Saturday, April 30, 2005

Feature - Lateral Thinking - Either Archive Videogames or lose them completly

A sideways look at the gaming industry
Submitted by: Sideath

NOTE: I wrote this article a few months back, the original should be hidden somewhere in Insert Credit and Gamespot.

Intro Cut Scene
A year back, I was playing the flash game Sticky Wicket on the BBC webpage celebrating the Cricket World Cup, or something. A few things occured to me at this time: (i) That Sticky Wicket was a blatent copy of the original Donkey Kong, just with better flash graphics and with cricket as a theme instead of er... Donkey Kong, (ii) that most of Sticky Wicket’s players have never played the original Donkey Kong, and (iii) that most of the players that have played it recently have done so through illegaly, through emulation – the criminals.

Gotta Catch ‘em all
Ah, Nintendo. They schooled kids to catch ‘em all, and by God, it worked in thier favour. The same way that the X-Box wouldn’t be as popular without Halo and the PS2 wouldn’t be so desirable without GTAIII.
The basic theme of Pokemon was the sheer organisation of all of you monsters, and that you wouldn’t have really ‘completed’ the game until you caught all of the 150 or so Pokemon that were avaliable.
In the same way, Emulators and ROMs have evolved from the disfunctional random 2 or 3 roms there, 5 more random roms over there, to the few dedicated individuals archivng countless classics in the darkest corner of the web, constantly hunted by the gaming law officials such as the ELSPA. These classics now have a number – number of roms and emulators – and like the Pokemon kids, these ‘rommies’ have made it thier mission to Catch ‘em all.

A difficult relationship
The videogames industry has a curious relationship with emulation. On the one hand we have always told that videogames are a bad thing, that they are piracy (when you don’t own the original cartridge – in the case of 99.9% of all downloads), and is similar to, you know, home taping a so on. But still, its interesting to note that most of the people working in the gaming industry own a large selection of ROMs in the deep corners of thier hard drive. Besides, there’s an extra need for ROMs other than entertainment – there’s a historical need for them.

Pure History
If you want to read an old book, you go to the Libary. If the book does not appear there, you go to a bigger libary. If you want to watch or investigate an old film, you can buy or rent it. If you can’t find it, there are always the indies and the Historical Archives to try. However, if you want to play an old game, your options are limited. You can wait for it to turn up on eBay, you can scour over car boot sales for ageing classics, or you can scrap the waiting and the wind and download the ROM off the internet. It’s quite sad that many people who write articles abou past gaming history have done so by playing the emulation, downloaded off the internet.

Solution
It really is a mess. But instead of ELSPA whining about the ‘illegal black market’ of games trade, they should do thier job properly. The videogaming industry is supposed to be maturing, after all, and we should therefore have a more mature solution to this problem.
The problem should be solved through the process of a soon-to-be-registered charity, in the name of the European Videogames Archive (EVA).
EVA’s mission is to produce a complete record of every videogame ever produced, created and published in Europe. It would also be to achive a hard copy of every game, along with copies of design documents, sketches, and - where released by the author – source code. EVA’s physical presence would initially be along the lines of a research libary, with resources accessible to members of institutions who paid its membership fee – universities, developers, publishers, individuals. Anything stored electronically could be requested and delivered electronically. But for the real experience, one would have to visit EVA in person.

EVA-lution
EVA’s building would be gently lit and filled with quiet, soundproofed booths. Visitors would select games on terminals and book slots to use hardware of their choice. When their turn came, they would have a garish game box thrust into their trembling hands, and be directed towards the appropriate machine. No emulation here – it would provide the full experience. They would have the tedium of waiting for a game to load, the pain of switching disks and the exhilaration of jamming fingers in the disc drive to jinx the software into running.
Funded by membership, sponsorship, and charitable donations from parties with a vested interest in making the European software industry look good (ELSPA, TIGA, the British government), EVA would not make a profit, but would certainly prove as popular as, say, the Museum of the Moving Image (http://www.ammi.org/) in New York, or any publicaly-funded archive. Expansion would bring a larger museum, more focussed exhibitions, and here’s a stroke of genius – while all originals would stay within the confines of the EVA, if visitors wanted a copy of a game to take home with them, they’d be welcome to. EVA would have a small backroom where any existing game could be copied, tape-to-tape, floppy-to-floppy, even to blank cartriges. A printer would clone the covers and lables from scans of the originals, adding a discreet EVA logo somewhere. Cost? Nominal; materials, plus a gratuity for the copyright holder and EVA. You could walk in and buy a brand new 2003 issue of Donkey Kong, and not revet to playing terrible copies on the net.

FinEVA provides people with an opportunity to revisit old games as they were inteded. So who loses? At worst we would have a static record of what we’ve done; at best we’re educating people, indicating to the public that this isn’t a craze, it’s an art with a history and a future. The path that the videogame is taking is contiually branching, and at present, that path is only being archived by amateurs, by the underground, and our reward to them is potential prosecution. We can curse the pirates as much as we want, but in 20 years’ time these perfectly labeled ROMs will be the only coherent record we have of what we’ve been doing. Pokemon may have affected the direction of gaming, but only as much as the hundreds of games from throughout the 20th century, and leaving any record of that to chance – now that really is criminal. CWg

Friday, April 29, 2005

29 April Release List

PC
- Guild Wars
- X2: The Attack
- Empire Earth 2

GBA
- Wario Ware: Touched!

GC
- Star Fox: Assault

PS2
- Silent Hunter

Thursday, April 28, 2005

Review - Polarium (DS)

Format: Nintendo DS
Publisher: Nintendo
Producer: Mitchell Corperation
Genre: Puzzle
Price: £20 new, £10-15 second hand (Apr 2005), £5-£17 ebay (Apr 2005)
Origin: US
Reviewer: Sideath

Remember the first time you played Tetris - the solid clunk as the bricks slowly slotted into place - the wonderful feeling as you destroyed four lines at the same time? And because of this (and also the high score your sister got), you went back and back to it? Well, Polarium definetly duplicates it.

The basic premise behind Polarium is that there are black and white tiles across the board. Your mission is to flip the tiles over, with a stroke of the stylus, you have to flip the tiles around until all the tiles in one row arrange into the same colour. Simple, you might say. Indeed simple to learn, but nearly impossible to master.

There is a variety of modes inside the game itself - Challenge mode sends you a continuous stream of rows, in which you have to hurriedly flip and destroy them without letting them pile up - like a backwards Tetris, really - instead of forming rows, you are given them, and have to move the tiles INSIDE them to destory them. Indeed, the same feeling of euphoria and enjoyment achieved by the 4-row destroy in Tetris is achieved when you get a 9-row combo in Polarium. Hugely addictive, as is with Tetris.

Another mode is Puzzle mode - where you have to complete the entire puzzle in just one stroke! This mode takes no prisoners, and once you reach level 50 (you can go back to any level at any time) you'll be tearing you hair out with frustration - but once your stroke is correct, and the tiles flip camly into place - that feeling is so wonderful, bare text cannot describe it.

There will be many who will be put off with its simple graphics, its simple premise, but it's difficult learning curve. However, this is indeed, like its tiles, a black and white matter - persevere, take it off the shelves, play for one or two hours, and you will soon realise what a gem this is. This game is definetly simple to learn, but extremely hard to master.

CWScore: Seven out of ten

Wednesday, April 27, 2005

ChimpWare Forums up and Running!

VISIT! JOIN! POST! RIM!

chimpware.cjb.com

or the link on the right.

Report - The Politics of Electronic Entertainment

With the British general election just 8 days away, it's seems fitting to report (briefly) on the opinions of each political party on the electronic entertainment industry - in alphabetical order, of course!

CONSERVATIVE:

- Halt bbfc classification of games
- Introduce new classification department of electronic entertainment
- Make classification harsher - e.g. Half Life 2 would become a '18' game

LABOUR:

- Maintain current 'excellent standard' of UK games industry. Give government money to well-performing developers (e.g. Creative Assembly) and to UK publishers (e.g. IC Company, Introversion)

LIBERAL DEMOCRAT:

- Encourage Starting Up Electronic Entertainment Programming Degrees at University - or similarly linked degrees. (e.g. Animation, Aritifcial Intellegence)
- Review and Improve bbfc classification standard

Source: MVC Trade Journal

The Function of the Noticeboard

Before I carry on posting, just a note that this blog's function is of a noticeboard for ChimpWare members to go to before MUNKI GETS HIS SITE WORKING PROPERLY again [hint, hint]. Yes. Feel free to comment, and to be allowed a post, please contact Sqwire.

Quote of the Week (25 April - 1 May)

"People are such snobs with this 'It's not about the graphics' thing. That's nonsense - it's totally about graphics. What's the difference between the first Metal Gear Solid and the latest one? The graphics!"

Mark Rein, of Epic Games, explains exactly what's wrong with the electronic entertainment industry these days at DEVC Summit 2005.

Monday, April 04, 2005

Chimpware Flickr Archive