Showing posts with label Nintendo 64. Show all posts
Showing posts with label Nintendo 64. Show all posts

Doom 64 for Dreamcast: Impressions and Developer Interview

See, before I got my Dreamcast in November 1999 I owned a Nintendo 64. I couldn't get a Dreamcast at launch because my dear old mother (God rest her soul) forbade me from owning more than one console at a time. Consoles, she wagered (and therefore games of all types) led to a malady known simply as "brain rot." Her words, not mine. 

Regardless, I tell you this to set the scene of my pre-Dreamcast gaming habits. I wasn't what you'd call a hardcore Nintendo fan, you understand - the Nintendo 64 was actually the first Nintendo system I had owned at that point, having been a devout Saturn apologist immediatley prior and before that one of the 7 people in the UK who owned an Atari Jaguar (Jag reference: check). No, I got a Nintendo 64 because I simply had to have 'the fastest, most powerful games console on Earth,' which was ironic, seeing as that's how Nintendo's platform was officially marketed at one point.

Oooh...a Sonic the Fighters preview? Sold!

In the very early days of the Nintendo 64's existence, it was known as the Ultra 64, which apart from being possibly the sexiest moniker ever to grace a games console, also invited many a developer to prefix their upcoming titles with the word 'ultra.' With this in mind, one of the games that piqued my interest very early on was Ultra Doom. 

By the time the magazines were teasing Ultra Doom, I had already played the original Doom on the PC (a slightly decrepit 386 that even at the time was wheezingly obsolete, what with its Windows 3.1 operating system and lack of CD-Rom drive), and had then sampled Doom's delights/horrors on the Atari Jaguar and the Sega Saturn respectively. But Ultra Doom - which was later renamed Doom 64 - now...that held a certain fascination and morbid curiosity. It was Doom, but not as we knew it. Side note: I was also very much looking forward to the Ultra 64 port of Red Baron, but we'll probably never know what happened to that particular footnote of gaming history. Moving on...

Give GT Interactive a ring on that number bottom left. I dare you.

From the first time I saw those pink plasticine (clay) demons, foreboding sky boxes and brand new levels reproduced in tiny low resolution magazine preview shots, I knew I would one day play Doom 64. Quite simply, it was my destiny. Lo and behold, the prophecy was eventually fulfilled and Doom 64 was a constant inhabitant of my Nintendo 64's cartridge slot once I managed to get hold of a copy in late 1997 or early 1998. I can't quite remember exactly when I got Doom 64 because it was 27-odd years ago...and now I feel the crushing weight of middle age gripping my soul. Thanks for that.

Still banging on about Turok nine months later. Boring!

What I do remember though, is the magazine reviews. The journos of the era, I seem to recall, while not crushingly negative, weren't exactly enamoured with Doom 64: some reviews slagged off the sprite based visuals, puzzle design and complete lack of multiplayer options. Turok Dinosaur Hunter had also been out for a while by the time Doom 64 released, and many reviews were lukewarm on Midway and GT Interactive's Doom update for its reliance on 'old fashioned' visuals and gameplay tropes. 

That didn't bother me, though - I thought Doom 64 was excellent and I can clearly remember being awestruck the first time I saw that darkened corridor in the second level where the neon arrows are painted on the floor and ceiling. It was just mesmerising and fresh to me, especially having played other versions of 'normal' Doom to death. I should also mention at this point that I had also played the PlayStation port of Doom on a friend's console and I loved the colourful lighting...but, y'know, I didn't have a PlayStation. It is what it is.

It's about to kick off. Nice candles though.

By now, you're probably wondering what any of this tripe has got to do with the Dreamcast, and I think you'd be well within your rights to demand a refund of your internet data considering you came here to read about Dreamcast stuff. But here's the bait and switch: Doom 64 is now available on the Dreamcast...and it's possibly the best way to play 1997's Doomiest release in the present year...

Doom 64 Ported to the SEGA Dreamcast!

Released back in 1997, Doom 64 brought a levelled up spin-off of the game-changing PC first-person shooter to the Nintendo 64. Since its release, the game has garnered a cult following, thanks in part to its atmosphere, with some even calling the game "terrifying". While Doom 64 saw some great ports to modern consoles in 2020, perhaps more interesting are the various homebrew ports, whether that be converting Doom 64's exclusive content to work with Doom source ports or even a port to the Nintendo DS.

Well, on July 16th 2024, the SEGA Dreamcast got added to that list of things Doom 64 has been ported to, and you’re probably wondering if it’s any good. Hell yes, it is. What the extremely talented Jnmartin84 has created here is equal to that of a AAA port and runs flawlessly. Plus, you can actually see what's going on in this version compared to the original! Doom 64 has definitely found itself a new forever home on the Dreamcast. To see this port in action (with commentary), definitely check out this new video from our pal (and previous guest on our podcast) Video Game Esoterica.

Now that you've watched that delightful footage, to actually play Doom 64 on your Dreamcast (or even an emulator), is a little bit more complicated. Presumably to avoid legal trouble, Jnmartin84 has released the source code for the port on GitHub, along with the tools that you'll need to build and play the game. Obviously you can follow the instructions in the ReadMe there, but it's mighty complicated, so perhaps seek out the .cdi, which I'm sure you'll find if you search around long enough. Does the legality really matter to you if the end result is a guaranteed trip to hell anyway?

Will you be playing Doom 64 for Dreamcast? How do you think it compares to the Nintendo 64 original? Let us know in the comments below, of via one of our social media channels.

Star Wars: Dream of the Rebellion - Rogue Squadron Inspired Prototype Playable on Dreamcast!

As casual Star Wars fans tie themselves in knots with questions such as "who shot first? Han Solo or Greedo?", homebrew developer Frogbull is asking the real questions. There were three Star Wars games on the Sega Dreamcast; Jedi Power Battles, Demolition, and Episode I: Racer, but why do none of them let you pilot an X-Wing?!?

If you haven't encountered Frogbull before, they are the talented individual who showed off a proof-of-concept back in November of Metal Gear Solid 2: Sons of Liberty running on the Dreamcast, which was actually built using Luke Benstead's Simulant Engine and other homebrew tools. They also showcased similar prototypes of the first Metal Gear Solid and Final Fantasy VII running on the Sega Saturn, too. Their mission as a developer is clearly to prove these games can run on these Sega systems that they never got a chance to release on.

Yesterday, Twitter was awash with hype as Frogbull released footage of "Star Wars, Dream of the Rebellion" - a Rogue Squadron-inspired prototype - playing on the Dreamcast, which you can check out below. What's more, unlike previous efforts, Frogbull actually plans to release a playable demo of this project to the public for free in two weeks in the form of a .cdi file, for play on GDEMU, emulator, and I'm sure you’ll even be able to burn it onto a CD-R. Frogbull was generous enough to send me a playable build of it early, and I must say, I'm very impressed.

Once again running on the Simulant Engine, the Dream of the Rebellion demo currently features a single mission referred to as "Star Destroyer Pursuit". On the mission select screen, you can even press Y to hear C-3PO talk about the mission. Frogbull has utilised AI to get C-3PO's voice sounding accurate, and it really does sound good. Along with music and the famous title crawl Star Wars fans know and love, this demo is incredibly polished. 

The gameplay of the mission has you following after the star destroyer in the X-Wing, shooting down approaching TIE fighters, with your goal being to get the best score possible by shooting down as many as you can as accurately as possible. You don't actually control the X-wing's forward movement, instead being limited to moving around the screen. But with the stars moving in the background and the slight movement of the star destroyer at the top of the screen, it really does give off the illusion that you are constantly moving forwards. If you dodge the TIE fighters, seeing their 3D models zoom off screen (as seen below) really is very impressive.

Finally an X-wing on Dreamcast? Who knew it'd take until 2024 to see it happen. Anyhow, if you want to follow Frogbull, you can find them on Twitter, YouTube and Patreon. May the force be with you.

Retrospective: F1 World Grand Prix II for Dreamcast

For a console that lived and died in such a relatively short span of time, the Dreamcast sure did rack up a veritable bounty of top class racers. No doubt if you're a fan of either the genre, the Dreamcast, or both - as I am - then you don't need me to list the big hitters here. If you're not au fait though, rest assured that if you're new to the Dreamcast and you're partial to navigating large, wheeled boxes down tarmac lanes at wholly ridiculous speeds, then you're in for a treat.
As a sub-genre of racing games then, the Formula 1 fan is equally well catered for when it comes to the Dreamcast library. There are no less than 5 separate F1 titles on the platform (well, 6 if you count Spirit of Speed, but in truth that's barely a game; and 7 if you count Super Speed Racing / CART Flag to Flag), each offering its own unique take on the real world motorsport and we have covered them all - albeit briefly - here at the Junkyard in the semi-distant past. But in this retrospective I wanted to focus on the game many aficionados consider to be the pinnacle of F1 racing on the Dreamcast, and also a title - it turns out - which has a fairly interesting origin story and an equally curious legacy: F1 World Grand Prix II for Dreamcast.
Before we even attempt to discuss the game's many positives and numerous failings, I think it is worth investigating the history of the F1 World Grand Prix franchise, and the enigmatic firm behind it - Video System. Video System Co Ltd was a Japanese developer and publisher that began putting out games in the 1980s in both the arcades and on home consoles such as the TurboGrafx-16 and Nintendo Entertainment System. Video System's foray into the world of F1 games began in 1991 with F1 Grand Prix on the Super Nintendo and in arcades; and this game spawned two sequels - F1 Grand Prix: Part II and Part III in 1992 and 1993 respectively.
F1 Grand Prix: Part II is playable on MAME
It was in 1998 that the series was rebooted as F1 World Grand Prix for the Nintendo 64, a game which was developed in partnership with a studio called Paradigm Entertainment. It's here where things start to get interesting, as the Nintendo 64 game and its 1999 sequel (F1 World Grand Prix II) are completely separate titles to the games that made an appearance on the Dreamcast, and they share very little other than a name. The Dreamcast version of F1 World Grand Prix was developed in-house by Video System, and received the suffix 'for Dreamcast,' simply to differentiate it from the Nintendo 64 version.
The N64 version of F1 World Grand Prix
Likewise, that game's sequel - the subject of this very article - was developed by Video System in a silo away from the Nintendo 64 version of F1 World Grand Prix II and comparing the two titles side by side demonstrates just how different they are in almost every way. If they didn't share a title and a publisher, you'd be forgiven for thinking they were from totally separate franchises that featured an FIA license. It gets even more curious when you learn that neither sequel was given a US release (though the prequels were), and the Dreamcast game was distributed in Europe by Konami.
Distributed exclusively by Konami...for some reason
There's precious little information available online about why this was, as Video System was still in a position to distribute its own games in the early 2000s; so why Konami - of all firms - was engaged to distribute F1 World Grand Prix II for Dreamcast in European markets is something of a mystery. Are you still with me here? OK - it gets a bit more interesting now. According to recently published information over at the Lost Media Wiki, a third game in the Nintendo 64 series - imaginatively titled F1 World Grand Prix III - was around 80% complete and fully playable before it was cancelled due to the console's waning popularity.

Retrospective: Wetrix+

They are tricks. And they are wet. Wet tricks. Wetrix. See? It's taken me approximately 20 years to actually realise that's what the title Wetrix means. It is quite the revelation, I can tell you. Not quite as earth shattering as when I realised Project Gotham Racing was so called because it's a tongue in cheek nod to Metropolis Street Racer's eponymous fictional setting (Batman vs Superman began on Dreamcast, folks).

So Wetrix then. Or Wetrix+ as it is known on the Dreamcast. A sort of remaster of the Nintendo 64 game of the same name, which was developed by Zed Two and released in 1998. The original game does have a fairly interesting back story, with the Wikipedia page documenting that the title began life as a tech demo within in an entirely different project, demonstrating the Nintendo 64's ability to effectively simulate the properties of water. Alongside the stunning Wave Race 64, Wetrix clearly shows that you can never have too many games that show off just how wet your digital water looks.

But what is Wetrix+ though? Well, it's a puzzle game that involves the player manipulating the game 'board' by terraforming it into a series of lake beds and valleys. Bubbles of water then fall from the sky and fill these lakes; and the sole aim is to balance the amount of landmass and water in a state of equilibrium, amassing points the longer you can keep it all in harmony. Sounds fairly simple on the surface - and it is - but there are a number of things that are thrown into the mix to tip the scales against you.

See, as well as water falling from the sky, you'll also receive bombs which will blow holes in your board, meaning that water will escape off the sides and fall into the drain (represented by a meter at the side of the screen). You'll also receive flaming meteors which will burn off any water they come into contact with. Then there's the actual game pieces themselves which are a bit like Wetrix+s' equivalent of tetraminos.

These pieces (which come in an assortment of shapes) are what you use to raise and lower the terrain in order to create your lakes and valleys...however if the landmass becomes too much for the board to take, an earthquake will be initiated, destroying your carefully designed canals and oxbow lakes. Naturally, this means more opportunity for that pesky wet stuff to roll off the board, into the drain and shortening your game session. When that drain fills up, it's game over.

So you see, Wetrix+ is a game of balance, in more ways than one. You need to monitor how much land mass you're chucking onto the game board, how much water you're losing off the sides and through holes, and also be mindful of the various hazards reigning down from the heavens. Sounds like there's a lot going on - and there is - but in practice it's all fairly straight forward once you get your head around it.

Kickstarter: Not every retro game gets a Dreamcast stretch goal


Another day, another retro game Kickstarter. Refreshingly, today's effort is slightly more interesting affair in that it is targeting the Nintendo 64 audience for a change, aiming to publish a near two decade old cancelled game from the era.

40 Winks (aka Ruff and Tumble) did see the light of day on the original playstation, but the Nintendo 64 port was cancelled when its publisher GT Interactive went belly up, and when Infogrames picked over the carcass, the game ended up in the chaff pile instead of the wheat. Piko Interactive has recently picked up the rights to the game, and have already secured their modest US$20,000 goal within one day. They plan to develop, test and manufacture some brand new minty N64 cartridges for the game, so that it can be finally realised in physical form all these years later.
Some good ol' 90s era 3D platforming (apparently, never heard of it)
Hang on, isn't this the premiere destination for all things Dreamcast? Why are we suddenly talking about the Nintendo 64? Well, with every successful Kickstarter campaign that features a retro, or retro-inspired game, it's only natural that the masses start shouting "Dreamcast Stretch Goal! Dreamcast Stretch Goal!" And with good reason.