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Things about non-Doom video games you just found out

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The Wii titles developed by Data Design Interactive were actually ports of their games originally were released on PC and PS2 exclusively in Europe between 2004 to 2006 (and a few from 2007).

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I was recording Kraisoft MIDIs using the Nuked-SC55 emulator and I noticed that Astrobatics - Music4.mid and Alien Sky - Music6.mid share a similar melody.

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21 minutes ago, THEBaratusII said:

I was recording Kraisoft MIDIs using the Nuked-SC55 emulator and I noticed that Astrobatics - Music4.mid and Alien Sky - Music6.mid share a similar melody.

I've noticed that too! Also, Alien Sky Music08 is a remix of Warkanoid#31 :)

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Stunts (1990), a DOS arcade racing game similar to Race Drivin', has a still-active community not unlike ours.

 

Also, @THEBaratusII @Plerb Vakhtang Adamiya sure is one of a kind when it comes to MIDI composition. His Atomaders - Music1.mid is, simply put, an awesome MIDI opera song of sorts, and I plan on using it for another game's mod to submit for this project.

 

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On 4/2/2024 at 2:24 AM, Panzermann11 said:

I might probably be too late to post this for April's Fools, but...

Call of Duty: Ghosts replaced titles of game modes with silly names during April 1st, 2014.

CallofDutyGhostsAprilFools.jpg

Should've kept them like that ngl

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48 minutes ago, taufan99 said:

Stunts (1990), a DOS arcade racing game similar to Race Drivin', has a still-active community not unlike ours.

 

Also, @THEBaratusII @Plerb Vakhtang Adamiya sure is one of a kind when it comes to MIDI composition. His Atomaders - Music1.mid is, simply put, an awesome MIDI opera song of sorts, and I plan on using it for another game's mod to submit for this project.

I'm always happy to see even a few people on here that are aware of Vakhtang's MIDI masterpieces, those games are obscure. Especially the Warkanoid/Jetball trilogy, which is probably the biggest influence on my taste in music in general. I've still never played the full registered versions of those games, only the "special edition" demos from an eGames compilation CD... I really should sometime.

 

Also I played Stunts as a kid, the level editor was cool.

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The PS1 version of Tiger Woods 99 is quite infamous as the first 100,000 pressings of that version contained a pirated version of one of The Spirit of Christmas shorts, the predecessor to South Park by Trey Parker and Matt Stone, which prompted EA to recall the PS1 version and re-release it with the video removed.

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Also, this just in, the Stunts community has their own wiki hosted on MediaWiki (not Fandom!). I reckon the likes of @Quasar are gonna find some pleasure with this.

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One of the Steam Points Shop items for Shadow Warrior Classic Redux is a background based on the cancelled Deadly Kiss expansion from Simply Silly Software. Maybe at one point they were hoping it was complete enough to include, or at least close enough to that state that just a bit more needed to be added.

 

Also not directly about a video game but today I saw both models of the Atari Lynx. I thought they'd be much smaller based on the pitiful screen resolution, but apparently they're about the size of a loaf of bread.

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An Interplay VR Sports game VR Baseball 2000 uses a early version of the engine that would be used to power Shiny Entertainment's Messiah.

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Many arcade games in the 1970s and 1980s had integer overflows or weren't properly programmed in terms of software and hardware that a higher level in any of these games results in the term "Kill Screen", as seen in this video:

 

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In Postal 2 you can light these funny looking plants on fire and overcharge your health up to 200 without having to worry about withdrawl.

 

D1cPl4R.png

 

(Friday, Non-descript warehouse)

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On 1/20/2024 at 11:45 AM, Individualised said:

Nintendo manufactured the Famicom (more specifically the AV Famicom) until 2003; they weren't just selling old stock but were continuing to manufacture the system and chipset.


i'm wondering if there's a way to check the date of manufacture?? i haven't needed to open mine up as it's a very, very reliable system ime.

semi related to this: the 8-bit nintendo home console hardware specification, in all its forms - official, unofficial, disguised plug&play home systems without ROM interchangeability - has not gone a single year since 1983 without a piece of newly developed software being released for it.

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2 hours ago, heliumlamb said:


i'm wondering if there's a way to check the date of manufacture?? i haven't needed to open mine up as it's a very, very reliable system ime.

 

You can probably check serial number listings relatively easily.

 

2 hours ago, heliumlamb said:

semi related to this: the 8-bit nintendo home console hardware specification, in all its forms - official, unofficial, disguised plug&play home systems without ROM interchangeability - has not gone a single year since 1983 without a piece of newly developed software being released for it.

 

That's pretty mad.

I probably won't drop the 9800 yen on it any time soon, but I do enjoy that this kind of thing is still finding whatever kind of impossibly boutique success? viability:

 

 

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A weird fake build of Quake 1 dated October 1995 known as "Quake 0.8A Alpha" appeared on some Warez groups circa mid-late October 1995 or early-mid November 1995 that was completely non-functional. That fake build also appeared on the Blobby #24 Warez compilation CD. I'm not posting a download link to this faked build for obvious reasons.

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The other week I came across some quake 4 player reviews, I never had the chance to play it yet but some one mentioned how the ending was sad that the strogg turns some character into one of them like the borg...now I really need to get on to this, juggling duke nukem life's a beach, system shock, doom 64 absolution and doom3 at the moment but dropped it all to map, guess those inspired me.

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There were two cut levels from Postal 1 which were cut early into the game's development, not much is known about what they were meant to be.

 

We only have a single screenshot from both cut levels.

Level2.png

0.jpg

Unless the guys at Running with Scissors have any answers to what these cut levels were, they officially remain a mystery.

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Strife has a lot of unused map things that were never set to any difficulty, not even in the Veteran Edition. These are as follows:

Spoiler

 

MAP01: Sanctuary - Three silver fluorescent lights (things 49, 50 and 58) have no flags set for any of the three difficulty classes, so they do not actually appear in the level. This level also contains a, presumably accidental, voodoo doll as there are two player 2 start things in the starting room, one at the same position as the teleport landing. On the other hand, a player 4 start thing is missing, so cooperative play is only possible with up to three players.

MAP02: Town - A water bottle (thing 78) and a multiplayer grenade launcher (thing 123) have no flags set for any of the three difficulty classes, so they do not actually appear in the level. A teleport destination (thing 578) does not have skill flags either, but because of special handling in the engine, it functions normally in the level.

MAP03: Front Base - A rebel shirt (thing 124) in the north-west has no flags set for any of the three difficulty classes, so it does not actually appear in the level. The player 1 start (thing 0) and teleport map spot 1 (thing 1) have no skill flags set either, but because of special handling in the engine, they function normally in the level.

MAP04: Power Station - A multiplayer leather armor (Thing 129) and three multiplayer bullet clips (Things 433, 452 and 453) have no flags set for any of the three difficulty classes, so they do not actually appear in the level. The player 1 start (Thing 0) has no skill flags set either, but because of special handling in the engine, it functions normally in the level.

MAP05: Prison - Two ceiling chains (things 1 and 12) and seven medium torches (things 4 through 10), all in the same room, have no flags set for any of the three difficulty classes, so they do not actually appear in the level. A deathmatch start (thing 425) has no skill flags set either, but because of special handling in the engine, it functions normally in the level.

MAP06: Sewers - The following multiplayer things have no flags set for any of the three difficulty classes, so they do not actually appear in the level, these are an assault rifle (Thing 357), two packs of poison bolts (358 and 455), a teleporter beacon (359), an environmental suit (425), two medical kits (457 and 458), a bullet clip (462). The teleport map spots 1 through 4 (Things 107, 109, 108 and 110) have no skill flags set either, but because of special handling in the engine, they function normally in the level.

MAP07: Castle - The following multiplayer things have no flags set for any of the three difficulty classes, so they do not actually appear in the level, these are a targeter (Thing 464), three bullet clips (480, 481 and 482), four energy packs (493, 494, 497 and 498), a box of bullets (503), a pack of HE grenades (507), a pack of phosphorous grenades (535), a pack of poison bolts (537), a mini-missile launcher (544), a medical kit (557). The teleport map spots 1 through 3 and 5 (Things 13 through 16) have no skill flags set either, but because of special handling in the engine, they function normally in the level.

MAP08: Audience Chamber - The player 1 start (Thing 0) and teleport map spot 2 (Thing 18) have no flags set for any of the three difficulty classes, but because of special handling in the engine, they function normally in the level.

MAP10: New Front Base - Four disappearing dead acolytes (Things 19, 20, 21 and 22) have no flags set for any of the three difficulty classes, so they never appear in the level to begin with. Teleport map spots 1 and 3 (Things 91 and 96) also have no skill flags, but because of special handling in the engine, they function normally in the level.

MAP16: Fortress: Bishop's Tower - The player 1 start (Thing 0) has no flags set for any of the three difficulty classes, but because of special handling in the engine, it functions normally in the level.

MAP19: Fortress: Security Complex - A box of bullets (Thing 227), a crate of missiles (Thing 228) and two medical kits (Things 229 and 230) next to a leather armor in the north have no flags set for any of the three difficulty classes, so they do not actually appear in the level.

MAP23: Order Commons - A klaxon warning light (Thing 482) has no flags set for any of the three difficulty classes, so it does not actually appear in the level.

MAP28: Alien Ship - Two things (143 and 144) use the invalid type 0 but also have no flags set for any of the three difficulty classes, so they do not actually appear in the level anyway.

MAP30: Abandoned Front Base - The following multiplayer things have no flags set for any of the three difficulty classes, so they do not actually appear in the level, these are two packs of electric bolts (Things 33 and 59), a metal armor (35), two crossbows (36 and 57), a med patch (49), an ammo satchel (58). The player 1 start (Thing 0) and teleport map spot 1 (Thing 1) have no skill flags set either, but because of special handling in the engine, they function normally in the level.

MAP32: Sanctuary: Demo Version - Three silver fluorescent lights (Things 14, 15 and 23) have no flags set for any of the three difficulty classes, so they do not actually appear in the level.

MAP33: Town: Demo Version - A water bottle (Thing 47) has no flags set for any of the three difficulty classes, so it does not actually appear in the level.

MAP34: Movement Base - Two water bottles (Things 22 and 26) have no flags set for any of the three difficulty classes, so they do not actually appear in the level.

 

 

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The DSBURNME sound in Strife actually is derived from two different stock sound effects one is a similar fire crackle sound similar to the one in Doom (probably the same one used for the Arch Vile's fire attack?) and the scream comes from an unknown male scream sound which appeared a couple years before the game released, with the earliest example I could find being this one scene from the movie Willow.

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The Paul Schuytema iteration of Prey was initially going to have music by KMFDM when 3D Realms was the main developer during the late-1990s. After that iteration was scrapped, the song Missing Time was released by one of the band's short lived successors MDFMK as part of the Heavy Metal 2000 soundtrack.

 

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