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TxK VR released - tempest 2000 in virtual reality holy shit

Woooho, I hope I can try this using Trinus Gyre and Cardbaord VR, does it use the Oculus SDK at all or is it just a PC game running SBS?
 
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Never have I wanted an Oculus more than at this moment.
 
I think it might be dk2 only.

God I'm seriously considering going home early just to try this.

From the link in the OP

It can just about be run on a dk1 too, although it'll be a bit slower and the rez will hurt your eyes. See readme for details.

It's probably not ideal but I'll take whatever I can get. I'll come back with some feedback as soon as I'm done trying it.
 
TxK coming to PC, that's awesome. I felt that Jeff was a bit down on how Space Giraffe did on PC, thought he'd given up on the platform altogether.
 
Television is the retina for the minds eye...

God I love tempest so much, especially jeff minter's versions. I actually bought a nuon dvd player for t3k.
 
Holy shit. This is my weekend project.

I'm currently running the latest WHQL Nvidia drivers. Do I have to downgrade to fix VR or was I just imagining it? Something about borked VR support in the latest drivers.
 
I hope I can import the t2000 soundtrack, that soundtrack was greatness. None of the other tempest games (nor defender 2000) have come close to the t2000 soundtrack.
 
I will definitely post impressions in a few hours. I did minotaur rescue vr in gear vr and it was appropriately trippy, but no melting bleeding colors like tempest.

I fully expect this to destroy my mind. God bless minter.
 
I'm getting an error message when trying to launch it

"We are sorry but this demo requires an Oculus Device"

My DK1 is connected, link says it should work. Anyone found a fix?

EDIT: nvm, found the issue.
 
I just tried it and had an excellent time playing.

This is yet another example of why people shouldn't be afraid of VR. It's an arcade game more or less from third person perspective meant for traditional 2D displays, but yet it just works great in VR! Trippy!
 
I just tried it and had an excellent time playing.

This is yet another example of why people shouldn't be afraid of VR. It's an arcade game more or less from third person perspective meant for traditional 2D displays, but yet it just works great in VR! Trippy!

How is the melting color effect? Does it feel like bleeding colors flying at you?
 
That could be the thing that finally forces me to break down and buy a Rift. Was waiting for the next revision but I might not be able to hold back on this one.
 
Wow. Just played my first round. Really gets you in a zen-like state.

That's the design intent of Minter's Tempest series. It's his actual stated goal. It plays off the concept of flow: http://en.wikipedia.org/wiki/Flow_(psychology)

His design principle is to throw as much extraneous visual information at the player as possible such that players can focus and filter it all out to artificially evoke "the zone." I get the feeling many players don't understand this or can't easily enter "the zone" but if you're the type of person who can enter "the zone" at will, it's a powerful experience.

All this is on a flat screen, I can't imagine how awesome this will be cranked up to 11 in VR.
 
That's the design intent of Minter's Tempest series. It's his actual stated goal. It plays off the concept of flow: http://en.wikipedia.org/wiki/Flow_(psychology)

His design principle is to throw as much extraneous visual information at the player as possible such that players can focus and filter it all out to artificially evoke "the zone." I get the feeling many players don't understand this or can't easily enter "the zone" but if you're the type of person who can enter "the zone" at will, it's a powerful experience.

All this is on a flat screen, I can't imagine how awesome this will be cranked up to 11 in VR.

Yeah, I know. I already played it on Vita but the feeling really gets amplified in VR.
 
Yeah, I know. I already played it on Vita but the feeling really gets amplified in VR.

I've been fascinated by Jeff Minter's design principles since I first got my Jaguar and Tempest 2000 in 1996, it has seriously affected my philosophy on video game design. I think the guy is brilliant.

Tempest 2000 is one of my absolute favorite games of all time, I think the series is his magnum opus. I've tried all of his titles since - I really like his Mutant Camel series - but Tempest 2000 stands above all. Everything seemed to come together with that game, from soundtrack to graphics to especially gameplay.
 
I've been fascinated by Jeff Minter's design principles since I first got my Jaguar and Tempest 2000 in 1996, it has seriously affected my philosophy on video game design. I think the guy is brilliant.

Tempest 2000 is one of my absolute favorite games of all time, I think the series is his magnum opus. I've tried all of his titles since - I really like his Mutant Camel series - but Tempest 2000 stands above all. Everything seemed to come together with that game, from soundtrack to graphics to especially gameplay.

Tempest 2000 on Jaguar was also my first exposure to his work. I don't have it anymore but still regularly listen to the soundtrack. I've been following what he does since.

Anyway, I don't have an Oculus (yet) but when the time comes this will be one of the first things I try. Love the game on Vita.
 
yoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

I wish I wasn't working right now. This is cool. I'm in the mood for Tempest and I haven't played one since, like, Space Giraffe's launch on 360.
 
Well this is a great surprise! I really enjoyed the VITA TxK and was actually thinking at the time how I would love to play a Tempest game on the Rift. Suddenly I just now realized I forgot to put TxK somewhere on my GOTY list. :-(
 
I've been fascinated by Jeff Minter's design principles since I first got my Jaguar and Tempest 2000 in 1996, it has seriously affected my philosophy on video game design. I think the guy is brilliant.

Tempest 2000 is one of my absolute favorite games of all time, I think the series is his magnum opus. I've tried all of his titles since - I really like his Mutant Camel series - but Tempest 2000 stands above all. Everything seemed to come together with that game, from soundtrack to graphics to especially gameplay.
The issue with T2000 is that it runs like dog shit. For a fast paced arcade game it's unacceptable that it jumps from 60 fps to 15 fps depending on what's happening on screen. TxK is a much more playable game as a result of this.

Heck, I just spent a few hours over the holidays playing Tempest 2000 with a rotary controller and everything (which, while not perfect, definitely feels better than a normal Jag pad). It's a great game but it's let down by its tech.
 
The issue with T2000 is that it runs like dog shit. For a fast paced arcade game it's unacceptable that it jumps from 60 fps to 15 fps depending on what's happening on screen. TxK is a much more playable game as a result of this.

Heck, I just spent a few hours over the holidays playing Tempest 2000 with a rotary controller and everything (which, while not perfect, definitely feels better than a normal Jag pad). It's a great game but it's let down by its tech.

You do know that different Jaguars have different performance, right? The early production jaguars have the behavior you are describing. My late series jag is free of said problem.
 
Just tried TxK VR - impressive but not one of the more mind blowing demos I've played. It helps make the game more playable, actually, as you have a great sense of scale to the playing field but the surrounding tunnel feels small and enclosed in VR. As in, you can see the artificial boundary making it seems tiny. It's very cool that you can turn around and look within the tunnel, though, and I like how, if you stand up at the main menu, you can place your head right in the middle of the flying triangles. It's definitely neat and has a lot of potential.

You do know that different Jaguars have different performance, right? The early production jaguars have the behavior you are describing. My late series jag is free of said problem.
Yeaaaah, but we played it on five different Jaguar machines from different dates based on that idea. I did notice a difference but it still doesn't hold steady at all. It's a weird system for sure.

Also, this happened (just two of the systems pictured but we had more). Networked Jag Doom. It does work, but it's not great. It disconnects regularly which causes a level restart and every level in COOP is a pistol start. Still cool, though.

4Slb.jpg
 
Yeaaaah, but we played it on five different Jaguar machines from different dates based on that idea. I did notice a difference but it still doesn't hold steady at all. It's a weird system for sure.

It's a problem with the advance controller port controller on the system, so funnily enough what controller you use also affects the problem. And thus, which controller you chopped up to make your rotary controller.

Also, this happened (just two of the systems pictured but we had more). Networked Jag Doom. It does work, but it's not great. It disconnects regularly which causes a level restart and every level in COOP is a pistol start. Still cool, though.

4Slb.jpg

They actually cover this in the manual, haha. They claim it's "interference from hell."

Battle Sphere Gold also has networking - up to 16 players at once.
 
It's a problem with the advance controller port controller on the system, so funnily enough what controller you use also affects the problem. And thus, which controller you chopped up to make your rotary controller.

They actually cover this in the manual, haha. They claim it's "interference from hell."

Battle Sphere Gold also has networking - up to 16 players at once.
Oh shit, that's a great point about the controller as we did use the same rotary pad across the board. I could see that being an issue. :\

Yes, I love that quote about "interference from hell" in the manual. Golden stuff. Wasn't Doom released BEFORE the adapter anyways? Such a weird thing.

Didn't realize Battle Sphere Gold had networking - will have to give that whirl sometime.

Do the different models impact other games performance? Like, we've had a blast with Club Drive due to the insanity of it but I got a kick out of the fact that driving up to a traffic cone in first person drops the frame-rate to like 2 fps which you can use to screw up the other player. Quite a riot but it would be interesting if it could run faster on a different system.
 
Does this seem a little blurry by DK2 demo standards to you guys? Moreso than just using some post-process AA or something.
 
I sold my Battlesphere and Catbox years ago, I can attest that the networking is solid in that game. The Doom port has bad network code. Actually a good port of the game from a graphical engine perspective.
 
I sold my Battlesphere and Catbox years ago, I can attest that the networking is solid in that game. The Doom port has bad network code. Actually a good port of the game from a graphical engine perspective.
Yes, until PSX Doom, it was far and away the best console version. it's a great port.
 
Yes, until PSX Doom, it was far and away the best console version. it's a great port.

It doesn't have the final boss, that's just a cartridge size limitation thing. Carmack himself wrote a lot of the Jaguar code, probably most of it.

John Carmack said:
Many developers are planning on waiting out the eary 32 bit hardware wars, but I want to do a cool product even if it doesn't make tons of money. Sandy (our map designer) semi-derisively calls DOOM jaguar my "reward" for writing DOOM pc. "Good job, you can go play with your new toys." :-)

Our initial appraisal of the Jaguar was "nice system, but Atari probably can't make it a success". But when I got the technical documentation, I was VERY impressed. This is the system I want to see become a standard platform.

I was slated to do a cut down version of DOOM for the super nintendo SFX chip, but I kept thinking about how cool a jaguar version of DOOM would be, and nintendo kept rejecting wolfenstein-snes for b*****t reasons (a den cross bonus item might offend christians. right.).

We finally decided that we didn't want to be a part of the chicken-and-the-egg problem of new systems not attracting customers because developers haven't written for the platform because there are no customers. The jag is cool, I think it has a shot at success, and I am going to put my time where my mouth is.

Why the jag is cooler than the 3DO (from my point of view): It only costs $250. The bulk of its processing power is user programmable. The 3DO has a capable main processor (a couple times better than the weak 68k in the jag), but most of its power is in custom hardware that has narrow functionality for affine transformations. The jag has some stupid hardware for z buffering and gouraud shading, but I can just ignore it and tell the two 27mhz risc chips to do EXACTLY what I want. A 64 bit bus with multiple independant processors may not be the easiest thing to optimize for, but there is a LOT of potential.

"The Jaguar was definitely significantly hampered by its technical flaws, which kept me from ever being too big of a Jaguar booster. I was proud of my work on Wolf and DOOM (more so than just about any of the other console work Id has been involved in until just recently), but in the end, the better consoles won the war.”
 
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