Jump to content

Things about non-Doom video games you just found out


Recommended Posts

Inspired by the "Things about Doom you just found out", how about things about other games you just found out?

 

I just learned that Quake was originally planned to have no soundtrack whatsoever. So glad they decided to go back on that in the end.

Share this post


Link to post
4 hours ago, D4NUK1 said:

The RAGE final boss it's a Easter Egg that you need to unlock.

What?

 

I don't remember this one, we talking about id's RAGE or something else entirely?

Share this post


Link to post

The 2011 remaster of 90s platform game Sonic CD (ie. the version that was ported to every modern platform and therefore is the version most people today have played) makes the duration you need to run to activate time travel 35% longer than in the original release, making the game much harder than the developers originally intended. On PC there are mods that fix/revert this.

Share this post


Link to post
39 minutes ago, Manny84 said:

The 2011 remaster of 90s platform game Sonic CD (ie. the version that was ported to every modern platform and therefore is the version most people today have played) makes the duration you need to run to activate time travel 35% longer than in the original release, making the game much harder than the developers originally intended. On PC there are mods that fix/revert this.

The Christian Whitehead versions of the classic Sonic games, while good for their time, are just dated now and should have been replaced long ago. They're not actually remasters despite common misconception, they're from the ground up recreations using what would become the engine for Sonic Mania and it really shows. The games just feel off when you're so used to the originals. The more recent Sonic 3 remake especially is completely off, the crushing behaviour is like Sonic Mania and it just doesn't work with Sonic 3's levels. Actual source ports (not recreations) that use the original game code ported to C exist for the classic Sonic games with things like widescreen support and all of the other stuff that made the Christian Whitehead versions appealing like Sonic 3 A.I.R.

Edited by Individualised

Share this post


Link to post

image.png.bd595bf63116673dde417e1b533cd6e6.png

 

someone (whos a language nerd) in a discord server im in pointed out the localizers for tears of the kingdom messed up a bit

Share this post


Link to post

During my latest playthrough of Parasite Eve II, I noticed for the first time since having played the game back in the 2000s and a bunch of other times since then, that one of the background music tracks featured a Muslim chant:

 

 

It came off as a surprise because I honestly didn't expect to hear that at all in the game, it was very jarring. Read that apparently they wanted to use that same sample for a Zelda game, but it was gutted from that other game before its release.

Share this post


Link to post
12 hours ago, Individualised said:

I just learned that Quake was originally planned to have no soundtrack whatsoever. So glad they decided to go back on that in the end.

 

after spending no less than 5 hours in ad_sepulcher (+ my unending love for marathon 2/infinity, shadow tower & shadow tower abyss and the best missions in the first armored core [that sprawling poison bug dungeon-lab <3<3<3]) - i can safely that quake would have hit either as hard, or harder, if id had ended up focusing solely on environmental sound to provide the atmosphere over primarily using redbook audio. i'm just glad that quake was even a game that got released, tbh.

tonight i found out about kronn hunter mode in atari's area 51, which is basically a different scenario with a garish, f'd up pallete. serving that cruelty squad visual vibe. it absolutely rules.
(!!! PHOTOSESNSITIVITY WARNING FOR THIS VIDEO !!!)

 

Edited by heliumlamb

Share this post


Link to post
5 hours ago, Individualised said:

The Christian Whitehead versions of the classic Sonic games, while good for their time, are just dated now and should have been replaced long ago. They're not actually remasters despite common misconception, they're from the ground up recreations using what would become the engine for Sonic Mania and it really shows. The games just feel off when you're so used to the originals. The more recent Sonic 3 remake especially is completely off, the crushing behaviour is like Sonic Mania and it just doesn't work with Sonic 3's levels. Actual source ports (not recreations) that use the original game code ported to C exist for the classic Sonic games with things like widescreen support and all of the other stuff that made the Christian Whitehead versions appealing like Sonic 3 A.I.R.

100% in agreement, my friend. I'm passionate about the classic Sonic games (having played them hundreds of times since 1991) and have very strong feelings about all this, particularly Sonic Origins and the way it thoroughly ruined S3&K both aesthetically and mechanically.

 

When I play the classics now it's either through emulation, or ports like Forever, Absolute and AIR.

Share this post


Link to post
  • 2 weeks later...

image.png.426d20c6cdc54c87bb68d13fcd16f6c4.png

Half-Life Deathmatch: Source uses an updated version of Deathmatch Classic's icon. Deathmatch Classic is a GoldSrc version of Quake 1's multiplayer - not Half Life 1's multiplayer, which is built into the main game, so this is likely a mistake. It's funny when you realise this as the logo is a Quake-ified version of the Half-Life logo

Share this post


Link to post
  • 2 weeks later...

Quake originally had more sky textures. In the final there are only 2 sky textures that are used. In Beta 3, E4M2 uses a green-coloured sky not present in the final game. Interestingly this texture is used in the Sega Saturn version for E1M8.

image.png.3d2d07fb3657c1ac7aa7eabd299d418d.png

 

Edited by Individualised

Share this post


Link to post

That the assault troopers and captains in DN3D when they choke on their blood, if you interrupt the animation you can’t predict if they’ll come back or not, but if you let it play to the end you’ll know they’re dead for good if they make their death sound, if they make no sound they’re going to come back to life. 

Share this post


Link to post

In addition to the PlayStation 2 port and the cancelled but finished Dreamcast port, a GameCube port of Half-Life was in development before being shelved. It would have been based on the PS2 version.

Edited by Individualised

Share this post


Link to post

Quake had unreleased ports in development for the Panasonic M2 (a console that only got a very limited release and was practically shelved... the units that were produced were mostly used for arcade boards and non-gaming purposes) and... Atari Jaguar? Okay, the only source for the latter comes from an Ultimate Future Games issue from May 1996. For all we know it may be complete BS. (edit: Apparently John Carmack has talked about this a few times, but I didn't look for when he talked about it)

 

There's also some cropped and low-quality screenshots of a pre-release Quake (for the PC, of course) build somewhere between QTest1/the February 24th, 1996 build and Beta 3/the June 21st, 1996 build. I've not seen these before so if they're sourced from the internet (as id usually liked to share screenshots through the internet) maybe there's higher quality or even non-cropped versions out there. Can anyone recognise the levels?

image.png.ddf4462895b58f0c78ac9246d13523db.pngimage.png.40affe94c7309e9660009f99d692eacf.png

There's also these two screenshots (or is it one? it looks like two spliced together) present in the Jaguar section (the last two screenshots were from a different page that was talking about PC Quake), however this is clearly the August 1995 build and I think these are just the same screenshots that id shared in 1995, the text describing Jaguar Quake implies that these screenshots aren't from it which I think is obvious:
image.png.69a2a9a5c95eac6c3f5b6121bb1e9a4d.png

Edited by Individualised

Share this post


Link to post
3 hours ago, Individualised said:

Quake had unreleased ports in development for the Panasonic M2 (a console that only got a very limited release and was practically shelved... the units that were produced were mostly used for arcade boards and non-gaming purposes) and... Atari Jaguar? Okay, the only source for the latter comes from an Ultimate Future Games issue from May 1996. For all we know it may be complete BS. (edit: Apparently John Carmack has talked about this a few times, but I didn't look for when he talked about it)

 

There's also some cropped and low-quality screenshots of a pre-release Quake (for the PC, of course) build somewhere between QTest1/the February 24th, 1996 build and Beta 3/the June 21st, 1996 build. I've not seen these before so if they're sourced from the internet (as id usually liked to share screenshots through the internet) maybe there's higher quality or even non-cropped versions out there. Can anyone recognise the levels?

image.png.ddf4462895b58f0c78ac9246d13523db.pngimage.png.40affe94c7309e9660009f99d692eacf.png

There's also these two screenshots (or is it one? it looks like two spliced together) present in the Jaguar section (the last two screenshots were from a different page that was talking about PC Quake), however this is clearly the August 1995 build and I think these are just the same screenshots that id shared in 1995, the text describing Jaguar Quake implies that these screenshots aren't from it which I think is obvious:
image.png.69a2a9a5c95eac6c3f5b6121bb1e9a4d.png

Turns out these pre-date QTest1 and are actually from a September 28th, 1995 build!

QUAKE03.GIF.c0152cb4c4e3a07de81774dd22cebf42.GIFQUAKE02.GIF.67e27fd68a70392ed3185c73499e6f3d.GIFQUAKE01.GIF.555b2134d65ec4653f5e3309886410eb.GIFQUAKE00.GIF.7373632a48689033ee0867a908a3d2a6.GIF

Share this post


Link to post

Thunder Force V entire soundtrack was made only using a Roland SC-88pro.
Here's the original.
 


And here's a midi recreation using an actual SC-88pro
 

Share this post


Link to post
28 minutes ago, Herr Dethnout said:

Thunder Force V entire soundtrack was made only using a Roland SC-88pro.
Here's the original.
 


And here's a midi recreation using an actual SC-88pro
 

I didn't realise the SC-88 was capable of such high quality sounds!

Edited by Individualised

Share this post


Link to post
1 hour ago, Individualised said:

I didn't realise the SC-88 was capable of such high quality sounds!

In fact the 88pro (Not confused with plain 88, that uses different samples), uses samples from the JV-1080 expansion cards (a High end Roland MIDI module), si even without the built-in Sysex effects it has a high quality sound, making it really popular in Japan as a somewhat budget JV-1080. Even Nintendo used it (SMB Melee and Mother 3 for example)

Edited by Herr Dethnout

Share this post


Link to post

For Rainbow Six - Rogue Spear's second expansion Black Thorn, the seventh mission Operation Blunt Scroll had differences between the American and European releases, which was done by the developers by swapping out graphics.

 

The European version of the mission took place at an airport terminal, while the American version took place at a bus terminal. These differences are the result of the aftermath of 9/11, as the effects of that day not only altered the production of movies and TV shows, but to video games as well. In addition, there was a scrapped mission Operation Amber Throne (internally known as BT01 in the game's files) that involved a hijacked plane which was cut from the expansion in response to the event.

Share this post


Link to post

In the first 2 Stronghold games (Stronghold, and Stronghold Crusader) If you place down a wall and lower the ground around the wall in the level editor, then the wall's texture will bleed through the newly formed cliff making the wall look way taller.

Share this post


Link to post

Ricochet. Just Ricochet. The existence of it. It's one of a tiny number of original games made by Valve - it came out in the post-Half Life / pre-Steam era. It's so obscure it doesn't even have a wikipedia page. Technically it's a Half-Life mod, but it was released officially by Valve and is still on sale on Steam for £4.95. Here's the most substantive article I can find about it:

https://steamcommunity.com/sharedfiles/filedetails/?id=137883201

 

Steam itself has some oddities that jumped out at me. In theory it's also a video hosting platform. For a while you could buy Max Mad, the film:

https://store.steampowered.com/app/398330/Mad_Max_1979/

 

It was apparently a promotional deal with the game that included all of the other Mad Max films:

https://www.engadget.com/2015-09-01-steam-mad-max-films.html

 

And one of the earliest titles, a Flash spin-off of Half-Life called Codename Gordon, was discontinued when the developers went bust and their website was bought up by a porn company, although you can still install the game:

https://steamcommunity.com/sharedfiles/filedetails/?id=1199430851

Share this post


Link to post
4 minutes ago, Ashley_Pomeroy said:

Ricochet. Just Ricochet. The existence of it. It's one of a tiny number of original games made by Valve - it came out in the post-Half Life / pre-Steam era. It's so obscure it doesn't even have a wikipedia page.

It was originally released for free to show how you can make different genres of games using the Half-Life engine. The plan was to release a barebones game and update it over time to see what it could become, but the latter never happened.

Share this post


Link to post
11 hours ago, Ashley_Pomeroy said:

Ricochet. Just Ricochet. The existence of it. It's one of a tiny number of original games made by Valve - it came out in the post-Half Life / pre-Steam era. It's so obscure it doesn't even have a wikipedia page. Technically it's a Half-Life mod, but it was released officially by Valve and is still on sale on Steam for £4.95. Here's the most substantive article I can find about it:

Ricochet is just now a meme, in fact, Valve released a trailer for a sequel as a joke.

 

And is also know as the game that predates TF2 and CSGO (A game that evolves with updates, that was the original intention of the game, and the main reason why is barely functional).

Share this post


Link to post

EYE Divine Cybermancy is apparently made using the multiplayer part of the Source engine. That's why every loading screen shows a "connecting to the server" screen even though the game is offline singleplayer. And I think that explains too why basically every character has something covering their mouth, while facial technology (along with physics) were one of the big selling points of the engine back when HL2. Probably the facial animation module is not part of the multiplayer branch.

 

Btw what? I have over 300 hours in Rage, I wanna know if there's really a final boss I missed

On 7/1/2023 at 4:01 PM, D4NUK1 said:

The RAGE final boss it's a Easter Egg that you need to unlock.

 

Share this post


Link to post

Rise of the Triad was planned to have Female guards but they were cut for performance and storage reasons.

 

Recently the July 1994 build of ROTT got leaked, containing the Female guards as intended.

Share this post


Link to post
1 hour ago, jupiter_ex said:

Btw what? I have over 300 hours in Rage, I wanna know if there's really a final boss I missed

 


Nah, sorry, i wanted to make a video with a combination of RAGE ending corridor, and the ASHES Weapon Pack with a sci-fi tech map kinda mash up, but my computer was bad that moment and now i need more time to make stuff like that.

 

But at least RAGE 2 give hints that was comes after that.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...