DeadRockstar
Member
You'd have a harder time finding someone on GAF who HASN'T played Nanaca Crash, I think.
Should have known GAF would be enlightened. This stuff never comes up in my real life
You'd have a harder time finding someone on GAF who HASN'T played Nanaca Crash, I think.
Played it and immensely enjoyed it - The only negative was your pilots degrading over time iirc...
The game that I'm currently working on
boothisman.jif
lol it's the username of one of the forum moderators on gaf.
Do not google this, you will likely be disappointed. I meant a moderator lol: http://www.neogaf.com/forum/showpost.php?p=65603536&postcount=606
Conquest of the Crystal Palace
I hate you. Azami rocks BTW.Own it, and still listen to the soundtrack.
Original, Launch Graal Online
And if you did by chance play back then..you probably knew (of) me..
Real answer: Secret Ubisoft playtest prototype
But not too sure many people would have played this:
It's not that bad, actually.
Got mediocre reviews but I loved it.
Hard mode: has to be a game that was actually released outside of Japan.
This piece of shit:
One of the worst pinball games I've ever played.
Played Missionforce Cyberstorm all the time back in the day.
Anyone played Endorfun?
I have yet to meet another soul who has played Millenia: Altered Destinies.
Back to skool on the Spectrum which was, if I remember correctly, the sequel to Skool Daze.
Skool Daze, designed by David Reidy and released by Microsphere in 1985 for the ZX Spectrum, is widely considered to be one of the classics of the platform. Unfortunately, its four-colour graphics, shrill sounds, and the lack of a port to any modern system or architecture have prevented a generation of gamers from discovering it, and who can blame them? Thankfully, in 1999 an enterprising programmer named Richard Jordan released a somewhat-more modern remake of the game, entitled Klass of '99. The remake was released for DOS, Windows, and later as a homebrew GBA ROM ported by Martin Eyre.
Although few have played this game, it serves as a proof of concept for many themes and mechanics found in many popular later games. Amongst its many great ideas that remain in use today are a realistic in-game clock, stealth and enemy lines of sight, and emergent AI behaviour, but the game also served as one of the first games to use school as a setting—perhaps inspiring Rockstar's modern classic Bully—and one of the first games to make use of horizontal scrolling single-screen high maps, a technique later used by SEGA in their popular Arcade and Genesis release Bonanza Bros.
In Skool Daze, your character Eric is on the verge of being expelled from school due to chronic troublemaking. In order to prevent this, he will have to steal his report card from the teachers' safe. The safe has a letter combination, each letter of which is held by a separate teacher and can only be obtained by hitting them with a slingshot. Finally, in order to get the teachers to cough up their letter, Eric must hit every shield crest on the wall with his hand or his slingshot. Of course, complications occur; some shields are too high to reach by jumping or shooting with the slingshot, and so Eric will have to use other students as human stepping stones (or in Klass of '99, bounce slingshot pebbles off teachers heads!). Making matters worse, one of the teachers is so old and forgetful that he cannot remember his combination letter and an alternate method needs to be found to retrieve it.
Naturally, though, life goes on around Eric while he works on these tasks. The game is broken up day-by-day. Each day requires Eric to attend mandatory school functions; spending lunch in the lunch room, attending different classes at different times, leaving at the end of the day. If the player is particularly crafty, Eric can skip class or otherwise sneak around the school, but the teacher AI is very aggressive and the punishment for getting caught breaking the rules is harsh.
There are many rules to be broken. Being late for class, failing to sit down during class (of course some classrooms have too few seats resulting in an emergent AI glitch where fellow students beat Eric up and steal his seat while he gets punished by teahcers for not sitting down), hitting a fellow student or teacher, sitting on the ground, using the slingshot, jumping, entering the teachers' lounge or school office, amongst other offences, will result in teachers giving out lines to Eric.
Each offence has a punishment varying between 100 and 800 lines apparently at random, although this gives the illusion of certain teachers being more lenient than others and reinforces the characterization of the game. Accumulating 10,000 lines will result in Eric being expelled. Making the game particularly grueling is the fact that Eric can be given lines for no reason at all—if the school nerd tells a teacher Eric has hit him, it's quite likely Eric is going to get in trouble whether it is true or not. If another teacher hits Eric with a slingshot pebble and knocks him over, Eric will probably get lines for lying around on the floor. School is hell. Of course, Eric will only be punished if he is caught and exploiting teachers line of sight or breaking the rules when they aren't around at all is a key game skill.
Skool Daze is about working towards your goals and avoiding getting caught breaking the rules, but it's also about the mundane periods where Eric is stuck in class, listening to a teacher ask idiotic grade school questions. How many words are there in the English language? When was the Battle of Tours? What is the capital of Indonesia? This creates a sense of anxiety and dread in the player—when will the bell ring so I can go get that last shield? Am I going to be able to get it without a teacher seeing me? Man, this class is lasting forever. Is the nerd who answers every question ever going to shut up? The game's script, such as it is, is pretty comical as well.
Although the remake drops this feature, the original game lends itself very well to a sort of score attack competition. Not only is it a challenge to finish the game with as few lines as possible, Eric is also awarded points for making other students receive lines. Points or not, it is eminently satisfying when a teacher blames Einstein, the school nerd, or Angelface, the school bully, for an errant slingshot pebble fired by Eric.
Skool Daze harkens from an era of tight, self-contained, short, arcade-style games and it's absolutely a golden example of those design values right down to some pretty awkward controls and poorly defined, tutorial-free main objectives that force the player to figure out what the actual point of the game is, but by incorporating intelligent, driven artificial intelligence and a fairly large-in game map that makes use of horizontal scrolling, the game design holds up even today.
The game can be finished in about an hour, although it is quite replayable. Both the GBA homebrew ROM and the DOS/Windows versions of Klass of '99 are freeware and available online at http://retrospec.sgn.net/users/rjordan/klass/.
RESCUE Rover, I think you'll find.
I'm the only person on GAF that's played EnviroBear 2000
Every time I hear someone mention BreakThru I get all like "Hey I played that game too!" Only to find out they are referring to the Araknoid clone.
I can't think of anything I've played that was that obscure. Best I can do is this stupid flash game I spent most of my college IT class playing called Nanaca Crash:
http://www.square-go.com/data/articlesdata/99/99_image_1
Basically you decide the angle and power with which you get him by some girl on a bike, then you try and stay it motion as long as possible to set distance records. It might be my favourite game. Also it's flash.
I played it and knew a lot of famous community people (Fuitad, OwL Shimy, etc) but didn't participate much in the community.
I'm the only person on GAF that's played EnviroBear 2000