually a game from 1994 and not a 4K remaster of the game on my Xbox Series X, or something.  I do not say that to brag about my setup; honestly, most games don’t really look different enough on the Retrotink 4K to definitely justify the high expense.  Tempest 2000 is the one game that has actually made me think that maybe it was worth the money.
     
    An Aside on the Scanlines Option
    The game has a few graphics options, too.  Most notably, you can turn on or off an optional scanline-style effect.  So, CRT television screens work by not drawing every line, but by drawing every other line and having the lines blend together due to the nature of the technology.  For a long time, despite this consoles worked by drawing every line they could, progressive scan style, because that was much easier technologically.  Of course the screen would then display the results with scanlines, so your standard 224×240 or 320×240 console would display at the TV’s effective resolution of 640×480 because of the scanlines doubling the output.
     
    However, at some point in the early ’90s developers started adding interlaced scanline output right into the consoles’ hardware, in order to increase output resolutions. By adding interlacing, you can draw 640×480 for a similar amount of graphical power required for 320×240 without interlacing.  The first model of 3DO in Japan actually has a switch to turn on or off the scanlines; all other 3DOs are interlaced-only.  The N64 and PS2 particularly were designed around interlaced output.  The Jaguar, however, was not, and like a classic console displays a usually 320×240 image drawing all the lines.
     
    However, in Tempest 2000, Jeff Minter tried to program a scanline option to increase resolution, but apparently couldn’t get it to entirely work so instead an option was added which calls itself a scanline option but in fact adds a sideways jitter effect to the screen, blurring the graphics.  The results look alright on a CRT, but I think that on a HDTV, with an upscaler, the interlacing option makes the graphics look significantly worse, as the blurry jitter does not look great.
     
    I do think that the ‘interlacing’ mode performs a bit better, though. I am very bad at judging framerates, but I do think that while the jittering looks kind of awful interlacing reduces slowdown.  While Tempest 2000’s graphics are exceptional and are among the best ever, it is true that things can slow down very noticeably in areas dense with enemies, particularly as you get deeper in the game.  I noticed the framerate problems less with interlacing on, though it negatively affects the graphics so much that I cannot recommend using it.
    Some information in this section comes from this this thread: https://forums.atariage.com/topic/51325-...d-screens/
     
    The Music and Sound
    In addition to everything else, Tempest 2000 has an exceptional soundtrack as well. With an intense euro-style techno score, Tempest 2000 has what is easily one of my favorite game soundtracks ever.  I do like the music CD version of the songs maybe slightly better than the versions on the actual cart, but the music on the cart is shockingly great!  This may be music on a cartridge but it’s some of the best cart chiptunes I’ve ever heard, and it has great variety and dynamism too, as the music changes depending on which level you are on and what’s going on.  There are even vocals in some songs.  On that note, there are also a lot of vocal sound effects in this game too.  Quite unlike your usual budget bargain-basement Atari Jaguar game, and that’s how most exclusives on this console feel, Tempest 2000 feels like a top-flight production for its time, and the audio is very much a part of that.  Every song is just so fantastic! I love techno music and game soundtracks and this is one of the best ever at both.
     
    Strategy
    I would say that I am decent at T2K. I’m not amazing at it, but I’m not bad either. My best score is a bit over a million points, which I think is an above average score.  I will admit that my best score on real hardware is a bit lower than on emulator, because in emulator it runs fully smoothly, but despite this I have more fun playing on real hardware so that is what I play now.  My best on real hardware is about 650,000; decent, but I know I can do better.  So what is the best way to play this game? It’s best to keep moving and focus on getting rid of the most dangerous foes.  Always make sure to get out of lanes that are about to electrify, kill those large enemies, and try to keep the web clear if possible and focus on timing your shots correctly to take out enemies on top of the web before they get you if you can’t do that.
     
    It’s fun to just hold left or right and fire and shoot stuff, but this won’t get you very far once you get past the first set of levels.  You need to pay attention and move carefully, though you don’t want to just stay in one place either, that will lead to a quick death.  Balancing this can be difficult given how fast-paced the game is, but quickly scanning the bottom of the web for what foes are coming at you while also avoiding whatever is on top is vital for survival. T2K is the perfect game to get ‘in the zone’ with.  Focus, move to defeat the most important threat at each moment, and stay in the zone, staring at the monster-filled abyss in front of you.  Yeah, again, there’s something about Tempest that is disturbing to look at, but there is also beauty to it.  Hours feel like minutes when you’re in the zone in Tempest.
     
    Conclusion
    What more is there to say? Well, I didn’t mention the multiplayer mode, but honestly I’ve never played it.  It’s just a two player versus mode though so it’s definitely not the main attraction.  Beyond that though, Tempest 2000 for Atari Jaguar is the greatest shooting game ever made.  One of gamings’ great masterpieces, T2K is unmatched in its field.  The stunning visuals, the sense of tension this game evokes, the feeling of getting into the zone, the amazing soundtrack, the pretty much flawless controls, the interesting and varied level webs you will face, the varied enemies and how as you proceed new foes are added at just the right moments, everything here is peak.  Tempest 2000 is an A+ classic and is flat-out one of the best games ever made.  This is a top 5 all time console game without question and the only non-Nintendo game that high on my best console games list.
     
    So that’s my review.  I think I spent too much time saying ‘this game is great’ and not enough saying why, maybe I will continue working on improving this.  But that’s it for now.  Also please correct me if I got any facts wrong, which I may have.

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      Americanized Beef
    Posted by: Dark Jaguar - 12th October 2024, 2:48 AM - Forum: Ramble City - No Replies

    Well now this is a bizarre collection of stereotypes of American dietary habits.  I mean hey we don't exactly eat healthy, but the notion we're all super excited to eat specifically Kentucky Fried Chicken as our Christmas feast has got to be up there in terms of trashy stereotypes.

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      Nintendo Power (But not the one you're thinking of)
    Posted by: Dark Jaguar - 3rd October 2024, 1:43 AM - Forum: Tendo City - No Replies

    I knew about Satelliview, but I wasn't aware of the specifics of another late Super Famicom idea.  Nintendo Power wasn't a magazine in Japan, it was a kiosk that allowed certain rewritable cartridges to store a number of copied games on it.  The whole history is fascinating, especially hearing that apparently a lot of Japanese game studios at the time were trying to outlaw "used games" themselves.  Geez...  Corporate culture in Japan is in some ways even more customer hostile than in the U.S.

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      Make it more Epic
    Posted by: Dark Jaguar - 30th September 2024, 9:03 PM - Forum: Tendo City - Replies (1)

    ...So did anyone else see EA's shudder inducing press conference?  They basically showed a game being designed by Wesley on the Holodeck or something, with a big boring level full of boxes and generic shooty guys that didn't seem to match any sort of cohesive artistic vision, and then the line... THE line.  "Make it more epic", as if we were still living in 2009.  Can it also make things more "beast"?  ...  So, after catching my breath from all the groaning, what I heard was... well generic music that matched tags of "epic" that you can find easily enough on The Youtubes.  And then it gave us a pyramid.  Yeah... epic...  That's one Epic Megagame you've got there you guys.  You did it, unsettling "Hello fellow kids" the company.

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      Good news! Valve eliminates binding arbitration!
    Posted by: Dark Jaguar - 26th September 2024, 7:13 PM - Forum: Tendo City - No Replies

    Valve has changed their Steam terms of service in a positive way!  Now, part of this I think we can thank Biden for, in that he's been pushing for outlawing "forced arbitration" clauses, and so Valve may have wanted to get out ahead of that mandate.  As always, a company really only does something good when regulations force them to, or in this case the threat of upcoming regulation.

    The point is this.  Yes, it does specify WHICH court the matter is resolved in (Washington State), but I'll take it over a company paying the "judge" who will decide a case with no legal recourse available outside that corporate decision.  It's a win, frankly, and a very positive one considering how consolidated PC game sales are onto this specific platform.  It blindsided me, and I double checked it to the best of my ability, but once I realized exactly what it was saying, I agreed to the shift right away.

    https://arstechnica.com/tech-policy/2024...e-instead/

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      Nintendo are now Patent Trolls
    Posted by: Dark Jaguar - 21st September 2024, 2:59 PM - Forum: Tendo City - Replies (10)

    You may have heard the whole Palworld scandal already, getting misreported with articles going on about the similarity of various designs to certain Pokemon.  I want to clarify something here.  Nintendo is not suing about copyright, so whatever you feel about how close the art design is, it's not relevant to the case.

    It's a patent suit.  They are suing over the concept of using small items to catch large monsters.  This is on the heels of another recent suit where Nintendo sued another company for using their patented concept of using a touch screen to emulate an analog stick, from Super Mario 64 DS specifically.  These suits are both based in Japan, where their patent office is way too lenient.  Such patents would never have been granted in the U.S., and notably, it reminds me of Capcom suing SNK way back in the day over stealing the concept of a "fighting game", and of the lawsuit against Namco for using the concept of a loading screen mini-game.

    Back in 2013, a case regarding software patents went to the Supreme court here in the U.S., and it was determined that such patents are invalid as they are too obvious and hinder innovation in the software space... which they did.  It didn't help that these software patents were badly defined in the first place.  That is, someone just comes up with the idea of "do this, but in software" with no actual implementation developed, no source code or anything, and someone who actually does the work of realizing it then gets sued.  It's called a "patent troll", and yes, it's ridiculous.

    Nintendo has crossed a horrible threshold, and they've become one of the worst threats in not just the gaming industry but software as a whole.  I hope they lose this, and lose BIG, because this is the kind of nonsense that can stifle creativity and cause all kinds of companies to go after each other.  Just keep in mind that Nintendo will likely get sued right after this by Atlus, because catching monsters and training them comes from Shin Megami Tensei before Nintendo came up with their "Monsters in my Pocket".  However, Japanese law being what it is, Nintendo is likely to win there.  Here's hoping the U.S. decision stands as far as such software patents go here, but recently, other software companies have been lobbying congress critters to pass new laws establishing software patents back into reality again, as well as DNA patents.

    Let me be very clear on this point.  Yes, it's pretty obvious how similar these "pals" are to pokemon, but Nintendo didn't go after them on that, or on copyright.  The very fact Nintendo is pursuing this as a patent case is a tacit admission they know they wouldn't win a copyright suit, that the designs and storyline backgrounds are different ENOUGH that they are their own thing, just like Captain Marvel not QUITE being Superman, or... well all of the OTHER cases of comic book characters clearly being "inspired" by existing characters.  Heck we've got Namor coming out to retake the throne of Atlantis from that uptstart Aqua Man pretty soon, so that's still a thing.

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      Starcraft is still the best game ever (even if I'm still hopelessly bad at it)
    Posted by: A Black Falcon - 18th August 2024, 12:07 PM - Forum: Tendo City - Replies (3)

    Starcraft is the best game ever made.  It's an exceptionally amazing game which requires extreme skill to be good at and has a near-infinite skill ceiling.  Being good at Starcraft is one of the hardest things to do in gaming.  I have always loved the game, since I got it the week it released, but have always been terrible at the game...

    So what have I been doing this year?  Well, one thing I've been doing is getting back pretty hard into my favorite game ever, Starcraft.  SC has almost always been my favorite game, of course, but other than several dozen games in 2017-18 after the release of Starcraft Remaster, I'd barely played it since about 2009, when I mostly stopped playing RTSes nearly as much as I had before for several reasons.

    What were those reasons?  They include my increasing interest in retro console games over modern games, how Blizzard was clearly not the same company it had been before being ruined by World of Warcraft, arm pain when playing mouse-intensive games, that I always was bad at them and you get tired of losing like 95% of the time after a while, and more.  I had hopes for Starcraft 2, there are a few old posts of mine here about the game when it released, but I ended up dropping it almost immediately, and barely ever playing it again after that post I made here around its release.  SC2 failed to hit the mark for several reasons, including its more cartoony Warcraft-ized art design, the bad decisions they made about Blizzard control of custom maps people made (these were hugely important to SC and WC3's success of course!), the awful story that ruins the characters of the original in favor of generic stupid nonsense, my reduced interest in the genre at the time, that arm pain, etc.

    In 2017, Blizzard released Starcraft Remaster.  It's an exceptional HD update of the original which changes nothing about the gameplay of the original, every bug and glitch is perfectly preserved, as the SC pros wanted.  It's exceptional and was my game of the year that year.  As I said I played it a bunch for a little while but not very seriously and after a little while I lost interest again.

    Then, early this year I got into watching pro Starcraft on Youtube.  I'm not sure exactly why but I do remember thinking about Warcraft 2, watching some WC2 videos, then it recommended some SC and... well, yeah, I was hooked.  WC2 is a simpler game and I do love its music even better than SC's, but SC has more depth, it's overall even better than that amazing classic.  I watch probably way too much Youtube, of course, but I've never gotten into watching pro gaming or speedrunning, other than the Mario platformer streamers/youtubers I like to watch and that's at most semipro, they're mostly just streamers.  But in South Korea of course pro Starcraft is actually a real sport with a sizable player and fan base, and I've found it really interesting to watch the best players play.  Of course it's kind of like, I can play the game but they're a hundred times better than me or more and I'll never be and never was anywhere remotely near that level, but still, watching people who are really good at such an exceptionally amazing game with such a stratospheric skill ceiling?  It's really, really interesting to watch.

    And then... there's actually playing the game.  I have gotten back to playing some SC here and there this year, inspired by watching the pros.  Well, inspired to play, not to play well... heh.  I'm still awful at the game and aren't really trying to be great, I'd rather just have fun with it than put a full effort into being good.  For instance, I am fully aware that to be decent at SC you need to heavily use keyboard hotkeys, but I've never liked that so I still don't.  Is this a factor in why I almost always lose?  Yes, of course it is, but so far I haven't changed that.  Oh well.  I'm having fun anyway.  SC is a very intense and stressful game to play, but it's also incredibly fun.  It's the best.

    The main issue is, my play would work fine if the matchmaking was better, but unfortunately SC's matchmaking is pretty badly broken.  That is, a lot of people quit instantly the moment the game starts, and when that happens it counts as a loss for them and a win for you.  This makes it totally impossible to get an accurate MMR (player rating), because my score gets artiifically raised by the huge number of 'wins' over insta-quitters.  Seriously, it's a LOT -- I probably actually win maybe 5% of the time still, same as ever, but I win like 40-46% of games overall.  Yes, the insta-quitting plague makes facing opponents on your skill level pretty much impossible, most games are either against an instant quitter or someone a lot better than me (who has a similar rating because of the quitters).  Obviously I could quit myself to lower my rating but I hate the idea of doing that so so far I haven't.  Ah well.

    Despite this though SC is the best and I'm so happy to be back to playing it, and to be following pro Starcraft closely for the first time.  I knew of Slayers Boxer in the '00s of course and had watched a few of his games, but otherwise I wasn't watching pro SC back then.  Now I am.

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      Brand new Doom for... SNES?
    Posted by: Dark Jaguar - 11th August 2024, 2:16 PM - Forum: Tendo City - Replies (19)

    Limited Run, with iD software, are releasing a much more optimized version of Doom for the Super Nintendo of all things.  I'm not sure how they're managing the Super FX part of such a cart, except emulating it with an FPGA chip or something.

    https://certb-site.bethesda.net/en/artic...24-roundup

    Other than this, they've made yet another modern port of Doom and Doom 2, called "Doom + Doom 2".  If you own Doom anywhere, on any modern platform, you already own this, so congratulations!

    They're releasing a "Doom Anthology", but it's literally just a fancy box containing a download code, so I'll just skip it.

    And lastly, they're updating Doom Eternal with the loooong delayed mod support and a development studio.  About time!

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      Romhacking.net is shut down
    Posted by: Dark Jaguar - 6th August 2024, 4:42 AM - Forum: Tendo City - Replies (4)

    Fortunately, this wasn't the result of some lawsuit, because if a site like Romhacking.net were to be taken down, then nexusmods would be next, as PC game mods and rom hacks are basically the same thing.  No, no it's far stupider than that.

    The original owner has posted an "explanation" of the shutdown, but what it amounts to is that they refused to step down as owner and pass things along to new ownership due to bad blood between this owner and some of the people wondering why the switchover was taking so long.  There were disagreements about moving the site to newer tech and how best to achieve that, and some weird complaint about how to get the mods moved over to the new system that suggested the site owner wanted them physically mailed?

    The collapse has one benefit, in that the whole site has been archived, so as long as that archive sticks around, the mods will still be available.  What a disappointment.  There's another person who's desperately trying to get THEIR mod hosting site to be the "replacement", but there are so very many things wrong with that replacement I won't even bother linking it.  Suffice it to say it's hosted using BLOG software and THAT owner is also operating a ROM hosting site which would definitely put that new mod site in the crosshairs for a shutdown in the same way that Switch emulator was shut down due to the creators actively promoting and trading Switch ROM links.

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