Hardcore Gamer Magazine is Coming!
Transcription
Hardcore Gamer Magazine is Coming!
PO Box 800057, Valencia, CA 91380-0057 February 21, 2005 Hardcore Gamer Magazine is Coming! We’re sending this message out to announce a new enthusiast publication, Hardcore Gamer Magazine. HGM is being made by a group of dedicated gamers who recognize the need for a new multi-platform magazine — one that caters to the interests of the die-hard, hardcore gamer, as well as the masses of regular game fans. We have been hungering for a magazine which delivers interesting content about the fascinating yet unexplored aspects of video game culture, but still features the reviews, previews, news, strategies and other pertinent video game info everyone loves to read about. We’re tired of waiting for someone else to make something we could enjoy and respect, so we’ve gotten off our collective duffs and done it ourselves! The magazine will make its debut this spring, and we plan to give away free issues of HGM to the core gaming community. We know everyone loves free stuff so we’re making it quick and easy for folks to get the HGM goods and we’re making sure what we present is the best product that we can make. We realize that content and quality is key, and that is why we have assembled a talented staff of recognized industry veterans who bring over 25 years of combined print journalism experience to the table. While DoubleJump Publishing is a relatively new company, the President and founder is Tim Lindquist, one of the same folks who started GameFan Magazine back in 1992 and many other print magazines in the years since. Also along for the duration is Greg Off, another GameFan founder who has been working on the print media side of the industry since the early ‘90s. Greg will lend his skills by doing the thing he is most experienced in doing as the Editor-in-Chief of HGM. As if that weren’t enough, the person in charge of artwork and illustration is Terry Wolfinger, who was the man behind the look of GameFan — the one who drew more than 60 of their covers and countless illustrations within. In addition, we have handpicked our editorial and art staff to reflect our vision of delivering new products and ideas to the marketplace. We’ll introduce the rest of the staff with bios in the magazine. With so many of us being former GameFan creators, you might expect to see a little bit of that old feeling in what we’re doing with HGM. However, we’re not looking to recreate an old magazine, we’re inventing a new one to fill the void which exists in the gaming magazine industry today. We are confident that we will strike a chord with those of you who want a magazine which caters to the things you enjoy most about gaming. We are passionate, we are committed and our entire staff has two other things in common — we truly love games and we enjoy writing about them. Please take a few moments to go over the enclosed sample content which is a sneak peak at some of the things we plan to include in the first issue. Tell us what you think. You can visit our official message boards to give your feedback directly at www.hardcoregamermag.com, where we will listen and talk to you to make sure we do it right. If we are to succeed it will only be because you demand it. Sincerely, Tim Lindquist and the whole HGM Staff Half the fun of Stranger’s Wrath comes from playing around with the animals you can load into your crossbow. You can find new animals in stores, in the wild, or in clearly labeled crates. Stunkz: Firing a Stunk creates a short-lived cloud of gas at its point of impact. It doesn’t affect Stranger, but paralyzes outlaws with nausea. It’s great against crowds. Publisher : EA Genre(s) : Action Adventure Developer : Oddworld Inhabitants Category : FPS/Platformer Release Date : 1/25/2005 # of players : 1 Rating : TEEN; Blood and Gore, Realistic Violence, Strong language Bolamites: One shot from a Bolamite wraps ordinary enemies up in spider webs, allowing you to capture them alive. Stronger outlaws or bosses will tear free immediately, but it slows them down a bit. I knew I liked the game when my ammunition started talking to me. I was never a great fan of the Oddworld games, but that was back when they were deeply idiosyncratic puzzle/platformers. Oddworld: Stranger’s Wrath reinvents the series as a frantically weird Western tale, complete with a laconic cowboy (cowthing?) hero and a frontier full of bandits to hunt down. As the Stranger, you’re a bounty hunter in the frontiers of Oddworld, bringing in outlaws to pay for an unspecified and possibly sinister “operation.” You’ll see a lot of familiar Oddworld sights, rendered here in amazing and colorful 3D, but most of the time, you’ll be too busy ducking flying lead to appreciate it. Stranger’s Wrath is a rare thing; it’s a platformer and a first-person shooter, but both styles of gameplay are done equally well. Usually, whenever someone tries to blend the two, you get insane jumping puzzles that teach the world how to hate. There’ve been a lot of otherwise good FPSes that’ve screwed themselves over by including one too many (which is to say, one) difficult jumps. The difference here is that in Stranger’s Wrath, you can switch from third- to first-person at any time by clicking the right thumbstick. You still have access to a lot of Stranger’s moves in Chippunk: This mouthy little squirrelly hamster thing makes a single enemy angry enough to race to its position. The Chippunk won’t make an enemy stop attacking you, but it’s perfect for ambushing unsuspecting outlaws. Try it in conjunction with Fuzzles. either perspective, but you can change them out as you see fit depending on what you’re trying to accomplish at the time. It’s a simple mechanic elegantly instituted, and if there’s any justice, it’ll be imitated by scores of games to come. Another unique quirk is how Stranger fights, which is a big part of the game’s charm. In a world full of people wielding shotguns, homing missiles, explosives, and metal limbs, Stranger’s walking around with a double-barreled crossbow and a pouchful of hostile animals. This is a game that’s all about launching an electric bug into somebody’s face at point-blank range, or setting a series of traps with angry furry monsters that’re 90% teeth. There’s a lot of charm in that. I’ve played a lot of shooters, especially recently, that took an odd amount of glee in the flawless depiction and unrestricted use of military hardware. In Stranger’s Wrath, I am firing angry Muppets at people. I can’t begin to tell you how refreshing that is. At the same time, this is not an easy game. The platforming is fairly simple, and doesn’t require a lot of thought. Combat, on the other hand, is usually a question of taking on a well-entrenched enemy force on their own turf. You’ll have to outwit enemies as often as you outfight them, by sneaking up on their position, knocking snipers out, or using your critter arsenal to its fullest extent. Despite its slightly cartoony look, Stranger’s Wrath is a surprisingly Zappfly: Your default weapon, a charged Zappfly can activate certain kinds of machinery and acts as a one-hit instant stun on any unarmored outlaw it hits. It also has the longest horizontal range and shallowest arc of any of your initial weapons, which is great against distant targets like snipers. difficult experience with a decidedly dark sense of humor. If the game’s got any flaws, it’s that Stranger’s deadpan Clint Eastwood impression wears a little thin after a few hours. We get it. He’s a parody of the Man with No Name. You can stop now. There are also a few parts where I would’ve really appreciated an in-game map, or at least some onscreen indication of where my next objective was. Those of you who’re expecting a traditional Oddworld game should probably look elsewhere. For the rest of you, Oddworld: Stranger’s Wrath is a lot of fun, both in its own right and as a palate-cleansing antidote to the glut of nearly-identical FPSes that’re clogging the shelves. It’s just hard enough and offers just enough freedom that you’ll want to play it again. Fuzzle: You can place Fuzzles on walls, ceilings, and floors as traps, or fire them directly onto enemies to distract them. While an enemy has a Fuzzle attached, he’ll run around like an idiot. This is your chance to punch him out. Thudslug: At close range, this’ll stun and knock down almost anything. A great nonlethal strategy against bosses is to alternate between Thudslugs and charged Zappflies at close range. Boombat: Flying rodents with a slight homing capacity, a Boombat’s explosion will stun or kill virtually any ordinary enemy. They’re best employed to destroy enemy turrets or machines. Stingbee: They don’t do much damage, but Stingbees fire at a furious rate and track their target, allowing you to duck behind cover while they do their thing. A few salvos of Stingbees are great for slowly whittling away at a boss’s health. Rating : 4.5 of 5 2nd opinion by Fatebreaker • Alternate Rating : 5 of 5 Oddworld: Stranger’s Wrath is a real gem, and this is coming from a newcomer to the series. The hype for GotY might be heading towards RE4, but this is definitely my choice for GotY so far. 44_REVIEW_ODDWORLD: STRANGER’S WRATH HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN ODDWORLD: STRANGER’S WRATH_REVIEW_45 lets you exit UMD games, volume controls, a button that adjusts screen brightness, and a button that adjusts the equalization of the PSP’s speakers. A strap is attached to the left side of the unit, so you can loop it around your wrist for easier carrying and extra protection against being accidentally dropped. GAMES The portable gaming scene has been stable — some would even say stagnant, for a long time. Since the release of the Game Boy, which created the market in 1989, it has been completely dominated by Nintendo’s products. In recent years, it has even become one of Nintendo’s most important revenue sources. However, that old market is about to change — dramatically and permanently. On March 24th, Sony will launch the PlayStation Portable in North America. The system will be sold as part of a $249.99 “Value Pack” that comes with a 32 MB Memory Stick Duo card, battery pack, AC adapter, cleaning cloth, soft case, headphones with remote control, and a sampler UMD featuring several demos. The first one million Value Packs sold will also contain a bonus copy of the theatrical film Spider-Man 2 in UMD format. Coming off the heels of its outrageously successful Japanese launch, the PSP will offer Western gamers an impressive new combination of media features and gaming power. CHISELED FEATURES The PSP’s hardware specs have raised eyebrows since the very first time they were rumored. Up until the day of the Japanese release, fans on the internet heaped scorn on the idea that the PSP could even come close to delivering everything Sony promised. It seemed much too good to be true, and even a raging success like the Japanese PSP launch wasn’t quite enough to dispel the aura of skepticism that surrounds the PSP’s supposed capabilities. However, once you have the machine in The PSP is not only a portable gaming machine, it also functions as a portable multimedia center. It will read MP4 movie files and MP3 music files off of Memory Stick Duo miniature flash cards (which are manufactured both by Sony and a variety of third parties like Sandisk), as well as movies and games that are sold in Sony’s own UMD format. your hands, there’s no denying that Sony has delivered what was promised and then some. For this article we took a look at one of the Japanese PSPs, which are expected to be very close in design to the American edition of the handheld. The system itself is a marvel of miniaturization, measuring about 7 inches long, 1 inch thick, and 3 inches wide. The roughly 4 inch screen uses the 16:9 aspect ratio of theatre screens and HD TVs, which gives the best PSP games a glorious, panoramic look. It also makes the PSP an ideal player for theatrical films and widescreen media files. Packed into the space not taken up by the screen is internal storage for your Memory Stick Duo, a USB port, the UMD slot, and a DC-in slot for the battery charger. For controls, the PSP essentially has a duplicate of the PlayStation controller. There’s Right and Left trigger buttons, start button, select button, the four “shape” buttons, a D-Pad, and a small nub that functions as an analog stick. There’s also a Home button that HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN With so many different functions to coordinate, the PSP wisely features a powerful built-in operating system. It’s no more difficult to use than your average RPG’s menu system, as you’ll toggle through different menu options with the D-pad, make selections with the X button, and cancel selections with the circle. Toggling The OS will let you browse through the MP3s, photos, and video files on your Memory Stick Duo, set a host of system options that can help save power, and activate a “USB mode” that will let you easily transfer data between most PCs and your PSP’s Memory Stick. Photos and music will have their own directories on your memory card after it’s formatted, and relatively little trickery is involved to get the PSP to read MP4 movies off of the stick. Writing data from your hard drive to the memory stick is no more complicated than copying and pasting in Windows, and Mac users can synchronize the PSP with their iApps using downloadable software (see Sidebar: Hack Your Darlings). Sony has announced that 24 titles will be available for the PSP at the system’s launch, and the sheer number of third-party titles in the listing seems to make good on this promise. People who want some way to play an equivalent of the PS2 library on the APE ESCAPE: ON THE LOOSE SCEA go definitely won’t be disappointed, as the majority of the titles are just PSP entries in long-running PlayStation franchises. However, there are also a few original titles debuting to help freshen the line-up and show off what makes portable gaming a very different experience from just playing at home on a console. The PSP runs off of a rechargeable lithium ion battery with an average lifespan of about 4-6 hours, and features standards-compliant 802.11b wireless. The wireless connection allows it to network with other PSPs for headto-head play, or connect to the internet for software upgrades. The wireless connections will even let you play games with a buddy who doesn’t happen to own his own copy of the title Wireless LAN in question, thanks to the PSP’s “game switch sharing” function. The UMD is something like a miniature high-density DVD, holding about 1.8 GB of information. The discs rest in plastic casings that help protect them from accidental loss or damage, and remain in the cases even when the PSP is playing them. 64_FEATURE_PSP LAUNCH While the PSP is a good multimedia portable for movies and a decent one for MP3s, it’s still a gaming system at heart. It runs off of the custom PSP 333 MHz processor, which is driven by a 32-bit MIPS 4000 chip. To give some idea of what this means, the original PlayStation ran off of the MIPS 3000 chip. You can expect PSP games to look at the very least as good as PSOne games, and most titles are easily comparable to top-line PS2 games. And just like every other gaming system ever released, a constant flow of fun, easy to play games will be key to the PSP’s success. Hopes are already high for the system, simply because it bears the PlayStation name and, presumably, the games made for it will come from the same design philosophies as the best PSOne and PS2 titles. After relying on Nintendo to produce most of the quality portable software on the market for well over a decade, an influx of PlayStation-style thirdparty titles will no doubt be a welcome change of pace. HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN The PSP will have more titles that cater to sports fans at launch than possibly any other handheld in history, with fully half of its initial library coming from the sports genre. Sony Computer Entertainment America will be contributing NBA, Gretzky NHL, MLB, Wipeout Pure, and World Tour Soccer. Rival Electronics Arts will also have a staggering array of titles ready for launch, with FIFA 2005, MVP Baseball, NBA Street Showdown, NFL Street 2, and Tiger Woods PGA Tour. Activision will even be throwing in with a PSP version of its hit Tony Hawk’s Underground 2. If you choose to count driving as part of the sports package, then you can also add EA’s Need for Speed Underground, Namco’s visually stunning Ridge Racer, and SCEA’s brutal Twisted Metal: Head-On and ATV Offroad Fury to the line-up. Even more attractive will be the promise of free netplay for five of SCEA’s titles — Gretzky NHL, MLB, Twisted Metal, ATV Offroad Fury, and NBA — right out of the box, using the PSP’s ability to wirelessly connect to the Internet. PSP LAUNCH_FEATURE_65 While the PSP will be very friendly to sports fans, it won’t be neglecting other genres. Sony Computer Entertainment America will be releasing an Ape Escape game, and Sony Online Entertainment will offer Untold Legends: Brotherhood of the Blade for the RPG fanatics. Konami will also be courting RPG lovers with the bizarre and challenging action RPG Rengoku, and is sure to score big with the latest and strangest entry in the Metal Gear franchise, the CCG-like Metal Gear Acid. Puzzle fans can look forward to Lumines from Ubisoft and Archer Maclean’s Mercury from SQUARE PEG IN A ROUND HOLE. The edge of the screen lies here. Note the black foam along the edge has been removed under the Square button. The sensor for the Square button is far off center. The sensors for the other buttons are nearly centered. DYNASTY WARRIORS KOEI Ignition, while Capcom will be offering up a new version of an old fighting game classic in DarkStalkers Chronicle: The Chaos Tower. Koei will be giving the PSP a Dynasty Warriors title to sate gamers’ hunger for beat ‘em ups, and Konami will be releasing Coded Arms to give the system an FPS. Eidos is also releasing a mysterious action title named Smartbomb. Of course, despite the resemblance in the system libraries, playing a PSP will not be exactly like playing a tiny PS2. While the control layout of the Japanese edition we looked at does its best to mimic the classic PlayStation controller, the PSP has only one analog controller and one set of trigger buttons. The analog controller may take some getting used to, as its location directly under the D-Pad is rather awkward. Similarly, the PSP’s weight makes the trigger buttons a bit less comfortable and easy to use than they are on a proper PlayStation controller. So unless the American design is significantly different from the Japanese one, gamers can probably expect to spend some time getting used to the feeling that they’re pushing a penny around a slippery plastic surface to control their game. ALL THAT GLITTERS... The promise of PlayStation gameplay on the go would seem to be a no-lose proposition, but the PSP is not a perfect device. Much has been made of the PSP’s announced 4-6 hour battery life being simply unacceptable in a gaming portable, even though it’s fairly standard as portable media devices go. Sony entertainment boss Ken Kutaragi has even admitted that graphically robust games will result in quicker battery drain in the original Japanese version of the PSP, as will use of the wireless connection. As a result, there have been many reports from sources like Gameindustry.biz, claiming that Sony has been demanding that developers not make games drain battery life excessively. There are even reports that Sony has included a “battery emulator” with the PSP dev kit, that measures how long a game can be played on a single battery charge. What this means in practical terms for gamers is that some of the programming techniques that make PS2 titles what they are — such as streaming media from disc — may not be widely used on the PSP because of battery drain concerns, particularly in early releases for the system. This will certainly result in some noticeable differences between PS2 and PSP game design, although it’s too early to know exactly what that difference will be. The Japanese PSP is also very fragile compared to the sturdy Nintendo portables. Instead, it behaves more like an expensive gadget, with a delicate LCD screen and an internal structure that’s not likely to tolerate falls well. The unit needs to be kept in its soft carrying case when not in use to help protect the easilyscratched screen, and some units will suffer from typical LCD defects like dead pixels or dust under the screen. Ken Kutaragi has also admitted, in an infamous interview with the Japanese magazine Nikkei Business, that about 4800 PSPs from the initial Japanese launch were returned to Sony because of problems with the Square button. The Square button is so close to the display screen that its sensor is not located directly beneath it, but is instead slightly off to the right. This can cause the button to become unresponsive, or in some extreme cases, to begin sticking. Kutaragi has not been apologetic about the problem. We translated his quote. He said, “We can only ask that the software developers and buyers find a way to deal with its specifications...” “In a blueprint drawn by a famous architect, no one would see an odd placement of a gate as a fault. This is the same.” SPIDER-MAN 2 ACTIVISION 66_FEATURE_PSP LAUNCH HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN In an effort to get to the bottom of the Square Button issue, we used our patented XYZ-Ray Oggle™ powered imaging technology to get a Sneaky Peek™ at what lies beneath the housing of a PSP. What was revealed was dramatic. The sensor for the Square button is clearly off center compared to the ones for the other buttons and the casing of the LCD screen invades deep into the Square button’s personal space. Some revisions to the hardware design will need to be made to eliminate this issue. It will be interesting to see what they do to correct the problem. HACK YOUR DARLINGS The Xbox and the PSP share one important trait when it comes to their popularity among hacking enthusiasts: they both use a lot in the way of standard electronics components that are very easy for programmers to mess with. Although the PSP hasn’t been on the market long anywhere in the world, new software has already been written to make it do things that Sony never intended. Here are some programs developed for the Japanese PSP, and there’s certainly more on the way: The PSP is compatible with Xlink Kai, a tunneling application that allows the system to connect with other PSP units over the internet. So, for multiplayer games, this translates into free netplay. Just install the Xlink software on your PC or Mac to get started: http:// www.teamxlink.co.uk/ THE NEAR FUTURE However, anyone who remembers some of the disasters from the first wave of PlayStation and PS2 production knows that Sony learns from its mistakes, and goes out of its way to improve its hardware over time. American consumers can reasonably expect to see some of the PSP’s design issues addressed in the American version of the product. However, even if the PSP’s hardware issues are addressed, complaints about the price remain. The Value Pack will be a full hundred dollars more expensive than Nintendo’s competing DS, despite not featuring a pack-in game, and it will not be possible to buy the PSP as a standalone unit. On top of this, anyone who wants to make full use of the PSP’s multimedia functions will definitely need to buy a larger Memory Stick than the 32 MB one included with the Value Pack. While there’s a lot of support for users who want to transfer media between their Windows machine and their PSP, Mac users seemed left out in the cold until Ronin no Sakurakai released iPSP. This program allows Mac users to have all the same multimedia conversion options as Windows users, with an interface that’s designed to be compatible with all OS X users’ favorite iApps. http://www.kaisakura.com/ iPSP/ Sony’s release plans would seem downright quixotic, if not for their sheer unshakable confidence in their product’s marketability. The company has taken to calling the PSP the “Walkman for the 21st century,” and doesn’t seem worried at all about losing customers to Nintendo. If anything, Sony seems confident that the PSP will break out of the boundaries of the video game industry and cross over into the lucrative market for portable media gadgets. An online digital music store, suspiciously similar to Apple’s iTunes, is in the works for PSP owners, and a recent software leak indicates that Sony is also preparing a PSP web browser and suite of office apps. Sony’s also developing a version of their LocationFreeTV software to work with the PSP, which would let the system play television signals picked up via broadband. Of course, even if you own a PC, you need Sony’s Image Converter 2.1 software (retails for about 1000 yen) in order to convert videos for use on the PSP. You can get around this by using a free encoding program called 3GP and this handy set of step-by-step instructions from technology blog Engadget: http://www.engadget.com/ entry/1234000980024404/ So many media features would seem to make the PSP a nolose prospect, but savvy gamers will remember that, about ten years ago, Sega and Atari tried to sell their abortive attempts at breaking into the portable market on very similar strengths. Of course, it wasn’t long after that when Sony unleashed the PlayStation on the console industry and proceeded to mercilessly destroy the old industry status quo, too. There’s simply no way of telling right now whether the PSP will turn out to be a raging success or an ambitious failure, but it almost doesn’t matter. HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN The very fact that Sony is releasing a portable system at all has already transformed the market, and turned the stale old handheld scene into the staging grounds of a fierce competition for mindshare. Whether the PSP becomes the next big thing or the next portable gaming has-been, there’s no question that it’s the reason why people are finally getting excited about portable gaming again. PSP LAUNCH_FEATURE_67 easily get back into the game quickly and realize where they left off. To do this, we provide all sorts of information on what they need to be doing next. HANDS-ON It’s one thing to rattle off a list of big-franchise game titles, but it’s quite another to see if any of them are actually any good. PSP games are pretty hard to come by right now, but here at Hardcore Gamer, we’ve managed to lay hands on a few. Here are some quick impressions: HGM: Which platform of the two do you prefer to work on? They both offer different challenges and advantages. Developing for an entirely new system like the PSP is very exciting. The capabilities of it are far greater then any other portable out there. Not only is the screen gorgeous, but the graphical and WiFi capabilities are very exciting. Through the use of wireless communication it can recreate the experience of sitting in the same room and playing with friends like the PS2, only each person has their own PSP to play on. It is also extremely easy to get multiplayer games started. This opens up all sorts of avenues for innovation on the PSP. DARKSTALKERS CHRONICLE: THE CHAOS TOWER DarkStalkers was unquestionably one of the great arcade 2D fighting classics, and Capcom’s managed to make the PSP port better than arcade-perfect. With every character from every game playable, a host of new features, and wireless head-to-head play, die-hard fighting game fans will find a lot to love about this title. However, this isn’t one of the games that really pushes the PSP’s hardware, and even with new features, the franchise hasn’t aged well. The graphics haven’t even been updated to use all of the PSP’s 16:9 screen, instead occupying only a 3:4 ratio area. RIDGE RACER Showing someone this game on the PSP is often enough to sell them on the system. The 3D graphics are sharp and unbelievably beautiful, with the PSP’s wide screen turning each race track into a stunning panorama. The controls are intuitive, but the gameplay remains fairly challenging and head-to-head racing is insanely fun. Combined with a huge array of tracks and cars to unlock, this makes Ridge Racer easily one of the best launch titles for the PSP. METAL GEAR ACID To save a plane full of hostages from a pair of insane terrorists, Solid Snake must infiltrate an enemy compound and steal a sample of the biological weapon Pythagoras. This time, his mission unfolds as part of an interactive board game. As Snake or the foreign operative Teliko, players will construct decks of playing cards with which to strategically sneak, shoot, and think their way through countless obstacles. Many cards take their names and effects from classic characters or items from past Metal Gears... and yes, the cardboard box is in there. Metal Gear Solid is weird. Japanese video card games are weird. Taken together, it becomes head-bendingly surreal, but once you get used to it, it’s surprisingly addictive. HGM: Is the development software for PSP already mature with libraries and standard functions that you can call for commonly needed tasks or do you find you’re writing your own tools from scratch to get the job done? We wrote a lot of the tools ourselves. The PSP does provide some nice libraries for things like memory stick i/o, complete with user interface, but a lot of the stuff we did on our own. HGM: Is the dev system PC based? Can you give specific details about the system? We developed on Win32 PCs with Microsoft DevStudio. We used SN Systems to compile and build for the PSP. INTERVIEW: SONY ONLINE We at HGM tend to have a fascination for the inner workings of games so we decided to track down some people who are actually making a PSP game to pick their brains about what it is like to develop for the PSP. We were able to corner Rob Hill, a producer with Sony Online Entertainment, who’s working on a launch title named Untold Legends: Brotherhood of the Blade. He was on a tight deadline so we didn’t get too chatty, but we got some juicy bits out of him anyway. The PSP Development Tool and a little taste of the CodeWarrior Development Studio for PSP (sold separately). HGM: How do you like developing for the PSP compared to developing for, say, the PS2? LUMINES This is a deceptively simple falling-block puzzler in the Tetris tradition. Just match up 4 blocks of the same color in a square, and they’ll disappear when a scanning laser glides over them. Attach lots of squares together, and the laser will eliminate them all at once for a combo. High quality music and an array of graphical skins make Lumines a more visually engaging experience than most puzzlers, and the 16:9 display adds a surprising new twist to traditional falling-block gameplay. 68_FEATURE_PSP LAUNCH RENGOKU: THE TOWER OF PURGATORY You’ve got to love any game where you can equip a gun on your head. Set in a dystopian future where androids rule the planet Earth, Rengoku begins when its hero awakens on the lowest floor of the Tower of Purgatory, unarmed and alone. To escape, he must fight his way through the tower, while equipping his arms, legs, and head with whatever weapons he can find. Rengoku will appeal to fans of dungeon crawlers, but it has a bit of a learning curve. With randomly generated floors and dozens of enemies to face, it has a lot of playtime, but it may be an acquired taste. HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN The PSP is a portable device. We had to design the game systems specifically for that type of gameplay experience. The thought is that since people will be playing Untold Legends: Brotherhood of the Blade on the go, there is always a chance for them to be interrupted. This means that we had to allow for shorter bursts of playing time than you would expect from someone sitting on their couch at home playing PS2. We also had to make sure people could UNTOLD LEGENDS: BROTHERHOOD OF THE BLADE SONY ONLINE ENTERTAINMENT HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN PSP LAUNCH_FEATURE_69 HGM: Will it interface with a PSP to upload software for testing or is all the play testing done in emulation on the dev system? HGM: What kind of missions can players look forward to? Will missions change depending on party size? We have a wide variety of missions available to the player. There are 25 main storyline quests and close to 20 side quests. The player may explore the world at their leisure or take part in the on going drama. We cover the range of rescue, kill a boss, deliver an object, retrieve an object, and others that often have a twist to them. We used emulation for most of the development process and to debug the game logic. However, there is no substitute for actual hardware when it comes to testing certain kinds of features, performance, and memory load. We used both emulation and hardware according to what kind of tests we were running. As the party grows in size, the monsters become more difficult. The nice thing about parties though, is that the characters are designed to compliment each other. This is where multiplayer is truly fun. Figuring out how your character classes interact so as to overcome difficult beasts. HGM: Thanks for your time. We look forward to seeing the results of your hard work and wish you the best. HGM PLAYSTATION PORTABLE SCREENFEST There are a ton of games in development for the PSP that are not launch titles but we still want to show you. Since they’re still works in progress, instead of boring you with words, we’ll let the pictures do the talking. UNTOLD LEGENDS: BROTHERHOOD OF THE BLADE SONY ONLINE ENTERTAINMENT ATV OFFROAD FURY: BLAZIN’ TRAILS Regarding Untold Legends specifically: HGM: Does the game use a standard engine that you developed and plan to re-use in future games? The engine was designed from the ground up for the PSP. It takes advantage of all of the hardware nuances of the device. It is certainly robust enough to support other games. HGM: How extensively will Untold Legends support the PSP’s game sharing function? For example, could four people play a game together if only one of them owned a copy of the game? Due to the amount of data that the game requires to display the highly detailed graphics and sound, it would be impractical, if not impossible, to have a game sharing feature. It supports up to four player cooperatively if everyone owns a copy of the game. HGM: Untold Legends seems to make heavy use of random generation as a design element. Can you tell us a bit about why you decided on this approach? One of the primary goals from the very beginning of the project was for us to provide as much replay value as possible. Random dungeons, items, monsters, and four character types buy us quite a bit in this. Every time the player starts a new game or revisits an area they have seen, it is an entirely new experience. This will keep the player coming back to find that ‘perfect’ new weapon or HOT SHOTS GOLF: FORE! SCEA SCEA piece of armor. Technically, they can play as long as they want or start a new character class for a totally new style of play. HGM: Will Untold Legends have official online multiplayer support? It will not have online support. It was decided early on that our best chance for multiplayer was with sticking to a peer-to-peer plan. It is really exciting to sit and play with friends, hollering back and forth as you lose track of time. ARCHER MACLEAN’S MERCURY FIFA SOCCER IGNITION ENTERTAINMENT EA SPORTS NBA 2005 TWISTED METAL: HEAD-ON SCEA SCEA HGM: Can you share some details about the story and setting of Untold Legends with us? Untold Legends: Brotherhood of the Blade takes place in the land of Unataca centered around the city of Aven. The people of Aven have become xenophobic and forgotten much of what happens outside of their domain. This is until a plague of spiders begins to emerge from below them. While exploring the cause of this, an important figure is kidnapped and must be rescued. Doing so eludes to further strange things going on outside the city. It is the player’s job to explore the unknown regions long forgotten and find out what the cause of all of this commotion is. HGM: The four player character archetypes for Untold Legends are pretty unusual. Can you tell us a bit about them? MVP BASEBALL NBA STREET EA SPORTS EA SPORTS ACTIVISION SCEA NFS: UNDERGROUND RIVALS TIGER WOODS PGA TOUR EA We wanted to allow for all sorts of gameplay types. By choosing some more non-traditional character classes, we are able to do some things outside the realm of standard action role playing games. For example, we have a pet that is primarily used to distract the monsters instead of fighting them as is usually the case. This allows for the character to stand back and deal damage from afar. Another example is a spell that charms monsters while healing and buffing them greatly. The side effect is that once the monster is no longer under the influence of the charm, it attacks the players, WITH the buff still intact. This requires the player to use this spell strategically. TONY HAWK’S UNDERGROUND 2 REMIX WIPEOUT PURE EA SPORTS DEATH JR. NFL STREET 2 UNLEASHED KONAMI GRETZKY NHL EA SPORTS SMART BOMB SCEA EIDOS MLB CODED ARMS SCEA KONAMI UNTOLD LEGENDS: BROTHERHOOD OF THE BLADE SONY ONLINE ENTERTAINMENT WORLD TOUR SOCCER SCEA 70_FEATURE_PSP LAUNCH HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN MEDIEVIL SCEA PSP LAUNCH_FEATURE_71 programmers “wanted” to do, but may have not been able to for whatever reason. In the ROMs for Bega’s Battle, I found an enormous amount of unused code that turned out to be a demo mode, which never made it into the final game. Having reached the top girder, I had just one more ladder to climb to save the lady and move on to the next level. As I started my final ascent, something intriguing caught my eye. Just a short distance to my left were two long ladders that extended upward into the dark unknown. Since there was still plenty of time left on the clock, I figured that saving the lady could wait. I had to climb these ladders and find out where they went. I dashed to my left and hopped over a couple of barrels. I was abruptly stopped by an “invisible barrier” that prevented me from reaching the mysterious ladders. D’oh! It was apparent that the game’s programmers didn’t want me or any other adventurous soul to find out what was up there. WHY HACK? Fast forward to more than twenty years later. As I sat hacking those Donkey Kong ROMs, I came across the section of code that created that “invisible barrier.” I quickly deleted it and played the game again. After all these years, I climbed those ladders and found out what was at the top: nothing. Well, not every hack turns into an outstanding marvel of gaming ingenuity. I did the “invisible barrier” hack merely to satisfy my curiosity, but there are plenty of other motivations for hacking games. Some people look to create cheats that provide extra power-ups or unlimited lives; some want to add features like rapid-fire or alternative mazes; and sometimes the motivation is just to fix those oh-so-obvious bugs that have annoyed the %#$!@ out of us for all these years. While most modern games stay fresh by offering level editors or expansion packs, the classics can get boring rather easily. Let’s face it; it can get old playing the same Pac-Man maze over and over again, and who wouldn’t want to see a new level added to Donkey Kong for a change? That’s where hacking comes in. Numerous people have already lent their skills to some pretty creative hacks. A quick search of the Internet will turn up things like level editors for Tempest, upgrades for Crazy Climber, and new features for TRON. One of my favorites is a hack that lets you play the “Drawbridge Scene” in Dragon’s Lair. Most of the hacks that I’ve created involve adding freeplay to games that previously didn’t have it. This is great for parties and such, where you don’t want to have to keep pumping quarters into your games. The gameplay itself remains unchanged. I simply alter the routines that monitor the START buttons and ignore any checks for credits when starting a game. Of course, when you dive into the internals of the software code, you never know what you might find. The most surprising thing I found was in the LaserDisc game Thayer’s Quest when I came across a lengthy list of curse words. Apparently, the programmers had hoped to foil any attempts by kids to abuse the game’s “speak my name” feature by creating a Do-Not-Say list. Often I’ll find “backdoors” that programmers used to playtest their code. A special patch inside the Dragon’s Lair code allowed you to play the whole game if you held the joystick a certain way when you inserted your quarters. (I could have saved a lot of money if I knew about this when I was a kid.) If you enter a certain input sequence in Dig Dug, you can bring up a secret NAMCO title screen. Sometimes, I’ll find remnants of routines that give hints as to what the PHOENIX ROM HACK IN PROGRESS 78_FEATURE_THE ART OF GAME HACKING HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN I often came across interesting routines and excitingly creative ways to accomplish things, like a really cool routine that generates a random number using the joystick direction, some timers, and the microprocessor’s stack pointers. I’ve seen routines that continuously verify a copyright entry and intentionally screw up gameplay if it’s ever altered. I’ve also seem some amazingly complex scheduling routines that seem almost too advanced to be running on such old hardware. The thing that surprised me the most is how often I see identical routines show up in different games from different companies. People obviously weren’t too shy about copying someone else’s work. When you put Congo Bongo code next to Donkey Kong you’d be shocked at how much of the code is an exact match. There are some rare occasions where I see some bad code too -- stuff that’s so messed up that I’m amazed that it even works. Dig Dug was one such example of some poorly written code. Most routines were very inefficient, often taking fifty to a hundred bytes to do something that could have been accomplished in five. It’s pretty difficult to try to follow, and even more difficult to try to hack. Hacking Tips Figuring out how to modify games requires that you first familiarize yourself with some of the basic functions that most games share. INITIALIZATION The first hunk of code is mostly used for initialization. Not all the initialization code is useful since most variables are simply set to “zero,” so look for variables that are initialized to non-zero values. Variables that are set to 5 or 10, for example, may provide better clues as to what they are used for. INS AND OUTS Search for commands IN and OUT. These commands will be associated with the input and output routines. Input variables include Joystick/ Buttons, Status bytes, and DIP Switches. Output variables include Coin Counters, LED/Scoreboard Controls, and Graphic Chip Communications. Search for these instructions right away and make some early assumptions. Chances are you may be right! TIMERS Timers can be count-UP or count-DOWN timers. Look for one- or twobyte variables that get decremented or incremented inside an interrupt. It’s probably a timer of some sort. Analyze your game and find out where timers may be used. Does the Attract Mode run for a certain length of time? Do you have a certain amount of time to continue your game? Do you have a limited amount of time to enter your initials? DIAGNOSTIC HELP Jeff recently created a new level for the arcade classic, Donkey Kong, which you can install and play in an original Donkey Kong arcade machine or play with an emulator such as M.A.M.E. (www. mame.net). If you’re interested in trying your hand at hacking, here are a couple of things to consider before getting started. First, make sure you pick a game that you know fairly well. Having a good knowledge of how a game works can be extremely helpful when you start dissecting it. Next, you’ll need to become familiar with the language -- assembly language, that is. Find yourself a good tutorial on assembly instruction sets for old microprocessors like the Z80. Once you’re familiar with these basics, you can dive in. HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN Identifying the code for Diagnostic Mode can identify such things as RAM addresses, Video RAM addresses, ROM Checksums, Sprite X/Y locations, Joystick Input Routines, Coin Input Routines, DIP Switch Settings, and Sound Routines. The game manual should tell you the order in which Diagnostic Tests are run. USING DIP SWITCH INFO Find the switch settings that control Coins/Credit and Lives/Credit. This will help you find the RAM locations for Number of Coins, Number of Credits, and Number of Lives. Searching on these locations should help you find death routines (loss of life), bonus routines (award additional life) and coin insertion routines. COMMON ROUTINES Look for routines that are called a lot. These routines may be mathtype routines. Finding a routine that, say, adds two numbers together can possibly lead to a point-award routine. Finding math routines that subtract may lead to timeout routines or death routines. INTERRUPTS Interrupts normally have routines that must be run “continuously”. Routines such as checking for coins or redrawing/refreshing the screen are commonly found in interrupts. THE ART OF GAME HACKING_FEATURE_79 new and exciting hacks. Someday, your curiosity may even get the best of you and force you to put your hacking cap on. The results will surely pump excitement back into these great games, and one day you may revisit your favorite game and find yourself playing a new level, fighting a new enemy, or climbing a ladder that has never been climbed before. DAD, WHAT’S INSIDE OF A ROM? IT’S FULL OF BITS, JIMMY. LOTS OF BITS. Now, don’t think that you’ll find a sign that says “Place Your Hack Here.” Often, the biggest challenge of creating a hack, is figuring out where it goes. You can spend hours, even days, staring at thousands of assembly instructions trying to make sense out of it. For the inexperienced, it can be like staring at a city map that doesn’t have any street names. Check out the HACKING TIPS section on the previous page for tips on what you can look for to start making sense of things. With a little persistence (and some trial and error) you’ll start to understand what you’re looking at, and before you know it you’ll be a hacking madman. Good luck! BegasPack is Jeff Kulczycki, creator of jeffsromhack.com. If you’re serious about becoming a ROM hacker, there’s no better place to go to get the tools and knowledge you need than Jeff’s web site. HGM FROGGER GOES UNDER THE KNIFE There’s still plenty of life in those old classic games. As more enthusiasts join the collecting hobby, we’re bound to see M.A.M.E. IS GOOD FOR MUCH MORE THAN JUST PLAYING M.A.M.E. (Multiple Arcade Machine Emulator) is an excellent tool for exploring the inner workings of arcade game code. You’ll need to get a hold of a version that has debugging options enabled. M.A.M.E.‘s debugging tools allow you to do all sorts of neat things to a game’s code in real-time. No, most hackers do not speak hexidecimal from birth. To turn those piles of bytes into something a little more comprehensible, you need a disassembler/ assembler. Once the code is disassembled from the ROM (i.e., converted to english mnemonics) things will start making a little more sense and you can start adding notes to each instruction to keep track of what it’s doing. 80_FEATURE_THE ART OF GAME HACKING HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN BREAKPOINTS Set breakpoints at the beginning of routines that you are trying to understand. Make note of when the breakpoint happens, because knowing when a routine runs can be very helpful in understanding what the routine does. Does the routine run when the player dies, when an enemy is killed, or when the game starts up? TESTING M.A.M.E. is also a great way to test out hacks relatively quickly, and with considerably less effort then burning EPROMs and installing them in your game. Do all your testing with M.A.M.E. first. You can field test your hack using the actual game later, once you’ve worked out all the major bugs. M.A.M.E. emulates the original games so faithfully that there’s rarely any difference. WATCH YOUR STEP Step through the game using the STEP feature. You’ll be able to follow the program flow much more closely, and you’ll be able to watch variables get updated as each line of code gets executed. KEEP A WATCHFUL EYE Watch windows allow you to watch the contents of memory. Watching variables change can help you identify timers and counters. Keeping track of when variables change can help you find key routines. When does the player’s score get updated? When is an extra life awarded? MAME’S DEBUGGER IS POWERFUL HACKING JOY HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 1_RISE OF THE CHICKEN THE ART OF GAME HACKING_FEATURE_81 Epilogue Are you wondering what’s up with the chickens? One of our ideas is to give every issue a different goofy subtitle to show that we don’t take ourselves too seriously even though we’re calling ourselves Hardcore Gamer. So it’s not meant to be an inside joke, just something lighthearted... stuff like “Gamers Gone Wild,” “From our mom’s basement to your hands,” “Our Sonic is four feet tall,” etc. Almost since it became possible to represent their fowlish form in pixels (Freeway, Atari 2600), game makers have taken the opportunity to place feathered friends into their games. It has possibly even become a token of good luck. It seems that a lot of quality games, going way back, feature a chicken within. Sometimes their presence is not obvious but their effect is always felt. Zelda, Wild Arms, Street Fighter 2, Flicky, Final Fantasy (somewhat alien, the Chocobos; but definite cousins they are)... the list of good games with chickens is lengthy. Inversely, most bad games do not feature a chicken. Superman for N64 (most Superhero games, in fact), Hunchback Olympics... I could go on. It has even gone as far as to spawn a game developer who obviously is clued in to The Phenomena (Lucky Chicken). Unfortunately, labeling oneself as such does not ensure a quality game will ensue -- raising the suspicion that the name may have been used in a vain attempt to circumnavigate the quality control process. So, since our magazine is about games... well, I think I don’t need to elaborate further. ;) Tim