Showing posts with label retrospective. Show all posts
Showing posts with label retrospective. Show all posts

Wednesday, April 12, 2017

Searching For The Very First Easter Egg In Video Games

This Easter week, I wanted to share a fascinating story of the search for the very first Easter Egg in video game history. Steve Wright, director of software development for Atari's Consumer Division coined the term to describe hidden undocumented features in a video game, like hidden programmer credits or power ups or in-jokes. Atari had a policy of not crediting programmers that worked on their games, developers from their products, as the company believed doing so would prevent competitors from identifying and luring away Atari's best programmers.

In protest against this policy, programmer Warren Robinett devised an obscure series of circumstances in the1979 Atari game Adventure that, when executed correctly would take the player to an otherwise-inaccessible room that displayed the text "Programmed by Warren Robinett". When a curious teenager stumbled upon the hidden credit in the game and notified Atari, the company found that going back and changing the code and issuing new game cartridges would be prohibitively expensive, so the credit stayed. Wright dubbed it an Easter Egg, and Atari turned the act of rebellion into a company feature, making programmer credit Easter Eggs a de-facto company standard.

While Adventure has arguably the most well-known video game Easter Egg, it is not the very first Easter Egg in a video game. That particular honor went to the video game Video Whizball released in 1978 for the Fairchild Channel F home gaming system. Or so it was thought.

Enter video game historian Ed Fries and pioneering Atari employee Ron Milner. During the course of an interview Fries was conduction with Milner about the very first racing car video games, Milner's work on the video game Starship 1 came up. And what Milner said was mind-blower and history-changing. As Fries relates:

“That was the first and only game that I ever programmed and I think it was maybe one of the first games with a backdoor in it," [said Milner]. "I didn’t tell people about this, even within Atari, for at least 30 years, but I had some code in there that if you did a certain sequence of controls it would say ‘Hi Ron!‘ and give you 10 free games.”
I was kind of stunned. If this was true it would certainly predate the earliest video game Easter egg that I knew of and the one that is most often cited as being the first: “Adventure” for the Atari 2600 from 1979. I did a little searching online and found that there was an even earlier Easter egg in the game “Video Whizball” which was released in 1978 for the Fairchild Channel F game console.
But there was a problem. Ron didn’t remember exactly how to bring up the Easter egg. He remembered showing it off to some buddies at a county fair when the game first came out, but that was 40 years ago!
The story of the research into finding and rediscovering this hidden part of gaming history is a super fascinating read, so read the whole thing!

Thursday, December 8, 2016

Helluva Composer: Behind The Music of DOOM and more

PC Gamer has a great interview (and over-view) of the work of Mick Gordon, who most recently won praise for the bone-crunchingly, demon-slayingly hard rocking soundtrack to the recent DOOM reboot. As they introduce him:
“Back when Bethesda and id Software were making announcements about the recently rebooted Doom... [it was announced that] Mick Gordon was onboard to compose the soundtrack  His work on Wolfenstein: The New Order and Killer Instinct is cherished among those games’ playerbases, and the intensity of both owe a lot to his anarchic (but still impressively subtle, when it needs to be) approach to getting visuals and music swinging to the same beat. Based in Australia, Gordon’s been around for a while. He’s worked on two Need For Speed games, as well as Shift 2 Unleashed and ShootMania Storm, to name a few examples. Currently he’s working with Arkane Studios on its Prey reboot, which—as he relates below—will mark a departure from his recent, foot-to-the-floor audio rampages.” 
I'm not kidding about the DOOM soundtrack being awesome. One of the few complaints about the handling of the game's release was "why wasn't the soundtrack released on day one with the game?"-- though that was eventually rectified with the release of an official soundtrack. Gordon himself released an in-depth look at his process behind the music in a two part video series on his official youtube channel, available below:

Tuesday, August 25, 2015

The Father of the Roguelike: Hack-ing the System

Gamasutura recently posted a chapter from David L. Craddick's book, "Dungeon Hacks" and it offers a tantalizing glimpse into the history, culture and the beginnings of one man's idea for a game that ended up inspiring a genre that live on to this day-- the roguelike. An excerpt:
Drawing on the eight or so hours he had spent playing Rogue at UCB, Fenlason laid groundwork in San Francisco. His intention, more or less, was to recreate Rogue as he remembered it: the dungeon layouts, the monsters, and the items. Fenlason dubbed his clone Hack for two reasons: "One definition was 'a quick [computer] hack because I don't have access to Rogue'. The other was 'hack-n-slash', a reference to one of the styles of playing Dungeons and Dragons." 
Thus the roguelike, a game clearly inspired by Rogue rather than coincidentally exhibiting similar game systems and features, was born. 
Fenlason composed a wish list of features he felt Rogue lacked, as well as those which Rogue could have implemented better. Level design, for instance, had been too simplistic; it would be more fun if players could explore dungeons that spanned more than a single screen. Monsters posed another shortcoming. There were only twenty-six, one per capital letter—far fewer than the text symbols available. More egregious was that they all attacked in the same way, making a beeline for the player instead of, say, maneuvering around for a sneak attack or standing in place—perhaps blocking a doorway—and forcing the "@" avatar to venture closer.
The entire sneak  peek is available here, and is well worth your time to read.


Wednesday, August 27, 2014

Read This 25th Anniversary Retrospective on TGFX-16

image courtesy of boomhammer.com
In another video game milestone that is sure to make some of my readers feel very old indeed, 2014 marks the 25th anniversary of NEC's video game console, the TurboGrafx-16. While the name may be a little chuckle-worthy, the history of the console and the impact it had on video games are both fascinating and important. Leigh Aexander has a great retrospective entitled "TurboGrafx-16: A Quarter Century of Gaming Excellence". She blends a look back at the console with personal reflections, including one element that really hits home for me, too-- playing video games with Dad. An excerpt:
The thing was absolute magic to me: Black as a beetle, sleek as an animal, elegantly compact. Even when I knew about other consoles, I preferred this one: It was the Hu-Cards, you see. TG-16 games came on small, flat rectangular cards just a little bit thicker than a credit card. Usually they were a bright, solid color with the game’s logo on it. They dwelled in slick, lucid plastic sleeves. Their business end was black licked in gold connectors. You slipped one into your machine like you were at a chip-and-pin machine.
...It was the only phase of my life during which my Dad and I played videogames together. At the end of the very first jungle level, the boss music would begin with a dissonant, almost locomotive hooting, insistently, and two prehistoric bears would shamble ominously onto a screen from which there was suddenly no retreating. Dad called up the hint line about the bears. Although I learned to get good at Legendary Axe eventually over the years—and I persisted at it for years, even after the TG-16 had attained total obsolescence—I could not quite get as far as Dad got, to some temple-land of pit traps where monkeys would leap onto your back, chipping away at your life.
The whole essay is a great read, and there's some great reminiscing in the comments section too.


Tuesday, August 12, 2014

Click, Click, BOOM! History of Minesweeper


Noted as having celebrity players from Bill Gates to J.K. Rowling, often blamed for dips in office workers' productivity, and bundled by default with every version of the Windows OS until Windows 8, the history of Minesweeper is a long and storied one. On the occasion of the game's 21st anniversary, Eurogamer has released a detailed retrospective on the game's history in "Every Step You Take- The Story of Minesweeper":
After making its debut in the Windows Entertainment Pack, Minesweeper was given away with Windows 3.11, the breakthrough version of Windows. It's been a staple ever since, and Windows 8 is the first Microsoft OS since 3.11 that hasn't included it by default. And the men who made that version of Minesweeper were Curt Johnson and Robert Donner. Over the phone, Johnson's voice is slow. It's so soft and hesitant I keep thinking he's finished speaking mid-sentence, so I start talking before the transatlantic lag reveals he was just taking a long, long moment to sieve his thoughts.
The retrospective really gets into the nuts and bolts of the game's development, programming, and even delves into things like competitive Minesweeper, the Dreamboard and even a Minesweeper MMO! Give it a read!

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