Now, he's put out a free remix album called Max Effect featuring music from Mass Effect 1, originally composed by Jack Wall, Sam Hulick, Richard Jacques and David Kates.
It is seriously good stuff. Here's the first track, called "ArmageddoN7."
(By the by, that is an excellently cheesy name for a Mass Effect remix tune.)
Love it. You can download the entire thing at Hinson's website.
Max Effect [Official Page]
But the data was saved on computer disks that were more than 20 years old—would they still be readable after all these years? Would it be safe to put them in an old disk-reader and risk losing the only copy of a classic game?
Sounds like a job for Tony Diaz and Jason Scott, two computer collectors and archivists who helped Mechner pull the data from the disks and in the process, save Prince of Persia.
In a great article over at Wired, Gus Mastrapa recounts how he was there when Diaz an Scott used their archival tools (and an old Apple computer) to thoroughly analyze and clean the disks, working through some of Mechner's other old prototypes as well. Among them, a stolen version of
As a young programmer, Jordan Mechner was keen to create something marketable. He looked at the best-selling games for the Apple II and saw that a clone of the arcade game Space Invaders was doing particularly well. So he knocked up a version of Atari's hit Asteroids. But by the time his version was ready, game publishers had begun to crack down on blatant copies, and he shelved the project.
The Asteroids restoration doesn't go as smoothly as the rebirth of Quadris. When Diaz loads the game, Mechner notices that the graphics aren't rendering correctly. The space rocks look glitchy and malformed. Is there an error in the original code? Is the configuration of Diaz' machine different than Mechner's college Apple II? Or has the disk just not held up well over time? Mechner's version of Asteroids has been saved, but it will need restoration.
Fortunately, Prince of Persia loaded fine; the source code is safe, and Mechner has made it available to anyone who wants it.
Man, I wish I could track down and scan all of the old game-copy disks and other floppies I had when I was a kid. I bet there was some amazing stuff on them.
The Geeks Who Saved Prince of Persia's Source Code From Digital Death [Wired]
Hello Kotaku. Happy weekend! I hope you're going to have a good one. I sure am.
Let's get right to the open thread today. Here, as always, are some things from around the internet:
And that's that. Have a great weekend, y'all.
Take the addictive bubble-popping gameplay of Bust-a-Move, toss in the enticing random chance of Peggle, and you've got Bubble Witch Saga, a Facebook game so addictive I'd be playing it right now if I hadn't run out of lives.
The last time I played a full console version of Taito's Bust-a-Move bubble-popping puzzle game was back on the PlayStation 2. Super Bust-a-Move had what, a hundred puzzles? More than that? I brought the game home from the store, sat in front of my television, and completed every one of them. If I failed, I would go again, and again, and again until I moved to the next puzzle, refreshed by the new challenge.
So I tend to avoid the series these days, if only because I don't have the time to waste sitting around all day.
King.com's Bubble Witch Saga, on the other hand, gives me five lives. Five chances to score one, two or three stars and move on to the next puzzle. If I fail enough, I'm forced to wait. It's perfect.
What's also perfect is that Bubble Witch Saga injects an element of Peggle-like chaos to the mix. As you clear groups of colored bubbles, spiders descend from the top of the screen, each with a bonus multiplier attached. As bubbles drop from the puzzle proper they bounce against these multipliers before dropping into holes with various point values. They key to getting enough points to advance is dropping enough balls, having enough spiders on the field, and putting in a good word with lady luck.
Like any addiction, your friends can enable you. They can send you extra lives, or coin to purchase various power-ups to help clear the board. Later in the game your friends are required to help you advance. To move from level 26 I had to have three friends commit to helping me. I reached out to everyone I knew played the game, even our own Stephen Totilo.
It took me a day to gather all three. Totilo never responded. Hmph.
There are other ways to advance, of course, but the pay-to-win items Bubble Witch Saga sells are too costly for my blood — three extra lives runs 99 Facebook cash, or nearly $10. I might-as-well just buy a full version of Bust-a-Move.
But I don't, because unlike Bust-a-Move, Bubble Witch Saga keeps me on a leash, along with some 6.5 million other players.
Bubble Witch Saga [Facebook]
Available: Later this year, when the game releases.
Price: It's a preorder bonus
What You Get: Your Sackboy dresses up like the KB, complete with lustrous coif, and will evidently get a golf cart vehicle befitting his executively eminence.
Why It's Evil: Aside from the fact we're being asked to create content for a second Sony-exclusive cart racer in three years, folks, this is an ad. Yes, an ad. They're enticing you to preorder something that does not even have a release date yet with an ad. Sure, Kevin Butler is a clever character, but so is the Burger King, and no one was especially charmed by his appearance in Fight Night Round 3.
Evil Score: 4/5. Unlike the King, there is, presumably, some function provided by this golf cart, whatever the hell that is.
Available: Whenever the game releases in North America, sometime in September.
Price: Free with preorder.
What You Get: Early and exclusive access to some of the game's characters, thereby incentivizing early adoption.
Why It's Evil: Katsuhiro Harada gave an interview to Eurogamer in which he "re-iterated his long-held commitment to providing all content up-front in order to preserve the chess-like nature of the character combat interaction." Then he said that those who preorder Tekken Tag Tournament 2 would enjoy preorder access to certain characters for a limited window. This content becomes free to everyone afterward.
Evil Score: 4/5. Come on. I don't play chess with exclusive pieces for a limited time, even if they're free to everyone after a month. Namco has created content for the main game and is setting it aside as an incentive to drive day-one sales.
Available: Now.
Price: 99 cents.
What You Get: Dawwww, is this PS Vita game too hard on you? Well, for a buck you can buy your way out of a challenge. The "Level Skip DLC" allows you to buy your way past a particularly vexing level. "Once purchased it lasts forever." You still have to finish a level to get full credit for it (in points and medals.)
Why It's Evil: They're selling you a cheat and the download is 100KB. Case closed.
Evil Score: 3/5. "Once purchased it lasts forever," so it's not like they're gouging you on a level-by-level basis.
It hits you in the face before the main menu has even loaded. This conflagration of spitty, grunted vocals, dry audio production and slightly distorted yet also overly-clear lyrics. Listen to the opening track, which is a little ways down.
It just… sucks. It's the video game soundtrack equivalent of the red-faced guy sitting behind you at a baseball game screaming "Fucking Giants!" over and over. It sounds like a human scalp boiled in gravel-water. It sounds like a hot cinderblock sitting in an Arizona mall parking lot.
Very few types of music are just inherently entirely unappealing to me. More often than not, I can find some redeemable quality in whatever I'm listening to.
Limp Bizkit/Disturbed Kid Rock-style rap-metal is almost irredeemable—at least, I count it as one of my least favorite genres of music. So yes, the Trials Evolution soundtrack was coming in with the deck stacked against it.
All the same, there are bands in that genre that I don't mind or even kinda like—if Faith No More qualifies, I dig them. I even like some stuff by Linkin Park. (What? They have some cool videos.)
But man, the music in Trials Evolution's soundtrack is just plain bad. In fact, saying it's "plain" doesn't do it justice. It is exuberantly bad, to the point that it's almost charming… but no. It's not charming at all.
Let's listen to another one:
Just… it's like ear-demolishment. It's like listening to a blender after what was blending is done blending. This song grates like a Frieling stainless steel electric.
These are actual lyrics from this song:
Vroom vroom!
I'm ready to go!
Time to let the muh muh muh muh monday night-ro!
Bloody hell. Is this an edited version? Was it originally the motherfucking monday night-ro? Actually wait, it doesn't matter.
This is where we start to get to this article's headline—this music is truly so wretched that it's almost like they're kidding. But even if they are… like… you know when they have a "fun" pie-fight at an outdoor party, and someone nails you with one and it gets all over your shirt, which you then have to wear for the rest of the day? It's like that kind of joke. It's not funny because it's happening to you.
Here we've got another one that supports the idea that this whole soundtrack is a joke, what with the rap-skit style "And now it's time for a breakdown" announcer voice at the beginning. But again I ask… how funny a joke is it? Not really very funny. Especially considering that you'll have to listen to this a whole, whole bunch of times.
Somewhere along the way, the direction for this thing really went off the rails. Some basic, thick-ass rock would have sufficed. We didn't need lyrics. We didn't need attempts at so-bad-it's-good-no-wait-it's-still-bad rap humor. We didn't need personality. Trials Evolution has so much going on on the gameplay side that its soundtrack doesn't even need to be that incredible (though it would've been nice!) It really just needed to get out of the way.
And yet personality is just what we got. Grating, shouted, amelodic, wretched personality. I will forever mute it and listen to Highway to Hell instead.
I realize we're more than five years removed from their reign of terror, but as the long memory of the Internet continually demonstrates, there is no statute of limitations on crimes against video gaming. Sitting there, tapping uselessly on the controller's shoulders with my index fingers, the recollection Oh, that command's on the black—and I truly did stop and facepalm—was like being reminded of some embarrassing thing you'd done and long forgotten.
Black button, you were reload in Hitman, which is why I always fired to the end of the clip. You were the pitch to the halfback on the option in NCAA Football 2004. White button, you were one of the most used controls in Star Wars: Knights of the Old Republic not because you really added any value, but because you paused and resumed combat. And combat always started out paused.
Does this bring back memories for anyone? The Xbox controller was, on the whole, a good controller. Yes, its directional pad was a monstrosity, and it continues to be. But the controller's dual analogs were more ergonomically placed. And the inclusion of true variable triggers was inspired (one reason I just couldn't get into Vice City Stories on the PS2 is because I had no driving touch with acceleration on a face button.) But god damn, much more than the D-Pad, did they fuck it up with the black and white buttons, which were supposed to perform the functions of the PS2's L1 and R1, commonly known as the bumpers or shoulders today.
To refresh your memory, the black and white buttons were placed in locations where no one would think to find them. They were tough to reach with your thumb and their placement was basically disruptive to the mental map you made of the available commands, critical for fast-twitch gaming. On the first Xbox controller, the beloved Duke (pictured above), black and white were set above and right of the face buttons. The Duke already required really large hands for comfortable gaming—you could tell this thing was made for a North American market, not Japan. You had to shift your entire right palm off the controller to key the black or white, as straining up over the X/Y buttons to hit the buttons—which were smaller for some stupid reason—was physically impossible for many.
One the "Controller S" redesign, Microsoft put Black and White in an even worse spot—about east-by-southeast of the right analog stick. Playing on this unit required me to bend my right thumb inwards to hit either button. I ran the option a lot in NCAA 2004.
And even then, their naming had absolutely no correspondence to their position. Left trigger, right trigger, everyone understands that. It takes a second to figure out X/Y and A/B the first time you pick up the controller (and really, when's the last time you thought about the first time you held an Xbox controller) but still, their positioning goes left to right and bottom to top. Though most people say it "black and white," white was left of black. And the puppeteering they offered didn't make much sense either. They were completely throwaway buttons, maybe because Microsoft felt that putting true shoulder buttons on this—which it did, obviously, for the Xbox 360 controller—gave too much credit to Sony's design or conceded its superiority.
Nowhere was the atrocity of the black/white buttons more apparent than in Grand Theft Auto: San Andreas. After giving them noncritical functions in GTA III and Vice City (change the radio, change the camera) Rockstar did something that still is unforgivable in my mind. It made them the look left/look right command in a car. Look left equals white ... how? Look right corresponds to black ... why? But the worst aspect is that firing a gun from the car was now on the A button. Better than being a stick click in the previous two games, but utterly impossible considering your right thumb had to key two buttons at once. If you had a Duke, you would have to use two hands on that side of the controller, meaning you couldn't steer, accelerate or brake. PlayStation 2 partisans, here is where you should be cackling with delight.
I suppose someone at Rockstar figured the buttons were in close enough proximity that your entire digit could hit both in one gesture but, no. The smaller black/white button size, the angle of their placement and even the fact they protruded out of the controller face less made this unworkable. It made the Vigilante missions, which were required for 100 percent completion, impossible from a squad car. You had to do it from a police bike firing straight ahead, or wait until you got into the attack helicopter. Or, do like I did, buy a goddamn $25 third-party controller that actually had shoulder buttons. But the rubber always shredded and wore off their thumbsticks, which is another bitch session altogether.
Things are different today. Today, the Xbox 360 has proper shoulder buttons, and the eye-rolling you get from PS3 gamers when you call their L1 the "left bumper" and the R2 the "right trigger" underlines the fact this is a natural naming convention in addition to a natural alignment. Many PS3 games controls (mostly third-party, with some notable exceptions) feature the triggers as the dominant index-finger controls. I'm sure there are plenty of new or casual gamers out there who mistakenly believe the PlayStation 3's controller copied the Xbox 360's.
In the end, we have as close to standardized controls across the two dominant platforms as we ever have, something for which gamers and, no doubt, developers are grateful. But man, revisiting that six-month love affair with a game on the previous generation makes for some painful driveby shootings down memory lane.
Hey folks, Something Negative is a rant. Love it or hate it, we all need to blow off steam on Fridays. Let yours out in the comments.
Valve Software boss Gabe Newell has said kind things before about mega-publisher EA's upstart rival to Valve's popular PC gaming service Steam. That may have seemed charitable, given that EA's new Origin service competes with Steam and even by EA's own standards may not be as good as Steam for years.
So, how's Gabe liking Origin these days?
Seven Day Cooldown's Jack Inacker asked Newell that during their fantastic hour-long interview with the Valve honcho. It starts well, and ends amazingly. Give it a listen in the clip up top, which was provided to us by 7DCD.
Short version: he says EA's team of smart people on Origin has a lot of catching up to do. Newell does say he still would love to have EA games on Steam again. The big ones are Origin-exclusive these days. But it's the moments when Newell isn't speaking or is struggling to say something nice that say so much more.
This Origin bit is just a small piece of the podcast. There's much more in it. We've also told you about Newell shooting down Valve-Apple rumors and about something called "Ricochet 2". But, come on! Listen to the whole thing. This podcast episode was a stellar debut by the Seven Day Cooldown folks.
Episode 001 – The Tangy Zip of Gaben (April-16-2012) [Seven Day Cooldown]
Capcom will reveal an "unexpected" new game in next week's edition of Famitsu, Andriasang reports today.
We don't know anything about it yet, but I've got some suggestions for the Japanese publisher:
But this is Capcom we're talking about. So it will probably be a browser-based Street Fighter.
Unexpected Capcom Title Being Announced in Famitsu Next Week [Andriasang]
• Cam Newton, the NFL's consensus rookie of the year (and, according to Yahoo! Sports, the second-most valuable player in the entire league) is taking his final-round matchup with Calvin Johnson for the Madden NFL 13 cover very seriously. In this seven minute video (above), he calls out his rival, challenging him to a game of Madden 12, to be live-streamed.
That's well and good, but the real takeaway here is Newton is also going anytime-anywhere with all of sports video gaming. He provides an email address, to field challenges from the public at large. Just provide your own Gamertag or PSN ID (Newton's on both services), your full name and phone number.
It's extremely smart fan service, and definitely gives a nod to the Carolina Panthers quarterback in the eyes of average voters, the ones who will determine the cover's outcome. As for Johnson, my favorite for the cover, all I can say is, ball's in the air for you, Megatron.
• The patch for Tiger Woods PGA Tour 13 that introduces a different swing posture for Kinect has gone out as promised. There were other fixes and adjustments delivered, too. "Virgin Gaming integration," means the game will soon support the play-for-pay tournaments offered in Madden, FIFA and NHL. Patch notes do not address issues with the game's live weather or GameFace, though. [Operation Sports]
• FIFA 12's UEFA Euro 2012 expansion will introduce something called "Expedition" mode, which from the likes of this video sounds like a fantasy team experience involving getting your customized national team into the tournament. Beating a team three times means you can pick one of their players for your own side. There's also some concepts involving road-building and road-destruction that I think are best left to the video to explain.