Entries tagged 'cat:Video Games'

Film: Baby Invasion Entry created on 2025-09-24 author:steeph (350) cat:AI Art (1) cat:Art (2) cat:Films (20) cat:Gaming (1) cat:Murder (1) cat:Video Games (4) cat:Violence (1) top:Films (15)

How do I pick the movies I write about here? I never thought about it but I think it's when 1) I have something to say after watching it and 2) I still have to get it out when I find the time and energy to write it down. It's this or I want to share or recommend a film. This is not a case of the latter. I don't think anybody has to watch that movie, which is why I was thinking about why I want to write about it. Anyway, I don't have to be able to explain why. I just have to accept that of all the films I had something to say about, it's this weird one I find myself acually writing about. Maybe I should write more often about movies to balance this one out with more positive things.

Baby Invasion is the latest film by Harmony Korine. I found some of his earlier films intriguing. Some just didn't give me anything. Some made me think. Some entertained me. He has done some things in his films that feel unique, experimental and new. Artsy, but in a way that I feel is not 100 % over my head. Art that I can get something out of. This is why I watched the new one. I can't say I was disappointed because I didn't know what to expect from it. I just knew it wouldn't be how I would expect a film with the same storyline to be if somebody else had written and directed it. But I can't say I like the film either.

What is it about? I'm asking because I don't really know for sure. It's about a video game that was made with the goal of blend reality and the game. Supposedly a trend formed online of people living out the narrative of the game by raiding rich people's mansions and killing everybody inside. The film consists of such a live stream, whereas the viewer is not informet whether it is a live stream of a game, an out-of-game raid or whether there is a difference between the two. I think it is at least implied that what we are seeing is not in game, but an actual raid. But that opens the question of why there are visual effects and game overlays then.

I don't dislike it. But I didn't enjoy watching it. It is a strain on my patience. I skipped some bits the first time because nothing (new) was happening. And I still didn't finish it in one day. After I finished it I made sure I didn't miss anything from skipping the most boring bits. Maybe it's not boring to people who watch video game streams or their recordings. I can't say.

The overall visual impression, especially the visual effects, which are plentiful and obtrusively extensive, look out of place and purposless. They remind of an 1980s art clip by somebody who just found access to video effects and filters and wants to use them all, but with modern AI effects. It is these effects and the constant trance music from some generic trance playlist that create the overall feeling of the film. The content feels second nature. Maybe it was intentional to create more of a distance between the actions of the "players" and the viewer's emotions than a movie already has. Throughout the movie video game-like overlays appear, often without an obvious reason or purpose. A chat/shout box accomponies the 90 minute long live stream. Like the colour changes and other visual effects the overlays become more over time. If it wouldn't have been for all the blinking and first person shooter-like camera movement, the violent content would have been the only thing preventing me from letting the music and colours suck me into a light meditative state. I think it was mostly the violence (repeated murder) and blood that deterred me.

The visual effects shouldn't have surprised me. Harmony Korine used some of them in AGGRO DR1FT, his previous film. But I hadn't seen this before I've watched Baby Invasion. With either of those films I think he has crossed the line of artsy films into a genre I call "I guess it must be art", which I use for films where it really isn't clear to me what they are trying to do, what they are saying, whether there is a story that's being told or what I can take away from watching them. Of course I could try and analyse anything and I would find something to read into this or that and I would find something for me to think about. And that's often all that art is to me or has to be. But I don't feel like I'm part of the target audience of such works and posting even a little bit about what the film is for me has the potential to become embarrassing because I didn't really understand anything and therefore might have missed some connections or messages that are very important to the film.

But here is my take anyway. Is it a video game/shooter critique à la eXistenZ (1999)? I think yes but more. It doesn't tell a story to entertain the viewer. It shows the game/crimes in real time for the viewer to react to but with enough visual and auditory game effects to make any interpretation of how "real" the shown actions are valid. It poses some questions more directly than eXistenZ does: How real are these actions (and customs and habits) to the brain of the player? What of the conventions applied in game break their way through to other parts of the players life? How much of the experiences stays after the game session? I don't know anything about the motivations of Harmonie Korine to create this film. But I do read it as game-skeptic take on shooters like eXistenZ. I compare it with that film because it also seems to ignorantly ask those quartions as if there are no solid answers about them. Yes, it is a controversial debate. But even though it is usually not a fact-based one, there are more than a few scientific papers on the topic now, and have been for 15 years. It is paying tribute to a bogus debate, which doesn't have any value to me. But that's just what I've read into it. When you take the same questions and apply them to a gamers everday life, on a smaller frame, they seem much more valid to me. But that is something I don't have any personal experience with or interest in.

Crackout (NES Game) Entry created on 2023-12-29 (edited 2023-12-30) author:steeph (350) cat:Crackout (1) cat:Konami (1) cat:NES (2) cat:Nintendo (2) cat:Video Games (4) lang:en (245)

One of my favourite NES games is Crackout, a Konami game (disgtributes by Palcom) that I used to play and be bad at as a child. It's a relatively simple Breakout style game (relatively simple compared to what crazy creativity got hold of game programmers since then when reinventing video game classics). Sometimes you have to destroy non-blick objects, like glass boxes or monsters. Often there are creatures that produce a variety of bonus objects that can help not at all or very very much when you collect them (depending on the situation you're in and what bonus it randomly produced).

One thing that I like a lot about it is that it has an interesting way built in to save games. There's no RAM on the cartridge. Nintendo games didn't usually do that in the early 1990s. Of course no flash storage, either. Rather it generated a string of characters every time you lose your last ball. This generated "Password" contains the level you were in as well as any other relevant statuses. When you start a new game you can choose to start from the beginning or to enter a password. Either way you always start with 6 balls. This means as long as you write down the password after a Game Over, or not turn off the console, you can always continue by starting again at the last level you were at.

I'm still bad at this game. But it still is fun. The levels get pretty challenging early on, which makes the priciple that you can only fall back to the beginning of the current level a welcome design choice. And because of the password system I can continue my recent appempt at advancing to higher levels than I've reached as a child on any console and cartridge I like, including emulated ones.

Edit: As I learned today, this method of letting the player continue at the beginning of the level at which the game ended, is actually pretty common for games from that area. Bomberman 2, for example, is even a game that I played a lot myself in my childhood, but didn't remember the codes about.

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Klik & Play Entry created on 2022-07-19 author:steeph (350) cat:Computer (76) cat:Retro Computing (6) cat:Retro Tech (6) cat:Software (52) cat:Video Games (4) cat:incomplete (20) lang:en (245)

I have been wanting to write about this piece of 16 bit Windows software for a quite a while. I don't know why.

I'll just start this entry and continue whenever. Just want to have it started for now…

When I got my first own computer - that must have been around 1996 or 1998 (probably closer to 1998) - I got most of the software that I used for free from magazines that came with diskettes or CDs. Because it was cheap. I reckon the publishers didn't really pay for the software that was on them, or may even have gotten payed for including restricted freeware/shareware on them. Because most of these magazines weren't even pricey for the magazine themselves, and you got the software for free. One of these disks included a demo of "Klik & Play" (That's how it's spelled everywhere. I'm pretty sure it was spelled "Klik 'n' Play" in the logo/intro animation, though. But whatever.) A programme that promised to enable the user to create computer games without previous knowledge, without writing any code, without knowing how to programme at all. I checked it out just because it was there. I remember thinking "who are they trying to fool with that language and why?" because of the slogan and promises (that I don't remember word by word). But after playing with it for a while, I was positively surprised by how true the claims seemed to be. You could really create a video game without knowing how to code.

I thought this piece of software genius back in the day. I was - idk - 12 and hadn't really thought of writing my own software. Computer software, in the minds of the people that I had to do, wasn't something that you wrote or edited yourself. Creating your own programme, writing your own code wasn't really in the realm of possible things to do with a computer. Almost as much as it is viewed now. I mean, editing a .BAT file in DOS was the hackiest one would get among my friends, and even that was rare. So the fact that the developers (Europress Software - Wikipedia credits Francois Lionet and Yves Lamoureux) managed to allow me, to create a simple, 2D, actually playable game, and the way they managed to allow this by using mostly to only the mouse, impressed me.

I think I don't want to explain how creating a game with Klik & Play works in detail. You can search the web or watch a video for that. But to get an idea of what it was like, and of how simple it was: On any given screen ("level") you can click an icon to add an object. You can select from a number of categories or add your own graphics and GIF animations. Then you could choose whether that object is just a background object (not doing anything, not moving, not interacting with other objects, not changing, ...) or if it represents one of the players. If it's a player, you can choose a set of controls. Most of the actual programming takes place in a table. On one axis are all the objects, on another axis something that can happen to or with them. And in the fields of the table, you choose what's supposed to happen when this circumstance ever comes true. So the table sort of represents a huge set of possible interrupts. Common things that can be acted upon are: An object touches an edge of the screen, an object touches another object, a key has been pressed and released, ... And examples for possible actions are: Move an object by incrementing/decreasing coordinates or by setting them to a fixed value, changing an objects velocity, jumping to the next or a specific screen ("level") in the game, increasing the player's points by 1. Just with there few examples, you could: Make the player object jump when you hit the space bar (e.g. in a jump&run style game), make it stand on the ground object and platforms (e.g. in a platform style game), make it move left and right when you hit the arrow keys, make it reappear on the other side of the screen when it leaves of side (like in Asteroids), make it collect and count coins, make it die when it touches a deadly enimy and only one life was left on the counter, go to the next level when this one is won, ... and much more.

Note that this is all done by only clicking on objects, buttons, lists, menus. Once you got used to the interface and know what's available, it's really easy to use. There is a feature that makes getting started with a new game even easier though. You can run the game in a mode where every event for which an action can be defined, interrupts the game and lets you choose an action (or choose that for this event it shouldn't ask/interrupt again) and then continue the game. The ball touched a stone, what do you want to happen? Bounce the ball, delete the stone object, increase variable A by 1, play CLICK.WAV. The ball touched the left edge of the screen. What do you want to happen? Bounce the ball, play CLACK.WAV. …

I think I could have handled writing code myself at that age, at least after having created some silly game-like things in Klik & Play. But nobody showed me and teaching myself seemed overwhelming. (It wasn't really. Good books and reference guides existed back then. But I didn't know.) Anyway.

You could play the game file by opening it with Klik & Play or you could compile it, which produced two files: an 16 bit EXE and a game file. I think the latter contained all the graphics and sounds and the executable was the actual game. But I'm not sure.

There were a number of programmes around in the 90s that promised to let you programme and/or create your own games without knowing anything about computers first (or that made some similar claims of that sort.) I tried two others, that took a completely different approaches. But I think they deserve their own entries. I could probably plan to make a series about these sort of tools where I start with the goal to create a complete list of functional, worth mentioning programmes, and end up with a pile of unexpected feelings of resignation over the fact that there are too many products to mention, like I did with alternative operating systems.

(tbd: proofreading, add links, add screenshots, fix misremembered details, write continuation about Klik & Play games.)

NES Case Mod "NES2020" - Overhall of my childhood Nintendo Enternainment System Entry created on 2022-02-26 (edited 2022-02-27) author:steeph (350) cat:Case Modding (11) cat:NES (2) cat:Nintendo (2) cat:Retro Tech (6) cat:Video Games (4) lang:en (245) top:Projects:Case Modding (9)

Not much to say about this one, really. See the pictures. If you can't, I don't think describing the mod would be of any use.

The display isn't really useful. I just wanted to have a small LCD in there. So I made it display for how long the NES has been on. Any other ideas?

Please don't try to analyse the board. I can't play chess. But the Chessmaster cartridge looks good through the window I cut in the top of the NES. Maybe I'll make another post with a picture from the top.

The texture of the "stone" spray paint is really rough. Maybe if the plastic was colder than the air around it it could almost fool somebody into believing it's some kind of stone at first.

Now I just need games to play on it. I finally gave back a rented game after 20 years of forgetting it, now I only have The Chessmaster, which I don't care for very much and Super Mario Bros. 3 - my favourite - which started to have an unbearable graphical glitch a day after I finished the NES case mod. (Yes, it's the cartridge that's damaged, not the console.)

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