Monday, March 8, 2021

Rhiannon Software - Sierraesque adventure games before Sierra

Women, programming and adventure games

I was rather blown out last night while watching my next episode of The Computer Chronicles: Women in Computing from 1985 (https://www.youtube.com/watch?v=vMMAlmF2dv0). In the beginning of the show, host Stewart Cheifet tells to Gary Kildall: "Gary, we have up on a computer here an adventure game called Cave Girl Clair, that features a young girl as the name figure of the adventure game." They have an Apple II by the studio desk running the game, of which a few second glimpse of a game is shown.
(https://www.youtube.com/watch?v=vMMAlmF2dv0&t=73s)

In the cave there is a girl so small that she can be barely seen!

Why Stewart and Gary are featuring this specific game, is because of the episode's theme is like title suggests women and computers. In 1985 it would take one to comb a planet to find games with female protagonists (today you can go to MobyGames and view "Protagonist: Female" classified games listed, to see that they have only three pages tagged like this from 1966-1985 out of 94 pages total - https://www.mobygames.com/game-group/protagonist-female).

Many early computer pioneers especially regarding to programming were women - for instance the first computer algorithm was made by Ada Lovelace in 1840's, the first general-purpose digital and Turing-complete computer ENIAC was initially programmed by a group of women in mid 1940's, and Grace Hopper's designs in 1950's led to a programming language called COBOL, which was one of the first high level programming languages. Regardless of this, men had taken the glory of successes with computers. By 1970's rise of microcomputers, the computer field had been occupied by boys and men, and hence by 1980's this history of women in computing had been largely forgotten. Since 8th March is the International Women's Day, I think this topic rather suitable to be brought up now.

However, my attention was additionally caught by something that Steward and Gary would to not pay attention to due to a contemporary people lacking historical context: The game Cave Girl Clair seemed externally curiously similar to Sierra On-Line's graphic adventure games starting with 1984 published game King's Quest I (numbering was given retrospectively). Sierra had made few graphical adventures prior to this, but they were "traditional" text adventures where the player types commands (eg. TAKE ROCK, THROW ROCK) and rooms/scenes are flavoured with more or less static images.

Clair is happy to TAKE BEETLE

King's Quest was deemed revolutionary because instead of static background graphics with all text descriptions, the protagonist and other game characters in King's Quest were actually moving animated in the landscape directly controlled by the player and/or computer. Rooms had now areas to move, and location mattered because can't interact with something in the same room unless if the player was close enough (which other cases might also result with death). King's Quest paved the way to numerous other Whatever Quest N+1 titled games all made in the beginning with the same (various improved versions excluding) game engine Adventure Game Interpreter (AGI) engine, which was replaced in late 1980's by Sierra's Creative Interpreter (SCI) that had similar text parser interface, until soon in early 1990's mouse-icon controls replaced writing.

Clair is Jesus

Since King's Quest was known to be the first adventure game of its kind and a well known competitor in the genre, Lucasfilm Games would release their first graphic adventure game Labyrinth in 1986, I was surprised to see that they had had copycats already in 1985 with this Cave Girl Clair. Except that Rhiannon Software was not likely copying Sierra, since while the Commodore 64 version I was able to find from my own copy collection of program images was released in 1985, Apple II version was released already in 1984. Since developing and releasing a new game tends to take at least months, it'd been quite tight to check out King's Quest released in May 1984 (according to Wikipedia https://en.wikipedia.org/wiki/King%27s_Quest_I) and make a similar new game the same year. Especially considering that it's referred in the game that it was actually developed already in 1983.

To make things even more obvious, Clair was not the first game by Rhiannon Software. It's a bit difficult to dig up reliable data from those days, but it seems like Jenny of the Prairie was their very first game released already in 1983. That surely predates King's Quest, and is a very similar adventure game to Clair, so being inspired by Sierra's later on well known animated adventure games seems unlikely. A precursor artifact found!

At least not Johnny

On the other hand, it seems unlikely that Sierra would've gotten inspirations from Rhiannon Software games either:
1. King's Quest was reported being worked for 18 months to complete from late 1982.
2. Sierra had already made (also graphical adventure) games with innovative techniques.
3. Roberta Williams had reportedly missed better animations already in earlier games.
4. Games by Rhiannon Software and Sierra have actually quite much differences.
5. It's actually very common that people come across the same logical conclusions from the same/similar background knowledge available, and then invent something very similar around the same time without knowing about each other (a classic example of this being light bulb: Thomas Edison was claimed to have invented the light bulb while he was "just" the first to successfully commercialize it - before that Joseph Swan had already had his house lit by an incandescent lamp, and it's later found out that several people before either had actually invented more or less functional lamps).

Sierra would've killed Jenny

I tried to search for for more data about Rhiannon Software and their games. Unfortunately, besides the Computer Chronicles episode (the co-founder of the company Elizabeth Stott is a studio guest) I could only find very little in addition to MobyGames entries, a short Wikipedia entry of Jenny of the Prairie (https://en.wikipedia.org/wiki/Jenny_of_the_Prairie) and a gameplay video from 2013 with less than 800 views in YouTube for Atari 8-bit version for the same game (https://www.youtube.com/watch?v=fsgYqUjtPj8). After the video I figured I want to test it myself to get a proper picture.

First hand testing of the actual games

My expectations were not met exactly. I was assuming that the games would be more or less simply choosing A or B while the girl would automatically travel from place to place. I was wrong - the player actually does move the player oneself freely for most of the time, and actions must be chosen accordingly.

One needs to explore and look around for stuff needed, pick up items and supplies, and even do some little puzzles. Sounds just like a full-fledged adventure game indeed! Well, it's quite simple and not terribly sophisticated, and there is only a limited set of pre-known commands instead of free writing, but then again it many early adventure games (or Sierra's games) there were not very complicated commands anyway. Especially as this is "educational" game meaning in practice I think that it's marketed for younger players - it's not very hard. Sierra's children games like Black Cauldron and Mother Goose have simpler interface.

Curiously enough these are not only adventure games, but also actually very first survival genre games; the games have with some variation need to find (hunt/gather) food, drink, firewood (to cook and get warmth) and other utilities in order to survive in the wild. There also are dangerous animals to avoid/fight with. Actual idea of their games are pretty much that: to survive over winter or some other phase X.

Prairie Trail can be dangerous too

Usually the earliest computer game referred to I've found for the modern "survival game" genre precursors is Seven Cities of Gold from 1984, but I think that is quite a bit different type of a game, and in my opinion early RPGs such as Rogue from 1980 already feels more suitable for a survival game precursor than Seven Cities. Maybe also Oregeon Trail could be deemed as a survival game, and that is originally already from 1970's.

This is again a thing that could get its own book even - genres, and how they are rewritten to the same games over and over during the time, often retroactively and hence sort of anachronically. However, this is also a reason why contemporary people would not really even need to care about such "new genres" being represented in a game - so many games still had so much differences over each other in early 1980's that seeing something completely new was not really that startling as it may feel like today.

Supposedly first game by Rhiannon Software is Jenny of the Prairie - perhaps inspired by a contemporarily broadcast historical drama series Little House on the Prairie. I got to test that myself on Apple II emulator, likewise Commodore 64 emulated version of Cave Girl Clair. These are very similar games by their interface, setting, gameplay and even game name structure - just that Jenny has to survive in the prairie, Clair is to survive in a prehistoric world and they'll have different animal friends (fox for Jenny, bunny for Clair). There is also Chelsea of the South Sea Islands, where a young girl has marooned on a small island, which according to description and screenshots (https://www.mobygames.com/game/chelsea-of-the-south-sea-islands) seems just like the other two - just with a kiwi as the friendly animal this time and so on. Essentially one game made three times with the same engine and slightly different setting and keyboard controls, which of course was and still is quite common and commercially reasonable.

During its supposed years of activity 1983 to 1985 I could find references of, Rhiannon Software also released two more games: Sarah and her Friends & Kristen and her Family. I could not find those to play, but I think were unlike these three adventures. From pictures and descriptions (and a glimpse in the Computer Chronicles) those seemed more like software toys for even younger kids (girls) where you choose dresses etc. that are nowadays common on smartphones.

So I've found a forgotten classic game gem of the adventure genre which also acts as an early survival genre game? Well, yes and no. Yes, so that it is surely forgotten or rather never even heard about by most people apparently. By the time I saw the episode of Computer Chronicles, it had only 9100 views in YouTube since its uploading in 2012, so it's not like this would be the hottest topic of today. Also like said before, I could not find much other references to those games.

Clair is walking in the air... I mean tree.

On the other hand, no for the part that I wouldn't call it a classic. The games are not really masterpieces that would be necessarily worth seeing anymore today, but then again, how many games of them all from before mid 1980's are truly worth playing apart from historical curiosity. That is saying, I don't think King's Quest I is a terribly good or enjoyable game by modern standards either. Yet, in addition to being considerably larger, Sierra's games seemed more refined as well: for instance background graphics in Rhiannon Software's adventures are mostly just backgrounds where it doesn't make much difference where you walk, not to mention that it would be possible to say walk behind a tree as a "3D effect".

However, had I encountered these 30+ years ago, I'd surely been impressed about them. Storytelling goes a bit thin, but it's still exploration and adventure. Most of the time they're not overwhelmingly oppressive by their gameplay as many action adventures of 1980's (if you leave the girl standing on her own when there is nothing dangerous around, she doesn't just die - time seems to pass only while changing location). Graphics have some glitches and gameplay also has some quirks, annoyances and unintuitive oddities, but such things are far from uncommon in 1980's games - also I've seen much worse interfaces and some released games are actually broken for real.

Ok, fox, keep the change, I'm done

In addition, being clearly aimed for young audience, the games aren't very long or excessively difficult... Well, not excessively hard by 1980's standards at least, if you can figure out the controls... And to be honest I didn't finish even Jenny's cave session since I'm assuming I'd needed to gather get X amount of points towards firewood, food and cape, which become tedious fast, because Jenny can only carry limited amount of various items and it's very slow to move back to cave to fill up stocks. Therefore I don't really know how much grinding I'd needed to do to reach the end - and if I missed how much other things to do. Nevertheless, most of all, apart from games by Sierra and Lucasfilm Games there were not many interactive graphic adventures in 1980's that anyone seemed to be familiar with.


Bonus sections

For sort of extra material I'll include few things:
1. Miscellanneous notes about some details, quirks and comparisons in games Jenny of the Prairie, and Cave Girl Clair. Including links to the games on MobyGames and Internet Archive.
2. Couple examples of gameplay events in text.
3. Keyboard controls I for was able to figure out for Clair and Jenny, in case you want to try out yourself.

Bonus 1: Miscellaneous notes

- Jenny almost always appears in the bottom middle of the screen - regardless from which direction the location was accessed from. This can be first confusing when for instance going down at the previous screen and a Jenny appears seemingly from the bottom. With Cave Girl Clair this was even more distracting as Clair is actually animated to always walk to the middle from the bottom of the screen, even while technically this is more developed.
Jenny should actually walk out from
the screen to hear it's a no-path.
- Game "rooms" do go on a logical grid and there aren't actually that many places to go to, so getting lost for real is not that likely, even if at first times some places seem a bit too similar. Maps seem to be 3x3, so 9 locations total.
- In Jenny game the commands that are not suitable for the screen tend to give the standard "Jenny does not know what you want her to do" answer, which is given for almost every unusable key. With Clair the game is a bit more informative, and for instance tells that no need to climb up a tree or to use a weapon as there are no dangerous animals around. Completely unused keys on the other hand will respond as "Clair is not programmed to do that" - which works in quite distancing effect in fiction telling you bluntly that you're not getting immersed because this is a computer software.
- There are some hidden items at least with Jenny that you'll only find when stepping close enough. Sophisticated!
Remember, this is only
a computer program.
- For enchanced convenience, there is no need to write a whole word if there is no other items matching. Eg. instead of picking a 'berry' it's good enough to hit 'b' if there is nothing else that would match. However, if there'd be something like 'carrot' and 'cauliflower', one would need to write at least till the differences match to only one of them.
- For reduced convenience, keyboard controls are inconsistent. Sufficient to say that several things can be only done at "home base" and the same keys might perform a completely different action in different places/situations. More about that in below with controls.
- For even reduced convenience you might need to do some things numerous times over and again. Such as when you'll find food, you'll need to hit pickup (and tell what to pick up) repeatedly until you have enough. Actually this does reminiscent or foreshadow the more modern games' resource gathering/grinding...
- There are things that can be done only after having done something else first. The game doesn't necessarily give any hints about what should be done - or how - and sometimes it says too clearly what is missing.
- Jenny has to tame a fox (or depends on selected game mode). Clair has a rabbit companion already at the start, which can be ordered to come along or stay at the cave when going to explore (I didn't play far enough to get to know if the rabbit has some actual purpose). (And Chelsea would apparently have a kiwi - I didn't play that far enough to see it.)
Cave Girl Clair on Commodore 64 drawing a screen
Commodore 64 drawing a screen
Jenny of the Prairie on Apple II drawing a screen
Apple drawing a screen

 

 

 

 

 

 

 

 
- Apple II Jenny swapped screens quite a bit faster than C64 Clair (assuming that the emulators were running on real speed). Also every command takes a while to process with Clair, whereas with Jenny everything comes up promptly. The game does not freeze though on C64, so you can hit "look" command, which prompts that Claire is looking now. Only after moving a bit it changes into something more informative. I suppose this is at least for some parts intentional by design - looking starts and then needs to walk around to see a bit. (Although with Vice C64 one can hit a "warp mode" by ALT-W, which makes everything roll 8x speed to skip loading etc.)
- Apple II Jenny draws graphics similar fashion drawing first separate elements line by line and later colour fill by fill when entering a screen, similarly as the Sierra games did. On C64 however, Clair'cccs screens are painted to their final looks row by row - and this is a lot slower actually.
- On the other hand character animations on C64 are more smooth and the game does not get slowed down by extra characters on the screen like with Apple II. These are obviously due to different ways the graphics are handled with these two different machines: Apple has no hardware sprites like C64, while C64 can't natively do as convenient colour fills and line drawing to arbitrary screen locations as Apple. Also C64's notoriously slow floppy drive takes its toll.
- Apple IIe emulator playable Jenny of the Prairie at the Internet Archive (woz-a-day collection): https://archive.org/details/wozaday_Jenny_of_the_Prairie
- Jenny in MobyGames: https://www.mobygames.com/game/jenny-of-the-prairie
- Cave Girl Claire in Internet Archive for Commodore 64: https://archive.org/details/Cave_Girl_Clair_1985_Adn-Wesley
- Cave Girl Clair in MobyGames: https://www.mobygames.com/game/cave-girl-clair
- Jenny of the Prairie in Internet Archive had 53 views by the time I found it, and it was uploaded 2020-11-11. Clair had 125 views after having been uploaded in 2018-09-03.

Bonus 2: Keyboard controls

Controls in Jenny of the Prairie:
Movement:
I - up
K - right
J - left
M - down

Actions:
U - pick up / use cave storage? (after fox is tamed)
P - shoot (only in an appropriate location) with a slingshot or spear
S - status
D - drink / put down (if not thirsty (!!!))
H - holding (inventory)
L - look around
C - chop wood to get logs (with hatchet)
B - something somewhere?

Controls in Cave Girl Clair:
Movement:
U - up
J - right
H - left
N - down

Actions:
E - eat (only at cave)
T - climb up a tree
I - Inventory
P - pick up (and eat immediately if edible)
S - store status (at cave) / season situation (when not by store)
D - dig
F - start a fire (only at cave & needs tinder/sticks, depending on startup selection game mode)
G - gather
L - look around
C - carry something (and keep it along you)
B - throw bola (only if a dangerous animal is on the screen)
M - show medicinal plants (if at the cave)

Bonus 3: Couple game example texts

Jenny is leaving the Clearing and
is going to the Berry patch.

Here comes Jenny.
> L [look]
Jenny sees nothing to pick up.
> U [pick]
What does Jenny want to pick up?*
> berry
O.K...Jenny picked a berry.
Jenny still needs 38 points of food for her own energy this summer.
What does Jenny want to pick up?*
> b
O.K...Jenny picked a berry.
Jenny still needs 37 points of food for her own energy this summer.
[...]
> b
O.K...Jenny picked a berry.
Jenny still needs 1 points of food for her own energy this summer.
> b
O.K...Jenny picked a berry.
Jenny has enough food for the summer!

---

Jenny can aim also left,
but it's harder to do.

> P [for shooting]
Does Jenny want to shoot with the slingshot or fishing spear (S or F)?
> F [I don't have the slingshot anyway]
O.K...Jenny is aiming right. [She's facing left though.]
Type 'R' for release. [And don't move or do anything else or the aim state silently fails.]
> R [When a fish is swimming at left side of the scren, to where Jenny is facing to.]
Jenny missed...
> P
Does Jenny want to shoot with the slingshot or fishing spear (S or F)?
> f
O.K...Jenny is aiming right.
Type 'R' for release.
> R [When a fish is next to Jenny not too far, at the right side.]
Jenny just caught a fish. [But does not pick it automatically.]
> U [to pick]
What does Jenny want to pick up?
> fish
Jenny can only carry one kind of food
at once.
> H [inventory]
Jenny is holding : 2 apples 1 spear
> L [look]
Jenny can see 2 fish
[The fish will vanish when I'll leave the screen and come back.]

This is survival...and the game will not take
NO as an answer.

Sunday, February 21, 2021

The Farce of Getting a PlayStation 3

 Behind the practice

I have for a long time had this practice of not going for the first wave of whatever trendy new stuff there is. Instead, if it’s worth it, I’ll go for it after a while (like ten years or so) when it’s already kind of passé in general opinion, and can be obtained for a fraction of price of a new. This is also how my interest to retrocomputing originally grew up – it was 1990’s when I got Commodore 64 (many years after my brother had sold his unit), even while at the time the concept of retrocomputing did not really exist.

This has also been a way to filter out some futile work, since after all most of everything is more or less repeating other contemporary stuff that exists, whether it’s games or computers or books and movies. If something is still up and remembered after several years, it’s more likely something genuinely good and not something that caused attention just because of at the time some novel superficial idea that managed to gain marketing winds to the sail (something like Matrix sequels can be mostly just forgotten).

Downsides of this practice are on the other hand that obviously by the time this whatever reaches me, it’s no longer a hot topic that many people are too fond of talking about. Not that most people would matter anyway, though. Also if missing something as a new, might miss that something in a good condition. This can be especially true with devices, and like deemed so many times before, going for actual vintage computers there is almost always need for some maintenance, since decades old electronics tend to deteriorate in time. On the other hand I didn’t think this would be as needed with something only around ten years old, but oh well, getting a functional PlayStation 3 was not quite as trivial as I had expected by now.

Unpacking Playstation 3 and games
Spoiler alert: the writer will get his PlayStation 3

Let us find the 3rd Station and Play!

PlayStation 2 was actually the first video game console I’ve ever owned myself, since I’ve always felt more attracted to computers – I’m not only into games. Nevertheless, PS2 was a positive surprise, and yes, it was already around ten years old device when I got it. I still got it and play with it every now and then – it has been a device of pleasure, so I’m not really surprised it’s been the best selling game console of all time. It has several well made and exclusive games, and there are also quite a few games in genres that are suitable for my taste, role-playing games predominantly. In addition I got to try some action genres I’ve never really been into – and I still think 3rd person games often have the most horrible controls with their rolling cameras. Grand Theft Auto 3 and first three Silent Hill games for instance are worthwhile experiences – even while actually the SH series I’ve played more on PC and that I could’ve done with GTA3 as well.

Despite this I was uncertain if I should ever get PlayStation 3. By then it seemed that there is only so little to see that I could not see on PC (or on some other console), and actually majority of the games would still be in genres I’m not that fond of – similarly as on PS2, but I’d seen that stuff on PS2 enough already. By time of PS3 the markets had changed so that it wouldn’t really matter as much which device to get, except that on PC everything could run more smoothly. More importantly internet playing was coming up, and already on PS3 it started to seem games are like PC games – play online and update the game before you play.

After thinking a while, I decided it’s not yet really like that. It’s the PS4 I could just skip as it would have nothing to give (especially as the next generation should have backwards compatibility, since the architecture was changed largely for the reason that porting games between consoles and PC would be more easy if the system’s aren’t that unique – money talks). Therefore I decided that I’ll get a PS3 before it starts to become a collectible as itself (PS4 with its network requirements might be deemed less of a collectible later on), even if I’m already lacking time to play with many other devices I have.


India was supposed to be just few thousand leagues to the West

Then I just went to online auction sites and looked after a PS3. But I become picky. There were too many packages available, and it was difficult to choose from. I decided to skip the first fat model, since I had read that unlike with PS2 with which the slim models were cut down on some features and also reported as less reliable, on PS3 the older models had nothing extra to give really (apart from the earliest PS2 backward compatible models that were never sold in EU region anyway and would therefore be really difficult to find) and that they’d be significantly less reliable than later models (overheating leading to YLOD – Yellow Light of Death). So PS3 slim or ultra slim would be the one to go for.

On the other hand some of the latest ultraslim models seemed to have extra small hard drives and maybe in not even rational fashion I felt like ultraslim models might have other cost reduction measures that I’d be best off with an intermediate slim model (unless if a good ultraslim package would come along).

In addition to that, I wanted to get Move controller(s), as even while I felt they’re probably not very fancy (or more likely, too few good games would exist for them), I’d want to try them. This stuff should be cheap by now, right? Well, not dirt cheap for sure. Maybe other people had figured out as well that PS4 and newer might no longer be that collectable, or then time just had not passed sufficiently. Many PS3 packages with Move controllers were set on prices of even hundreds of euros, which might be affected by that I got this impression that PS3 Move controllers would still work in PS4. Not sure about that, but nevertheless.

This led to the situation that it was difficult to find a PS3 package with a decent price and content of something that interest me (Move controllers plus at least some games I’d want – something like Red Dead Redemption, Dark Souls or Uncharted included could make my purchase decision). I also found out that I was not quite the only one interested about PS3, even while it was supposed to be so popular that everyone else was already bored with it. Maybe this is also emphasized by lockups of 2020.

Whenever I found a seemingly good package, I’d send a message that I’ll buy it and can fetch it too. Then the next day I might get a reply that someone else already bought it. In these certain Finnish online sales sites (Tori.fi) you can’t close a sale but you’ll need to contact the seller who then does whatever he/she wants about it, so can’t just call it a purchase that will tie both the buyer and seller like in Huuto.net (similar to Ebay.com for instance). Therefore there came up cases where I’d send a message I’ll buy it and get a reply the next day sounds good when can you fetch. I’m at work by the time I’ve gotten the message, so I’ll be only able to answer in the afternoon, by which time the seller replies it was already sold to someone else as I didn’t reply immediately. Sellers always complain about buyers, and buyers have always reason to complain about the sellers – might be my personal distortion, but it still feels like that an old mainstream product like PS3 has higher chances of impatient and unpleasant sellers (that is, more ordinary people) than with actual retrocomputing material.


Finally there, right?

Story goes long, but finally I’ll catch a package which pleases me: PS3 with a Move controller and a bunch of games with Dark Souls included. It’s in a neighbouring town and we agree for a delivery by mail. This would appear for my birthday in December 2020. I was somewhat concerned with the seller though, as it seemed kind of too easy going now, replies kind of died after the trade was agreed upon and somewhat weirdly the seller nickname suggested a female person yet the account to which I paid was with a male name. Did I slip into a fraud after an exhausting search for the device?

All seemed fine first, and the parcel appeared soon enough. However, the parcel could have had a bit more padding; the package is somewhat damaged and sadly I’ll also find some pieces of plastic inside as well from the jewel cases of BluRay disc games. Clearly the delivery has included some rough handling, but that’s how the Post office can just do. The device starts no problem though at first – what a relief. Unfortunately, that’s where it stops – I can’t even insert a disc properly.

Broken piece of blueray disc case.
A piece of a broken
PS3 game case

It seems that the the device had gotten sufficiently hits that optical disc mechanics had flipped off their stance and hence when I push a disc inside, it just gets stuck there. I wasn’t familiar with the device beforehand, so I didn’t know exactly how early it should suck the disc in – and by the time I realized it’s broken, it was too late. Now all I got was that the PS3 boots normally but drive only gives desperate whines and nudges, and obviously without a disc drive I could not start anything.

Time to break the “no warranty” seal stickers and peek in the device then. For additional fun fun I realize that Sony has been nicely far more anti-consumer with PS3 than they were with PS2 more ways than I knew (I already knew that they’d locked the devices further so that similar hacks to play copied discs would not work as easily as on PS2, and I’d gotten the impression they’d used lower quality components on PS3 to make more profits, for which reason many of the old models broke down after few years). That is, the PS3 case screws are not only security screws of star shape but also some special security screws where the normal star shaped screwdriver would not fit because there is also a peg in the middle to block the normal star head… Fortunately and ironically this meant though that one can actually just use a normal flat head screwdriver on those, although it took me a moment to figure it out and I did damn Sony for their hostile behaviour in design.

After I finally got the case open, I could realign the mechanical parts and get them moving again, so the discs should go in and out. This did happen, I got the drive working – mechanically. I also did some cleaning to the lense and lubrication on the rails at the same time. Time to close the case again.

Unfortunately this didn’t help. The discs will now go in and out, but they’ll just keep quite much of noise for a while until it’ll give up without going anywhere. It may be that I managed to spill some of the lubricating grease on the lens so that it might read better again if I’d clean it up. I didn’t notice this happening though, and might be nothing like that happened. Might well be that the laser was also broken during the impacts that the package got.

The seller told that it functioned fine before sending (I have no means of confirming this), but she also offered a partial refund. I accepted that offer. Original price of the package was something over 100 € and now it fell below. Unfortunately I’m no longer a poor student who has time but no money, and now I just had no console to play with.

Testing Playstation 3 with its case open
For once when I was not looking for
a retro repair project...

Try Again

I could have yet tried to try to clean it up once, but I didn’t buy PS3 as a retro repair project, and I felt tired. There are companies who repair PS3 devices, but I figured I could just buy another device for less price than the repair would cost – individual PS3 devices seemed relatively plenty on markets for quite low price, it’d be the accessories and games that would make the price. Quite soon I found another seller who didn’t bail out and we agreed for a price of maybe 50 € and fetch from the railway station.

Or more accurately he suggested that we’d meet at the “upper parking lot” of the railway station. There are more than one one parking lots out there, and I referred to this in my reply message and asked if it meant the one next to the rails and station… Yes, that it would be! Except that it wasn’t: I went to snowing freezing day to wait at the place I thought that was meant, and sent a message that I’ll be waiting. He called and explained he’d be in another place. I can move to other side, no problem. I never found out what was the place he actually was, as I went to the other side of the station and there was nobody. Eventually we found and did the trade, all seemed good and the not finding event seemed just like a small amusement for both in the end.

This time I’ll have no problems – PS3 works fine straight out from the bag. Finally I can play Dark Souls for the first time in my life, and quite soon I’ll die and have to start again from quite far away. This is said to be the spirit of the game. All’s well that ends well, right?


Prologue

Some weeks later I had again time to play Dark Souls and gradually got further ahead in the game. It’s not maybe the best game so far I’ve played, but it is worth trying at least. The drive makes some silent erk erk sounds every now and then while I’m playing, but I’m not paying much attention to that. I’m playing my new record in distance reached, but eventually I’ll die again. Nevertheless, this time I won’t get resurrected as usual. This time it all goes black. Nothing happens anymore. My game has died. Or rather, my PS3’s optical drive has died all the sudden. All it says is erk erk, and reads discs no more. Oh Globbit! I wonder if the game managed to save my status before it crashed.

Sunday, February 7, 2021

If you will, The Computer Chronicles

Technology spearheaded by computers are providing many new innovations, practical applications and features that have revolutionary flavours resembling the industrial revolution of 19th century. To name a few, Artificial Intelligence, robotics replacing traditional labour, speech synthesis and recognition making phone call talks possible with a machine, 3D graphics competing with real life visions, virtually anything being designed by computer graphics applications, simulations substituting practical training, networking superseding individual offline computers, reduced instruction set computer (RISC) is beating CISC of x86 architecture CPUs, magnetic mass media being replaced by solid state drives, computers in education getting ubiquitous, and finally devices becoming so small that you can lose them like keys.

Does that all sound like state-of-art hi-tech in 2021? Well it shouldn't, since I'm talking about 1980's, and more specifically the topics and conversations gone through in The Computer Chronicles - a current affairs television series about computer related matters started in 1983. The series ran for almost 20 years till 2002, but since I'm watching it systematically from the beginning (or at least as systematically as I can get from YouTube channel https://www.youtube.com/user/ComputerChroniclesYT - according to Wikipedia there is "only" almost all episodes, and sometimes the comments in episodes themselves seem to refer on episodes broadcast before that are still on the queue to come), I'm not be even close to 1990's yet.

I'll summarize the nature of the show. Essentially it's a documentary talk show, where in around 20+ minutes of real program time the hosts interview various visiting computer specialists, who also often have something to demo with on a computer brought to the studio. Sometimes there also are excursions to an external site (or at least some delivered remote footage shown in between), such as a computer factory or Xerox office showing laser printer functionality on a Xerox Alto computer with mouse and graphical user interface (yes, this is from where Steve Jobs and a few steps later Bill Gates stole their ideas for their Macintosh and Windows, correspondingly). Most of the stuff in the program is pretty much top tech of the time, much of it being still on prototype level and all of if is being rapidly developed at the time and in the years to come.

Computer Chronicles 1984 about Artificial Intelligence with analogue video detoriation.
Skynet's time travel scheme is interfering the picture.

To me the series also works even as a sitcom; every now and then people are having predictions about computer future that go so badly wrong. Things like not seeing wide usage for optical media alongside floppy disks or anticipating that IBM PC compatibles will have no point in a long run. Since the series is over 35 years old, people debating about what role will some things have later on will naturally have brances that are nowhere close to what came to happen sometimes in just few years after. Retrospectively those "wrong" bets can be quite amusing in a good way, yet there are lots of people who have very acute perceptions about the states of fact.

One of the recurring co-hosts, Gary Kildall, is actually one person in the series who has several sharp insights on the way. I think this is to be expected too though, considering he was a person who in 1970's as one of the first people saw true potential of microprocessors as independent computers. He is best known for developing essentially the first non-device tied microcomputer operating system, CP/M, which also later on become the precursor of MS-DOS. I guess most computer users today don't remember even DOS, so I guess we're swimming quite deep here already. Killdall himself sadly died relatively young (52) in 1994, after various tragic events.

Obviously though it'd be unfair to judge people from failing to see the future, since they're simply making logical conclusions from the knowledge available at the time. There are always infinite amount of possible outcomes of tomorrow, so if someone in 1985 fails to foresee that there will be no more Soviet Union after ten years or that IBM has lost to PC clones, those people would not be to blame. In fact, had just some decisions been made differently at certain critical historical junctions, everything could be different also for today. That is why speculative fiction and scifi with time paradoxes have so much narrative potential, but now I'm digressing, as I willingly so often do.

For a contemporary viewer one might assume it has not so much to give - even if the actual topics could be made sound contemporary matters, everything in the show is of course de facto obsolete by today's standards. So is its value today just, if you will, retrocomputer enthusiast material? Not quite, not only that in my opinion. Of course it's history, but it is also some history which gives perspective for today.

History in general provides multiple points of views and I could talk of many, but we have just about a minute, let us just take one. Kids (including young adults) today sometimes joke that people in 1980's or before would be so badly dumbfounded by today's gadgets such as everyman's smartphones that they'd call for witch trials if a person from the future would bring such device to them. Again, not quite, I think, even with the hyberbole and intentional anachronism aside.

After all, for instance Dick Tracy had his call capable wrist watch already in 1940's and space exploration was a thing already in 1920's - ideas live for decades, sometimes even centuries before practical applications, so when someone actually gets some device functional, it practically always is already an old concept. Things like these are also always already considered about at the time when a science fiction representation is released. As an example I can remember an article from my childhood in MikroBitti (a Finnish computer magazine started in 1984) about Knight Rider. It was all about its scifi super car KITT and whether the technology used in it is anyhow plausible. Conclusion was that essentially everything in the series could theoretically be implemented - but that the car would be more like a truck than a sports car if all the features would have been genuinely implemented at the time.

This being said, much of the technology demonstrated in The Computer Chronicles is something which would not really be available for the general public at the time. Military helicopter simulators of early 1980's could run on a computer which has processing power comparable to a mid 1990's home computer (or, a personal computer - home computers usually refer to 8 and 16-bit hobbyist machines, while the term personal computers was typically referring to a more serious business capable computer). Artificial Intelligence as a concept was clear already back then, but only with today's seemingly infinite maximum memory and drastically grown processing speed it is becoming truely a capable tool. Similarly accurate speech recognition could be limited to one person's voice only at a set tone due to lack of processing power of the devices, even while as a concept it can be already made fully functional at least with expensive system. This pretty much goes with everything in the series - in comparison to 2020's much of the technology in 1980's is still either too primitive or even more often too expensive to be used in most imaginable situations. Yet I feel had this series been made today, they would have not put the emphasis similarly on actual facts and technical details - to me, this is emotionally rousing.

All this gathered, despite people decades ago would surely have been impressed by today's devices, I see no reason why essentially anything available today would be unimaginable for any reasonable being having lived during the past eighty years or so. They'd be more surprised to hear that people of same sex can get married, or that despite all the available knowledge so many people would rather believe in narcissist bigots than science. Ladies and gentlemen, we're out of time. Thank you for joining us with this episode of the Zacharian Computer Diary.

(Then in a moment I'm told that someone's parent would still see smartphones unimaginable today, that there are lots of people for whom the Earth is flat, trips to space let alone Moon were fake news, and someone living close to equator would take it as a lie to claim that elsewhere there are white winters during which it's possible to walk on water, oh well...)

Sunday, January 24, 2021

Quest for the Rising Sun Computer: NEC PC-9801 BX/U2 from Japan - Part 1, First rumours about PC-98

This will be a long, multi-part story which has already carried on for years. Figured out that I could do some degree of intermediate documentation about this topic, as it's been taking so long and I don't know when (if) I'll get any video(s) out of it. Amusingly enough, also this post has been over 95% completed for months on my computer - I simply forgot to finish and post it. That's what happens when I have no active audience to remind me about things.

In any case, the topic for today is NEC PC-9801 BX/U2 computer. I purchased this mid 1990's Japanese computer already couple years ago from Yahoo Auctions Japan by using proxy service. Last Autumn I finally got that device into an actually usable condition. There is still work to do with it, but let me start it from the very beginning...

NEC PC-98 system disk and reboot request in Japanese
There was a time when this alone would have deprived me of any hope...

 

First rumours about PC-98

As a kid and actually till all the way to close to at least late 2010 I barely knew the existence of NEC PC-98 series (that there also is PC-88 and others before those I only found out years later...but that's another story). In some old computer magazines there were some random cases references to some mysterious "PC-98" as an alternate platform for some game, which was perplexing to me. PC for me as a kid used to mean IBM PC and compatible computers, so in the world I lived a "PC" meant ubiquitously an IBM PC compatible (even while I'd never see a genuine IBM computer almost anywhere). Therefore my logic dictated that this "PC-98" in computer magazines would refer to a "PC compatible" of some kind.

However, this did did not always fit the logic. If a game was already released on (IBM) PC, what for it would be separately mentioned that it is also released on PC-98? In addition there was this incident when in a major Finnish computer magazine of the time MikroBITTI, issue 1989/12, released an article about a console called PC Engine by this company NEC... So it's all about PC Compatible console or why such name? No, no, NO! It took me a while to get grasp of this alien PC-98.

I believe it was reviews of Cobra Mission and Metal & Lace: The Battle of the Robo Babies in MikroBITTI and maybe Pelit magazines in early 1990's where I'd for the first times genuinely noticed references to PC-98. At the time, they started to port some PC-98 games to West for PC computers. The most distinguishing features of these games seemed to be manga style graphics and nudity - both very uncommon at the time in European and American games (in mainstream gaming that is). In fact manga/anime materials were still fairly uncommon outside of Japan in early 1990's, so some people got their attention to the games purely for the graphical reasons. Fom my perspective those Japanese animations and comics rose to later mainstream popularity through video game & (tabletop) RPG nerds' limited circle studies, after which they also arguably lost their value as underground specials.

To me those games were meaningless back then. M&L was a fighting game and I didn't really understand what people saw in those. Cobra Mission on the other hand was linear-story JRPG, and despite my interest in RPGs otherwise, I saw JRPGs as boring console games. Also about anime and manga I started to get more interested only later in 1990's (through game and RPG circles, like referred earlier), as I realized there'd be much Sci-Fi and Fantasy stuff made in Japan, some of which being actually good storytelling.

I could add though, that by hindsight also the games had a bit unusual gameplay for the time in comparison to contemporary games available in the West. JRPG games were not too common yet back then, apart from some consoles, and having played Cobra Mission through later on it felt okayish. I mean, quite relaxing to just walk through - it's not endlessly long and especially it's not very difficult one, where you could get lost or wander pointlessly on your own very far. It was almost like going through some visual novel in the level of interaction and gameplay choices. I suppose those features would've not appealed to me back then anyway. Also, regarding to M&L, in my opinion it was not yet terribly common to have almost any degree of narration in between game scenes maybe in a slightly Wing Commanderish style in action games in 1993, even if the "narration" in this game wasn't necessarily that refined...

Of course it took me years to get used to various quirks of the manga/anime style, where there often is no consistent style but serious stuff can lapse into slapstick any moment likewise in adult oriented stories there might pop up some random and illogical sex scene unwarned. Or some stuff is stretched to ridiculous amounts and otherwise overall there can be huge degree of exaggeration with everything, and typically narrative arches gradually grow from individual to epic. Not to mention I still dislike how all characters look so much alike, apart from their clothes and hair style. If I was able to close my eyes from features I found stupid, I found long-term evolving narration uncommon in Western fiction in many ways.

Digressions apart, I was still far from comprehending the actual existence of NEC-PC 98 computers. To genuinely comprehend their existence, I needed to find the genre of visual novels somewhere in mid 2000's. By then we already had this Brave New World called Internet (later diminished into internet). It came as a surprise that this sort of weird genre (remember from a previous post how I refer to the death of text adventures in West by 1990's) had apparently insane amount of visual novel titles, out of which only very few were translated and imported to English speaking countries. Unfortunately, those translations were also plagued by hentai, which on the other hand maybe was the premise for some publishers to import them to West to begin with. Then again I found out that there were several titles that had interesting stories or atmospheres despite them being hentai games (or actually, I guess eroge is the word here). Nocturnal Illusions, Three Sisters Story and Critical Point were some examples, which I found quite interesting at least for parts, even while they had lots of scenes that seemed completely unnecessary. To be honest, might well be that should I now try them again after 15 years, I might deem them all (or at least some) simply horrible and disgusting in multiple ways, so perhaps I should not try them again. (As a side note I, figuring out the name of Critical Point made me stop writing here, as searching for it took the rest of the evening.)

Genuine interest of getting to try NEC PC-98 at this point was still very low, since I'd never learn to read Japan, and majority of the semi-interesting games (adventure, RPG, strategy) for NEC PC-98 platform seemed like they'd require language skills. Emulators probably already existed, but why bother for something I understood as a Japanese counterpart of IBM PC series with mostly similar games (apart from visual noves) just in a foreign language. Later on I found out there'd be much more to the picture than meets the eye, but that is to be talked about another day.



P. S. Speaking of videos at start, at Friday I took some videos with my Panasonic GH3 for the first time since April, ouch (to add insult to injury, this sentence was written in September 2020). On the other hand, that is when I bought my first decent grade smartphone S10, for which one of the main selling points to me was its camera. At Friday it took me like half an hour to get up all the equipment (lights, stands, microphone, camera...) in ready to use state. I had less than an hour time to do my videos until my wife and child returned to home, by which I started to finish my video making session and it took maybe ten minutes to pack everything up again. With the smartphone I'll need like 5 minutes to set up a light and I'm good to go - although then I'll also use no stand (don't have very good stand setups for a smartphone, yet at least). Smartphone video has features I'm not so fond of (such as being incapable of shooting in 25 or 50 FPS, so the format would be more compatible with my other camera footage), but if I'll have 30 minutes moment to record something, it would make no point getting out my more dedicated camera setup. Maybe some day I'll have a studio and will not need to unpack everything every time I try to do something.

P. P. S. About this MikroBITTI issue 12/1989: Very coincidentally and completely unrelated, our childhood unit of this very magazine issue was lost for decades. Last year I happened to see that on sale on a net auction, so I figured I'll just purchase a new copy of it to fill in the missing link. I didn't realize beforehand that the PC Engine article was on this specific issue, even while I so well remembered having seen it as a kid.

Thursday, November 12, 2020

Mobile game testing during summer 2020, part 2 (Game Dev Tycoon & Girls X Battle 2)

During the summer I also tested two Android games I liked: Game Dev Tycoon (GDT) & Girls X Battle 2 (GXB2). I'll say a few words about those.

Game Dev Tycoon

GDT is a management game, where you're a game developer starting in a fictional reality apparently early in 1980's. It was originally released on PC in 2012, which I've never tried. Android version is much newer, but not sure if there are any actual changes in the game. During the summer I felt like oh well this is quite much praised game and I've bought only one game before, so let it go. I didn't regret - I did several few days for several hours with it. I nowadays rarely have time to put in more than 10 hours ever on a single game, so by a rule of thumb it's clearly a successful game if I feel myself enjoyed for more than 10 hours with a game.

Anyway, the game itself is quite simple. At the beginning you're alone and code games - coding is basically set by setting different amount of emphasis during three development stages, where there are three different sliders such as World Design, Graphic and Sound, or Gameplay, Dialogues and AI. Characters have skills in Design, Technology, Research and Speed - first two affect to making better results at different sides of the game development, while research is for generating reports and researching new technology. Speed then decides obviously how fast something is completed. If the project is larger than small, there is a need to dedicate one person to various fields during a phase - three people can do all the phases, but if the the project is too big, it's exchausting to be responsible of everything, and results will suffer.

During the time there will be time there will be new more capable computers and consoles availeable, and every now and then those are declared not supported by the producer, after which no more games can be developed to them. Devices model after real life devices with minor deviation in name and/or looks. New features will become available for research as well, and late game games are hugely more complex (indicated by points development and technical points required to finish) than the starter things. Also the company size will grow, there are various other choices too (such as genres and target audiences), your workers (and you yourself) will become better and more specialized, there are few semi-random events and eventually it's even possible to have own dedicated research department too. Overall everything is quite simplistic and abstract though, and various factors define which sides make a good game for this platform.

As a downside the game has in my opinion relatively poor replay value, because there is no randomness in game history course. Therefore I can always know beforehand that I'll need to stop making games for this device, as it's going to be shut down abruptly the next year, and likewise can know that soon there'll be a new device for which it's good to make strategy games and so forth (and actually since the devices are based on real devices, one can often foresee various things already on the first try). On the other hand at least it's possible to keep knowledge saved in game for the features which are important in some game combinations, and with multi-genre games etc. there are quite a few options in a long run. And of course needs to keep balancing with money, which seems a bit too easy though.

Overall a nice experience, especially for the first time, which can take quite a few hours already. Second time might go alright as well, but don't really feel like playing the game for many times through, mainly for reasons stated in the previous paragraph.

Later I decided to purchase in Steam a game in Early Access called City Game Studio. It is essentially a game like GDT with maybe a bit more crude interface at least for now, but also more features - even while it's not stated as completed. This also seems to have at least to a degree of variation with device development as an option. Will see if it will be the full mantle bearer of game developing simulations for me in the future - or if I'll just have already oversaturated myself with the genre.

Girls X Battle 2

Last year I tested and reviewed Empires & Puzzles, and deemed it had something a bit similar to Dungeon Link. This summer I thought I could go back to see the game and maybe do a review of it. Alas, I could not, the game had become victim of the modern times and the servers had been simply shut down. Now it's relatively difficult to find much about the game anymore from the Internet. Ok, that's not really true, there are still lots of sites referring to it, but still I see it's more like nothing stays in the Internet if not actively upkept. As I tend to think it's quite opposite to those who keep telling that anything placed to Internet will never vanish from there. Anyway, I'm digressing.

So since Dungeon Link was no more, I tried to find something more or less similar. I came across this game GXB2, which I'd seen in advertisements for quite a few times. According to the ads I'd probably never played the game; it was advertised by stupid 3D animations (completely unrelated to the game, in completely different style than in the game) where some guy is dating girls and dumping them hoping to get a better one. Essentially the advertisement videos gave the idea that it's a dating sim where all the girls are yours to be abused, even if some of them would sometimes ignore you. However, unlike with the Game of Lust, this time the actual game proved out much better than could've deduced by the ads.

So yes, it's a game where you collect girls (gotten from gacha balls), and there is kind of a date a girl feature, but it's really much more like tactical RPG management game. Girls must be fed to get levelled and then also merged to get empowered. They'll need equipment and have different skills, so the tactical side comes with combining the more efficient team - in case you can choose. There are also mild level of storytelling about sort of monster invasion to the academy...can't really remember much of it as it was so generic and meaningless.

Much like Dungeon Link, actually, except this time there is not as tedious grinding - but also no any tactics in battles either. On the other hand, most battles can simply be skipped thereafter, at least after few ingame levels. Also in Dungeon Link there were characters not only girls, and well, GXB2 is also filled with fan service anime, unfortunately. I'm fine with manga/anime style characters, but I dislike it when almost all the characters have overemphasis on bursting bosom, flashing knickers and having unnecessarily indecent clothing. Not to mention, most of the girls are supposedly underage, sigh.

If I'll rationalize, I can't actually even properly recommend this game. I mean it's a nice free to play game with ridiculously high possibilities to waste money for nothing while levelling your characters, and sooner or later the waiting will go on nerves of many people if not paying to speed up the progress. However, it's made quite nicely in my opinion, and to do the dailies it just takes few taps here and there and there's still stuff that is alright to play. Quite simple yes, but at least not annoying effort every day. Empires & Puzzles (and many other games) I played for some months until I got exhausted with grinding as F2P and not willing to pay, but this I've played several months without feeling tired - and therefore I felt I can actually pay a bit for the game. It's hard to explain, but I've enjoyed despite so limited actual gameplay options.

There is some humour also, even while not always that great, and I appreciate it that there are actually manga strips running ingame (with at least one strip falling under self-cencorship due to an incest reference - I think the game's normal graphical content is actually worse than this one relatively fun strip was). The manga is not necessarily my favourite comic as such, but at least it does make the ingame characters more lively and it's sometimes jesting with the ingame mechanics: eg. one character Giana causes her biggest damage after she dies, so in one manga strip Giana is used (reluctantly) as an exploding cannonball to vaporize the opposing team.

On the dark side though, it seems to me like every second girl in the academy is at least depressed. Some sound like they'd been abused or something, and several of them are plain mad (stuff like can I sharpen my chainsaw with your bones, master). I suppose it's supposed to be comical, but for some parts it almost sounds like if the developers would be human trafficked to do their game code locked into a dark cellar, and those little filler dialogue lines would be their only voice out from their personal hell. I'll never get to know if this is just my vivid imagination, which helps me across dull times in life.

Saturday, September 26, 2020

Mobile game tests during Corona summer of 2020, part 1 with the lesser games: D&D Style Choice Game & King's Throne

During the summer I spent several weeks in a small town in Eastern Finland, obviously without my dear personal computer(s). At some point I felt like testing few games on my newly bought (second-hand) Samsung Galaxy S10. Might write a word or hundred about the games I tried, after I'll get to that.

This new old flagship model S10 replaced my 2015 model Samsung Galaxy J5, which was not very good for playing in a long run - performance was acceptable, but with only 8 GB of total internal storage it was not good. It could be acceptable if the 8 GB would have been actually available, but OS and bloatware took already away like 6 GB of it, and even while SD card can be used, most applications do not support running from SD card. Android 6 Marshmallow (best the J5 would officially support) would have feature of using SD as extension of the internal storage, but Samsung had decided to disable this feature in their OS version... So anyway with my old J5 it was therefore inconvenient to even have more than one or max few games on the device to begin with... 

I suppose those smartphones could already take their own post, but this is what happens when not writing anything for five months. To be honest, also each of the games alone could have been worth one separate post, but now I'll try to be short and pack a line or few of several, since I know I'd otherwise have a long hiatus between each comment. This already was supposed to be written two months ago. Work, studies and family do take their toll in time consumption - and actually just now a little hungry beast came to tell me that it is foodie time. Very well, I'll continue in a moment.

Originally I intended to write also about games Girls X Battle 2 & Game Dev Tycoon, but I think writing this all took long enough to make it two-part post. Maybe it won't take me months to get the second half of my summer 2020 games reviews written - those two are after all games I clearly liked more than the two following ones I tested first.

 

D&D Style Choice Game

You have chosen...
poorly


"You have found a clichéd Dungeons and Dragons inspired game for your smartphone. You are at your childhood home and feel bored. Nobody is around. What should you do?

A. Play the darn game!
B. Forget it, find out if there are some other people around.
C. It's already late. You can rest and wake up another day."

Actually there are quite a few
pictures in the game. Ads too.

The first game I tested was named in very generic fashion: D&D Style Choice Game. Well, I guess that pretty much tells what to expect from a game amidst endless hordes of other games one can download and at least try for free. So yes, it is a text based game where you'll read the story and then pick a choice, according to which the game continues and narration branches. 

This feels to me something really ancient; choice based text adventure games were a thing already in my childhood in 1980's (including analogue variants: solo adventure books, where results of choices are determined by turning into page X or Y). Those pretty much seemed to lapse into obscurity for most parts by 1990's, although not necessarily as deeply as parser based text adventures (which I believe were deemed as more advanced stuff in 1980's than choice based games). Then of course there were this related genre of visual novels, which were not as familiar in the West despite being constantly around during the decades in Japan.

I think it's fairly truthful to claim, however, that visual novels and even pure text based story games have gotten a renaissance also in Western gaming culture during the past ten years or so. Some material have clearly gotten inspirations from Japanese visual novels, however, these pure text based games have a bit different and more traditionally Western feeling on them. I also partially got inspired to try some of these, since I've been also testing Twine, which is sort of a game engine for making text based games (essentially as HTML pages). In addition could imagine that this kind of a game suits well on a mobile device, and I suppose I still agree with that.

Narissa, the dream girl of every RPG
nerd - she's even cladded in proper
armor instead of a bikini mail.

The game itself is essentially an "interactive novel", which is not exactly consisted of award winning narration as such. In fact the text reminded me a lot about my own high fantasy short stories I'd written as a teenager, riddled with a very traditional RPG fantasy setting (healer clerics with mail and mace fighting goblins etc.) not forgetting to gasp upon how hot every randomly encountered NPC female is. At least some of them are also well suited in combat against various beasts and abominations. This being said, in addition to sexual innuendo there is a fair deal of violence as well, so clearly it is not for children either. Maybe this is for someone who likes Twilight and Divergent?

The story might well surprise the reader though at times, as there didn't really feel like being much limit or rule upon what might get encountered by the narrator's random encounter table (the game events themselves are not random), but as such it also makes everything kind of meaningless, since pretty much all the characters lack depth and plot twists do not really need to follow any mature logic. Seen worse in games though, don't get me wrong, but the main point I believe is that I'm no longer the target audience for youth high fantasy which might have felt fresh to me in 1990. Age reference is a bit unfair though, since the cultural reference points feel rather like 21st century instead of 20th century, although with some impression that the author is not necessarily too familiar what was already written in the previous century. On the other hand while like insinuated in the beginning, I think the game developer has been either at late teens or young adulthood, yet he seems to develop as a writer as the chapters go on.

"Selling a quality virgin!"
Is this an obvious bad choice?


For game mechanics could mention that there are also items and few stats like health and strength which might increase or decrease during the gameplay. So that if for instance health and magic powers are in high level, can be fairly safe to take some risks or cast spells in order to reach for something more valuable.

Nevertheless, I enjoyed several chapters of adventures, until at some point my hiatus become infinite so far. One can get more adventures unlocked for free after finishing previous parts, and as light entertainment without better stuff available it's fine - and like said, it's also free. Then again, also libraries are free, if I want to read something.

Grading (5 star maximum):
Esthetics: **
Graphics are limited to few quite nice looking drawings and there are but few insignificant sound effects; mostly it's just text which wouldn't outshine even J. K. Rowling's texts.
Playability: ***½
Keep it simple sugarpie. There are options and some else, but mostly it's just picking up text choices by tapping. However, playing is frequently interrupted by ads as a free player.
Value of time and money: ***½
It's a free game but not world class literature.
Content: **

Lunchtime!
There are lots of text-only adventures, they are fairly easy to make, and I can hardly think of anything too special in this one.
Challenge: **
I don't think this is meant to have real challenges but that the player can just keep progressing the story. You can choose wrong though (and have no way to determine without trial and error which choice causes bad results), but it's also always possible to just try again.
General grade: **½
If you have nothing better to do, enjoy generic adolescent aimed high fantasy and want some light written entertainment of that kind on your smartphone, it's free to try. Arguably the narration and hence the game gets gradually better as the story goes on.


King's Throne: Game of Lust

King's Throne: Game of Lust - choices doesn't matter
Where choices matter not.

I could have mentioned more clearly about the Wizard's Choice and other Choice game chapters above that as a free player there are actually stops for ads quite frequently, which on the other hand seem to be a commonplace anyway. Commercial propaganda claims that advertisement are for conveying information, so maybe in this context it's fair to admit I first came across this King's Throne - Game of Lust with advertisement while playing the previously reviewed Choices game. The advertisement gave me impression of a game which would be likely more or less stupid but also seemed to have some potential as a kingdom management game. However, even if I expected not much, I still was disappointed and didn't feel like playing this one for a very long time. In fact I would not really feel like even writing this short review of mine, especially as I'm not hired to do so by anyone else but myself. I should ask myself a raise, but that is hard as a voluntary worker.

In any case, the subtitle of the game obviously is a reference to Game of Thrones. While that series obviously contains stories of lust (2nd hand knowledge - I've never gotten aquaintanced with the TV or book series), having lust included in the subtitle makes it sound like the game's carrot is being intentionally lewd. There are hentai games with great narration apart from their often absurdly unfitting and out of the blue appearing lewd sections, and this didn't seem nearly as frivolous after all, so I figured maybe it's something tolerable. In the modern world the audience might not believe it, but regardless I have to say that this lustness part was not something I really looked after, but the kingdom part and potential narration and doing meaningful choices.

Well, unfortunately choices matter only to the degree whether you'll want a bunch of soldiers or bag of gold. Kingdom management is all about tapping more resources with no effect to anything whatsoever, no matter if you're being a tyrant to the peasants or order your troops to seize some highwaymen, the choices are just very thinly veiled selections of tap to get more resource A or B. That is very boring. 

King's Throne battle
There are no tactics to employ. Numbers are absurd and all victories are pyrrhic. Every battle ends up as a bloodbath no matter how strong you are.

Some math might give an
impression about grinding efficiency.

It also doesn't help that there are like half dozen of similar resource boosters that will only give a small amount a time, you can tap them like max 7 times (can't remember exact counts) and then they'll regenerate one in 5 minutes. This means that you'd need to keep the game constantly open and keep tapping every few minutes to get almost nothing useful. Really grindy in the worst mobile game fashion, if I'm asked, and it doesn't help that nothing really has narration or anything that actually matters either, even while almost everything is attempted to be disguised as something that there'd be some "story potential" around. Or well ok, there is sort of storyline which starts by beating rivaling relatives or something, whom you'll get them imprisoned, can't bother to remember and didn't really seem to matter. Wars also are like you'll need a million soldiers to beat enemy's 10000 troops, yet those numbers also are just very meaningless numbers of resources. YAWN!

What about the lustful side that was advertised? In the ad actually there was like choices of save the princess (and get laid with her) or let her rot in prison. Well one resource source is to "find" maids, and this actually seems to be some of the most sophisticated content of the game. After a maid is found, you can flatter and bribe her to make her like you more until she becomes another wench of the lord whom he just screws alongside other maids in order to breed kids, who can then apparently be married with kids of other players and so forth. Didn't ever get to really see much of it as playing seemed so effortsome and boring. There also is the town where it's sort of possible to go get random encounters with citizen and even find more maids, but everything just seems so much like there is core by no content. These advertised choices also do not really exist in such fashion as the advertisement gives the impression - obviously I've noticed a long time before already that advertisement of mobile games usually contain very little truth of the actual game, but I was semi-hoping that there could have been something like quests in Fallout Shelter for instance. 

In this game women are around
to provide sex and offspring.
Also the main point in the game?

(Speaking of Fallout Shelter, Hustle Castle, a blatant clone of Fallout Shelter, was also in some advertisements. Those advertisements gave the impression that HS would also have similar quest mechanic as Fallout Shelter. I started wonder if it is true nowadays, since such features did not exist back then when I tried Hustle Castle maybe two years ago. Like said, ads are generally full of lies when it comes to mobile games, but at least this time the ad was implemented by actual game graphics - not necessarily from actual gameplay, and I doubt they'd have it even close to the ad really, but at least characters were the same kind of figures as in the game. Also like said Fallout Shelter had that stuff already a long time ago, so it would make sense if a clone game gets the same content. Didn't bother to try though.)

As some final nails in the coffin I felt that humour is bad and some parts of graphics and representation are just made in bad taste. Like the mechanics of prisoners. They're just extra resource sources, but the representation of "interrogating" them is just disgusting: essentially the player needs to tap the prisoner to torment him until blood has been spilled sufficiently. I'm not sure if it has been meant as fun, but I don't find it so. Again, even while I would not get so enthusiastic about violence in games anymore, back in the days I've found over the top violence rather entertaining already decades ago like in executions of Commando Libya, excess jumpy slaughters in Cannon Fodder and gruesome torture chamber murders of Chiller. However, something just doesn't feel fitting at all in King's Throne's torture chamber. 

Overall the lord seems like a douchebag, and you're forced to play as that character without a choice. Maybe the developers have thought about it, having just forgotten to leave any potential of philosophical aspects openly implemented or even mildly insinuated into the game. Honestly though, I doubt it. Too bad, as actually with some decent content writing the game frame could have made something acceptable.

This is how I felt playing the game.

Grading:
Esthetics: ***½
Drawings are fairly good looking, and I guess the style is even more or less personal comics style stuff. Although I dislike the modern animation style where drawn characters are "bent" back and forth in stupid looking fashion to make them look more lively. However, content of the drawings just tends to put me off. I can't remember much about sounds (I usually turn them off after testing, since sounds would likely bother other people around), but I don't think there was more than some generic sound effects and not much of music.
Playability: **
Interface is quite standard no problem modern mobile game, but there are too much unnecessary menu layers (disguised as castle sections or such, which of course sort of improves atmosphere). Unfortunately there is way too much tapping here and there to get bits of resources with both too long and too short regeneration times of charges.
Value of time and money: *
A free game with micropayments for this and that. Actually in the current state I felt like I should get paid instead to bear to play the game any further.
Content: *
Under fairly pretty cover this cake is both hollow and rotten inside.
Challenge: **
Actually I played too little to comment much about challenge. If you pay, all gets faster no doubt, if you play for free, price is sanity. However, I suspect the sanity is lost in any case if the game is played much further.
General grade: *½
I don't know if the game lacked a proper content designer who'd actually try to make the game enjoyable and interesting, or if this person was just not given resources to do anything as intended. Frame seems fairly alright, but design solutions are mostly just poo for what I'm concerned.