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Things about non-Doom video games you just found out


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Bio Hazard (Resident Evil) is actually 2 words on the first game, and that explain why the title narrator guy says "Bio Hazard" as two words.

The name was latter changed to Biohazard since the second game to this day.

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7 hours ago, Herr Dethnout said:

Bio Hazard (Resident Evil) is actually 2 words on the first game, and that explain why the title narrator guy says "Bio Hazard" as two words.

 

And the reason why it's called "Resident Evil" in America in the first place is because the American hardcore band Biohazard owned the trademark to the name. 

 

More RE Fun Facts:
- The original ORIGINAL RE sequel was meant to take place in the ruins of the Spencer Mansion, this was abandoned quickly during development

- The M202 FLASH rocket launcher thrown by Brad Vickers incorrectly fires explosive rockets, the real FLASH only uses incendiary rounds 
- Comic artist Bill Sienkiewicz created the infamous RE1 cover art and claims that the man on the cover isn't Chris or Richard, but a composite of both

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26 minutes ago, Individualised said:

Nintendo has recently filed a patent for, essentially, the concept of moving platforms. In other words, the patent system is fucked.

 

Their accountants will get my SR Lift Lower Wait Raise when they pry it from my cold, dead hands.

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1 minute ago, Daytime Waitress said:

 

Their accountants will get my SR Lift Lower Wait Raise when they pry it from my cold, dead hands.

To be fair the patent was a bit more specific than that, but as I understand it it would still encompass things like Quake's moving platforms and how in Quake you can stand on enemies and move along with them.

Edited by Individualised

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Just now, Individualised said:

To be fair the patent was a bit more specific than that, but as I understand it it would still encompass things like Quake's moving platforms and Quake's ability to stand on enemies and have you move along with them.

 

Bit outside the scope of this thread, and I really don't want to derail it with patent law, but how in the ever-loving fuck would something like that even be enforceable?

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5 minutes ago, Daytime Waitress said:

 

Bit outside the scope of this thread, and I really don't want to derail it with patent law, but how in the ever-loving fuck would something like that even be enforceable?

It probably won't be as it's such a fundamental mechanic to most 3D games. I've heard people theorise it's to prevent patent trolls from taking action against Nintendo (by becoming the patent troll themselves).

 

In the 90s Namco filed a patent for loading screen minigames, which also wasn't legitimate (a few 80s home computer games, particularly in places like Europe where floppy disks didn't really take off until the 90s so we used cassette tapes instead which meant huge loading times, had loading screen minigames)

Edited by Individualised

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That I'd apparently lost the original files for Quake 2's FMV's... which is the real reason they redid the cutscenes in the new remaster...

 

They probably would and gone back and redid 'em anyways, but if they didn't, they know those FMV's were uploaded to youtube right? They could have just got those instead...

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8 minutes ago, WorldMachine said:

That I'd apparently lost the original files for Quake 2's FMV's... which is the real reason they redid the cutscenes in the new remaster...

 

They probably would and gone back and redid 'em anyways, but if they didn't, they know those FMV's were uploaded to youtube right? They could have just got those instead...

...what? I don't think you know what they meant by original files... and if they did lose them then why would they download them from YouTube when they can literally just grab them from any copy of the game? (i.e. it was impossible for them to lose it) They meant the source files. They couldn't just re-render them in HD so they had to re-create them.

Edited by Individualised

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27 minutes ago, WorldMachine said:

Idk, some guy was talking about how they lost them at quakecon when they were showing off the remaster.

 

Don't shoot the messenger.

This makes even less sense, I'm sorry...

Edited by Individualised

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They probably lost the actual 3d CGI files that the FMV was made from perhaps (not sure how it was done back then, was .obj files and the like a thing back then?).

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2 minutes ago, mrthejoshmon said:

They probably lost the actual 3d CGI files that the FMV was made from perhaps (not sure how it was done back then, was .obj files and the like a thing back then?).

Yes, that is what happened, they couldn't just re-render the originals in HD. They did have some of the models that were used for it though, so they were used in the re-made versions.

Edited by Individualised

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In the Super Mario 64 leaked source code, various files contain early, placeholder level names. These level names were basic placeholders - some of the matching the ones seen on the hidden level select screen in the final game - and not intended to be used as actual names - for example Lethal Lava Land is called "Fire Bubble 1". Such files refer to the STAGE15 slot as containing a map called "Fire Bubble 2" or "Fire Building". However, STAGE15 is actually Rainbow Ride. Because Rainbow Ride is the last traditional level in the game (Mario games traditionally put lava-themed levels towards the end of the game), and that it contains many out of place objects and stage geometry for a cloud-themed level, this implies that Rainbow Ride was once a lava-themed level.

Edited by Individualised

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  • 2 weeks later...

There was this weird early-2000s email worm called Quamo (also known as eiram) that was in circulation around 2001 that advertises Rocket Arena 3 as a mod for Quake IV. In reality, all it was is a fake installer that was written in Visual Basic that would email itself to Microsoft Outlook and corrupt EXE, XLS, DOC, MDB, HTM, HTML, TXT & OCX files.

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The weird way it displays Rocket Arena 3 and mentions Quake 4 in its fake installer is a dead giveaway for a couple of reasons.

 

1. The worm's fake installer advertised Rocket Arena 3 as being a mod for Quake IV, which is not true, because Rocket Arena 3 was a mod for the 1999 game Quake III Arena.

2. While the executable name is said to be a demo of Quake IV, its installer advertises that its pretending to install the full version of Quake IV, and its size is only 56 kilobytes where as a full installation of Quake IV would be on either four CD-ROMs or a single DVD-ROM.

3. This worm was released around 2001, as only id Tech 3 was the then current version of id Software's game engine at the time, as id Tech 4 was still in development until 2004 when Doom 3 was released, and Quake IV wouldn't be released until 2005.

 

I know it's not related to any gameplay aspect of the game itself, but I definitely wanted to mention this regarding Quake IV, as this was made 2001, four years before that game's release in 2005

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  • 2 weeks later...

The low gravity effect in Quake's E1M8 is hard-coded in the game's QuakeC. There is no way to set sv_gravity for a level in the vanilla game without custom QuakeC, there's no "gravity" field in the worldspawn entity for example, no brush entities that change a player's gravity when they're inside it (I think Scourge of Armagon did add this using custom QuakeC). This is bizarre to me because one of the main things that id Software improved on with the Quake engine compared to Doom was not hardcoding things that should be part of the game data instead.

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There apparently were some hacked DOS executable versions of Duke Nukem 3D Atomic Edition floating around the internet during the late-1990s to early-2000s which appear to be lost to time. The most interesting one being version 1.7 which supposedly makes Duke it out in DC as a fifth episode for Duke Nukem 3D Atomic Edition.

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On 8/11/2023 at 7:32 PM, Daytime Waitress said:

 

Bit outside the scope of this thread, and I really don't want to derail it with patent law, but how in the ever-loving fuck would something like that even be enforceable?

have you heard of the creatures of the shadows and slime.. know as Lawyers...

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  • 2 weeks later...

The MindMaze game from Microsoft Encarta 94 to 2007 was hidden in later versions via the Ctrt-Z shortcut, which in the case for the later versions of Encarta was the only exception for Microsoft's Easter Egg policy in software at the time. MindMaze would get cut in both Encarta 2008 (from 2007) and 2009 (from 2008), a two year gap before Encarta was discontinued by Microsoft in the year 2009. Also did you know that 7-Zip can open Encarta .EIT files and can extract the contents from them as well, and yes it works.

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Grand Theft Auto 4: The Lost and Damned has a radio song that's exclusive to the Xbox 360 Marketplace version called Jailbait by Drive By Audio. This song is nowhere to be heard in PS3, PC, or any version of Episodes in Liberty City, for that matter.

Edited by Panzermann11

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  • 4 weeks later...

If a user who has the full version of Wolfenstein 3D and copy and paste the Wolf3D.EXE file into the shareware version of the game, it causes the music and sound to lag, makes graphical glitches and even crashes the game.

 

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