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Aquatopia (PS3)

PS Eye to open on PAL territories

PAL gamers will be able to snap up the PlayStation 3 camera in their regions from November 7.

The successor to the Eye Toy camera, the PlayStation Eye, will soon be available to buy in Europe, Australia, and other PAL territories.

It will come bundled with a free copy of EyeCreate Software on Blu-ray, and will set gamers back £24.99. EyeCreate will allow users to edit and share photos, videos, and audio clips through their consoles.

The camera will be compatible with Sony game The Eye of Judgment, and PlayStation Store titles Operation Create Feature, The Trials of Topoq, and Aqua Vita.

In Aqua Vita, gamers explore an intricately rendered undersea world, whereas Eye of Judgment is a card-battle game. Other upcoming titles with PlayStation Eye functionality include Eyedentify, Ember, and Snakeball.

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ge of Booty (PS3)

ge of Booty

Age of Booty
File:AgeofBootybox.jpg
Developer(s) Certain Affinity
Publisher(s) Capcom
Designer(s) Max Hoberman, David Bowman
Platform(s) PC, PlayStation 3, Xbox 360
Release date(s) October 15, 2008 (XBLA)
November 13, 2008 (PSN)[1]
March 5, 2009 (PC)
Genre(s) Real-time strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: E
Media Download
Input methods Gamepad

Age of Booty (previously named Plunder) is a downloadable real-time strategy game created by Certain Affinity and published by Capcom. The game was released October 15, 2008 (2008-10-15) on Xbox Live Arcade, November 13, 2008 (2008-11-13) on PlayStation Network, and March 5, 2009 (2009-03-05) on Windows. Three additional map packs were released on December 4, 2008 at no cost.

Age of Booty was nominated for two Xbox Live Arcade 2008 awards: "Best Original Game" and "Best Competitive Multiplayer Game"

Max Hoberman admitted that inspiration for the game came from Bungie Studios's long-running April Fools' Day gag Pimps at Sea.[3] An open beta went live on September 19, 2008 (International Talk Like a Pirate Day).

[edit] Gameplay

Gameplay largely revolves around the maneuvering of a boat around a sea. The sea is made up of hexagons called Hexes. The player controls the boat by selecting a hex for a destination. If the ship becomes adjacent to a hex containing an enemy ship, merchant ship, town, or settlement, it will automatically attack it with cannon fire. Cannon damage depends on the number of upgrades, but if more than one enemy is adjacent, the ship will split its fire, firing at a different one each time. The objective is to capture a specific number of towns, which is given in mission briefing: the upper right corner of the screen displays the number cities owned, the ones owned by enemies, and the target number. The Pirate Lair can never be conquered by enemies, but the mission will end in failure if the enemies conquer the target number of towns before the player.

To capture a town the player must be adjacent to it and bombard it until it has no health left; the town will continue to fire on the ship until the health is depleted. A town upgrade applies on both town health and cannon power. When health is depleted a "capture" bar shows, and when full the town will be conquered. If an enemy ship nears the town, the "capture" will be paused until one of the ship sinks or flees. Towns automatically heal adjacent ships of the same party, so a defending party has an advantage.

Typical gameplay screenshot.

Players control a 3D avatar of a pirate ship with colored sails depending on which team they are on. Ships have three attributes that can be upgraded: speed, armor, and cannon—each of which can be upgraded up to three times. Speed determines how fast the player's ship sails, (A faster ship will always enter a hex before a slower one.) armor measures the amount of damage the ship can take before it is destroyed, (Upgrading armor lengthens the life gauge.) and cannon measures the damage the ship can cause. The Cannon attribute is displayed over the ship as small squares under the life gauge. Upgrading attack strength also decreases speed.

In the game players use different resources to upgrade their towns and ships. There are three different resource types: gold, wood and rum. 4 gold and 2 wood will upgrade a town, and 4 rum and 2 wood upgrade ships. Players can acquire resources by picking up boxes floating in the water, destroying enemy ships, plundering villages, using one of the four curses or capturing towns and using them to produce resources. Each town/village displays the resources it will produce with icons floating over its avatar. The player ship can only be upgraded in the Pirate Lair, but a town can be upgraded regardless of ship position.

In the waters, merchant ship are frequently spawned, who attack any nearby ship, regardless of flag. While they not have strong firepower nor hard hull, they release a curse crate when sunk. The player con only have one curse at a time, so if the crate is salvaged, it will give either a curse from 4 different types, or a random resource. The four curses type are:

  • Bomb: Heavily damages anything within a hex, must be placed on an empty water hex
  • Whirlpool: Makes a ship vanish, leaving no loot behind
  • Ghost Ship: Makes the player ship invisible until cannons are next fired
  • Monkey: Steals up to two resources from an enemy (must target a ship)

There are 7 different challenges for solo play, each featuring 3 differing maps of easy, medium and hard difficulty levels for total of 21 single player missions. Multi-player has a four player public game and an eight player game, divided into two teams. Players can use voice chat to talk with their team. There are options for private games with friends.

References

External links



Angels Online (PS3)

Angels Online

Angels Online / Angel Love Online

cover of the PlayStation 3 version
Developer(s) UserJoy Technology
Distributor(s) Q Entertainment
Native resolution 720p
Platform(s) Microsoft Windows
PlayStation 3
Release date(s) PC version:
SEA June 2006
JPN December 2006
NA December 2007[1]
PS3 version:
JPN 25 September 2008
Genre(s) MMORPG
Mode(s) Online multiplayer
Media Download, PlayStation Network
Input methods Keyboard, Mouse, Sixaxis, Dual Shock 3

Angels Online (or Angel Love Online) is a free-to-play PC and PlayStation 3 2D massively multiplayer online role-playing game developed by UserJoy Technology in Taiwan, and published by Q Entertainment.

The Windows version was released in Taiwan in June 2006. A Japanese version of the game was released in December 2006. The PlayStation 3 version was released, on the Japanese PlayStation Store, on September 25, 2008, &s a free download and followed the same pay-per-item model as its PC counterparts.


Story

The story of the game is based in a land called Eden, a reference to the ancient garden in the Bible. The game lore states that long ago, there was no difference between the human world and heaven, that every corner was filled with happiness... that is, until something unexpected happened. The Archangel Lucifer apparently fell in love with a girl who was already in love with another angel. Soon enough, jealousy consumed Lucifer until he lost his mind, transmuting the girl into dew and the angel into starlight. He knew that he would soon be punished by God, so he gathered a rebellious army of angels to attempt to overthrow the reign of good. Unsurprisingly, he and his army lost and were forever expelled into hell. Ever since then, he had been plotting his revenge, establishing a demon training camp to gather his forces for his strike against heaven. Even worse, he believes now is the time to initiate his plan. It is here that the player comes in...

Job Classes

There are many different types of jobs in Angels Online which are divided into three major groups or systems; the Combat System, the Magic System, and the Production System..

Combat System: The Combat System composes of the job classes that deal physical damage, whether up-close or from afar. They wear heavy armor referred to in the game as "Garment", the sole exception being the Archer class which uses leather armor referred to in the game as "Mantle". The Combat System includes:

  • Protector: The class with the best physical defense in the game. They prove to be the most effective tanks when it comes to physical attacks due to their high defense and HP. They fight with axes or hammers and use shields to increase defense. They are quite slow, susceptible to ranged attacks (particularly that of magic due to their low magic defense), and have incredibly low MP.
  • Warrior: The class with the best damage. They use dual axes or hammers to deal large amounts of damage (albeit at a slow rate) and have fairly being the Archer), they are susceptible to magic and ranged attacks unless a hybrid skill build is used.
  • Swordsmen: The class with the highest amount of speed, agility and DPS (damage-per-second), they are considered the mobile force of an army. They excel at using twin swords or daggers to deal large amounts of damage in a small amount of time. Their durability in battle is sacrificed for their great mobility and thus, should be used in a team.
  • Archer: The only class with a ranged physical attack, excelling at long-range combat, but utterly doomed in close range combat. They use either bows or catapults (miniaturized versions are used which look surprisingly like slingshots) along with ammunition to attack from long distances. They have low HP and MP but balanced defense for both physical and magic attacks.

Magic System: The Magic system composes of the job classes that deal magical damage to enemies, heal or "buff" (provide positive effects) players. They wear extremely light and comfortable armor having high resistance to magic but very low resistance to physical attacks, referred to in the game as "Vestment". The Magic System includes:

  • Summoner: They wield the most potent curse spells and summoning spells. They can also control dark forces simply with their extraordinarily strong willpower. They are almost never seen in combat without their undead familiars, able to control them due to their extraordinary will power.
  • Wizard: They are committed to studying chaos and relish use of their destructive spells. They are the international symbol of damage and destruction. The class with the most powerful but energy consuming spells.
  • Magician: The class that is known as the balance between all classes of the Magic System. They possess strong nature-based spells (though not as powerful as a wizard), some recovery spells, the ability to mislead monsters, temporarily turning them into their pets, and the spell unique to them all, their ability to turn into animals. They also possess some melee combat abilities in case their MP goes to low (albeit for lasting for a few seconds only).
  • Priest: They are passionate about life and their faith. They can lay calming hands on you to heal even the gravest wounds, and also wield potent defensive spells, as well as life spells. Even though they possess powerful healing spells, they lack power to blast a hole into monsters and can't survive very long if left on their own without help or healing.

Gameplay

Every player starts in the Angel Lyceum, a college to train Little Angels (the players) to become Angel Protectors to guard Eden against Lucifer (requirement). Once the player finishes the tutorial, they are teleported to the campus of the Lyceum where they can accumulate student credits on campus by doing lessons (composed of either defeating a certain number of a monster or collecting/manufacturing a certain amount of an item). The student credit's primary purpose is to determine whether a student can now graduate or attend the Top Student Training. When a player graduates they become an Angel Protector and choose a faction and city.

References

[ External links




Fat Princess (PS3)

Fat Princess

Fat Princess
Developer(s) Titan Studios (formerly Darkstar Industries)
Publisher(s) Sony Computer Entertainment
Platform(s) PlayStation 3
Release date(s) June 2009[1]
Genre(s) Top down, Real time strategy
Mode(s) Single-player, Multi-player
Media Download
Input methods Gamepad

Fat Princess is an upcoming game for the PlayStation 3. Developed by Titan Studios and published by Sony Computer Entertainment, it will be available as a downloadable game on the PlayStation Store. It is set to be released in June 2009.


Gameplay

Fat Princess puts the player on a team consisting of up to 16 male and female cartoon characters, with the main goal in the game to rescue their team's princess held captive by an opposing team, although team-deathmatch and other online modes are also available. The player can choose from ten dessert-themed levels such as Coco Cliffs and Black Forest.

At the beginning of the game, each of the teams will already have their opponent's princess held captive. In order to make their opponent's task in rescuing her more difficult, the player can give more and more food to the princess they have captured, so that she will become fatter and heavier, and the opponent's team will need larger number of players to carry her.

The game's mechanics have the player control a standard 3D, cel-shaded, character at the fort, castle, or stronghold. There are five machines at the player's fort, each producing hats. Depending on which hat gets picked up and put on, the player gets different abilities. The game consists of five classes: the mage, priest, warrior, worker and ranger. Each has its own set of unique weapons and play style.

Each attack or ability can be made more powerful by holding the square button. Holding the square button, for example, allows the mage to make an area of effect attack, which deals damage to all enemy players in his proximity.

The players are able to upgrade their hat producing machines to enhance the strength and abilities of each individual classes. In order to upgrade a certain machines, players must use resources, gathered by workers. The resources are wood and stone, which are gathered outside of castle walls.


The 5 classes:

Warrior: Basic - Sword and Shield, can block projectile attacks (such as Arrows) but will move slower and cannot attack

        Advanced - Wields a large blade, can be used as a charged attack, but a large lunge is used (very powerful)

Worker: Basic - Able to use his axe to gather resources, and then return to either hat machine or outpost. He can also repair, build or upgrade objects on the battlefield.

       Advanced - Uses bombs in order to deal more damage to enemy player or structures.

Mage: Basic - Can deal fire balls, or make an area around him to damage moderately

     Advanced - Becomes an Ice wizard: has the ability to freeze enemies for a small period of time

Priest: Basic - can heal fellow teamates

       Advanced - Becomes a Dark Priest: Can drain health from enemy players to 1 HP (cannot kill them with this technique)

Ranger: Basic - Can use Bow and arrow

       Advanced - Uses the gunpowder rifle (similar to a shotgun), can charge up to shoot more pellets at once (max. 9)

Open Beta

The Public Beta Phase 2 started around middle of April and lasted for 14 days. Although all classes and upgrades were available, there was only one playable map, The Black Forest. [4]

References

Wolfenstein 3D (PS3)

Wolfenstein 3D


Wolfenstein 3D

Developer(s) id Software
Publisher(s) Apogee Software (DOS)
Interplay Entertainment (3DO)
BAM! Entertainment (GBA)
Atari Corporation (Jaguar)
MacPlay (Macintosh)
Imagineer (SNES)
Distributor(s) Manaccom (Australia)
GT Interactive (USA)
Activision (USA)
Valve Corporation (Steam)
Designer(s) John Romero
Tom Hall
Engine Wolfenstein 3D engine
Platform(s) MS-DOS, Mac, Apple IIGS, Acorn Archimedes, NEC PC-9801, SNES, Jaguar, GBA, 3DO, Windows Mobile, iPhone OS, PlayStation Network, Xbox Live Arcade
Release date(s) May 5, 1992 (DOS)
July 21, 1993
1994 1995 (Source)
1998
2002
2007 (Steam)
March 25, 2009 (App Store) June 4th, 2009 (PSN)
Genre(s) First-person shooter
Mode(s) Single player
Rating(s) ESRB: M
OFLC: M
OFLC: MA15+ (re-rating)
PEGI:12+ (re-rating)
USK: No rating / banned
Media Download
Four 3½" floppy disks
CD
System requirements 80286 class CPU, 640 kB RAM
Input methods Keyboard
mouse
joystick or game controller
The title screen showing the protagonist B.J. Blazkowicz waiting in ambush.

Wolfenstein 3D is a video game that is generally regarded as having popularized the first person shooter genre on the PC. It was created by id Software and published by Apogee Software. Released on May 5, 1992 for MS-DOS, the game was inspired by the 1980s Muse Software computer games Castle Wolfenstein and Beyond Castle Wolfenstein. It has been ported to a wide variety of systems, including 3DO, Super NES, Game Boy Advance, Acorn Archimedes, Atari Jaguar, Apple Macintosh, Apple IIGS, Windows Mobile[1], PSN, XBL and the iPhone OS[2].


Overview

In Wolfenstein 3D, the protagonist is an American soldier (Polish descent) named William "B.J." Blazkowicz attempting to escape from the titular Nazi stronghold; there are many armed guards, as well as attack dogs. The building has a number of hidden rooms containing various treasures, food supplies, and medical kits, as well as three different guns and ammunition.

Wolfenstein 3D was released as shareware, which allowed it to be copied widely. The shareware release contains one episode, consisting of 10 missions (levels). The commercial release consists of three episodes including the shareware episode, and a mission pack called "The Nocturnal Missions". Like the shareware episode, each commercial episode contains 10 levels, bringing the game to a total of 60 missions.

The episodes are:

The original trilogy

1. "Escape from Wolfenstein" (shareware episode)
2. "Operation: Eisenfaust"
3. "Die, Führer, Die"

The Nocturnal Missions

4. "A Dark Secret"
5. "Trail of the Madman"
6. "Confrontation"

The game was originally released on the PC and then ported to Macintosh computers, Apple IIGS, Acorn Archimedes, Super NES, Atari Jaguar, Game Boy Advance, and 3DO. The source code of the game was published by id Software on July 21, 1995 under a non-profit EULA, starting the long tradition at id Software of opening the entire source code (but not data) to an old game. Some unofficial ports to different platforms like Linux and add-ons have been developed.[citation needed]

Storyline

The first three episodes of the game focus on the character of William "B.J." Blazkowicz's attempts to escape from Castle Wolfenstein and overthrow the Nazi regime.

B.J., an Allied spy, had been captured while trying to find the plans for Operation Eisenfaust, and was imprisoned in Castle Wolfenstein. Initially armed only with a knife and a pistol (obtained by overpowering the guard in his cell), B.J.'s initial goal is merely to escape the castle prison. Taking on SS guards, stealing their machine guns and ultimately acquiring a chain gun, he eventually finds himself face to face with the Episode One boss, the ultimate prison guard Hans Grosse.

Having defeated Grosse and escaped the castle, B.J. moves on to Operation: Eisenfaust. B.J. finds out that the operation is real, and that the Nazis are creating an army of undead mutants in Castle Hollehammer. When the episode begins, B.J. has just entered the castle; the walls are covered in mulch, and the first enemies found are mutants with third arms grafted into their chests holding pistols. The episode boss is the scientist Dr. Schabbs, the creator of the mutants. His defeat signals the end of this biological war.

Die, Führer, Die! is, chronologically, the final episode. Fighting through Nazi soldiers, and attacking the bunker under the Reichstag, the major centerpiece of the game is reached in the final mission, where the boss is none other than Adolf Hitler himself (equipped with a robotic suit and four gatling guns).

The Nocturnal Missions form a prequel storyline, focusing on the Germans' plans for chemical warfare (Giftkrieg). A Dark Secret deals with the initial pursuit of the scientist responsible for the development of the weaponry; B.J.'s task is to enter the weapons research facility and hunt down Dr. Otto Giftmacher (Poison Maker).

Trail of the Madman is a rather ornate episode taking place in clean and stylish Castle Erlangen. Ostensibly, the episode's goal is to find the maps and plans of the chemical war, guarded by Gretel Grosse (Hans' sister). Hitler's image appears throughout this episode, as posters and wall mosaics, symbolizing his imminent rise to power. All levels are designed with fashion, much decoration, and opulence.

The story comes to a close in Confrontation, set in Castle Offenbach; a summation of everything that has gone before, including the mutants (in the secret level only), three clones of Hans Grosse (in the secret level only), and the overall "feel". The final battle is fought between B.J. and the leader of this war, General Fettgesicht (Fat Face).

Gameplay

The following section describes aspects of the original MS-DOS versions. The various ports often implemented changes.

Each episode features ten levels (or "missions") which have to be finished sequentially. Only nine levels need to be completed; hidden in one of the first eight missions was an entrance to the tenth, secret level. The secret level of the third episode was notable in that it recreated one of the original Pac-Man levels, complete with ghosts, seen by the player from Pac-Man's perspective. Wolfenstein 3D was the first game to use the ExMx map/level naming convention.

Each episode has a different boss who has to be killed in the final mission in order to complete the episode. Unlike normal enemies, boss enemies are drawn from one angle instead of eight, so the player can't sneak up on them or take them by surprise; when first encountered they are always facing the player. Bosses also won't notice the player or become active until they see the player. When most bosses are killed, a replay (called a "deathcam") of the boss's death is shown; the episode then ends. In other levels, behind the boss is an exit from the stronghold; entering it causes the camera to rotate around to face Blazkowicz and show him running out and jumping in elation (complete with a freeze frame of him in mid-air). In the version released for the Macintosh, all the bosses, except the final boss, Adolf Hitler, drop a gold key when killed which opens a door to the end of the level. Hitler was proclaimed the 15th greatest video game boss in history by The Phoeni

Despite the presence of Hitler as an episode boss, the game bears no resemblance to any actual Nazi plans or structures. Indeed, many of the level designs are highly fanciful; at least three levels heavily feature swastika-shaped room layouts and maps, going as far as having one level built entirely of a tessellation of them.

The early concept of the game included some innovative stealth concepts - dragging dead bodies, swapping uniforms with fallen guards, silent attacks, etc., like in the old 2D Wolfenstein games, which focused more on stealth than action. These ideas were dropped however, since they drastically slowed the game down and made the controls complicated.

Technical implementation

In-game screenshot

To render the walls in pseudo-3D, the game used ray casting, a special case of ray tracing. This technique sent out one ray for each column of pixels, checked if it intersected a wall, and drew textures on the screen accordingly, creating a one dimensional depth buffer against which to clip the scaled sprites that represented enemies, powerups, and props.

Before Wolfenstein 3D, the technology had already been used by id Software in 1991 to create Hovertank 3D and Catacomb 3D for Softdisk, albeit using only EGA 16-color graphics (which the game was designed to use, early in development). Other games using the Wolfenstein 3D game engine or derivatives of it were also produced, including, Blake Stone, Corridor 7, Operation Body Count, Super Noah's Ark 3D, Rise of the Triad, and Hellraiser (Unreleased Color Dreams game planned for the PC and the Nintendo Entertainment System (NES)).

According to id Software programmer John Carmack, the game's engine was inspired by a technology demo of Looking Glass Studios'/Origin's first-person CRPG, Ultima Underworld: The Stygian Abyss from 1991. Carmack claimed he could make a faster renderer. In this he was successful. The Wolfenstein engine lacks many features present in the Underworld engine, such as ceiling or floor height changes, sloped floors and lighting, but it runs well on relatively weak hardware.

"Holo-walls" are walls created by mapmakers using a glitch in the PC version's engine. They are walls that the player can walk through, and are used in some total conversions to simulate windows that players can climb through, and hedges that players can walk through. One way of creating holo-walls is to place a dead guard in a wall.

Wolfenstein 3D supports the following sound technologies: for sound effects, PC Speaker and Sound Blaster; for digitized sound, Disney Sound Source and Sound Blaster; and for music, Adlib and Sound Blaster.

Reception

Controversy

A Wolfenstein 3D level viewed in a level editor shows the level is composed almost entirely of swastikas

Due to its use of Nazi symbols such as the Swastika and the anthem of the Nazi Party, Horst-Wessel-Lied, as theme music, the PC version of the game was confiscated in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994 (Az. 2 Gs 167/94). Despite the fact that Nazis are portrayed as the enemy in Wolfenstein, the use of those symbols is a federal offense in Germany unless certain circumstances apply (see articles 86 StGB and 86a StGB (in German)). Similarly, the Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994 (Az. 351 Gs 5509/94).[5]

Due to concerns from Nintendo of America, the Super NES version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted in The Official DOOM Player Guide about the reaction to Wolfenstein, claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version was not as successful as the PC version.[citation needed]

Aborted contest attempts

Level E2M8 features a giant hidden "pushwall" maze consisting of 181 nearly identical 2x2 rooms. Depending on the path taken through the maze, the player is eventually led to treasure, an extra life, or a surprise encounter with Hans Grosse, the head guard of Castle Wolfenstein. One and only one correct path leads to a room containing a sign saying "Call Apogee Say Aardwolf." (In some versions there is also an extra life in this room.) This was to have been part of a contest, where the first person to find the sign and carry out its instructions would have won a prize. While no prize was ever decided, preliminary discussion suggested the prize may be registered copies of all Apogee games for life

However, because the first level editors and cheat programs for the game were released within days of the full version of Wolfenstein 3D, many players were able to find the sign with minimal effort. Additionally, a cheat code was soon discovered and published that allowed the player to view all of the in-game sprites, including the "Aardwolf" sign. As a result, the planned contest was abandoned before it was ever officially announced, or the grand prize even settled upon. The maze and the sign were left in the game as Easter eggs; a text file included with the registered version distributed by Apogee explained the story behind the "Aardwolf" sign and asked gamers not to call in and say it (many did anyway). A 1997 commercial re-release by Activision removed the sign and replaced it with graphics depicting a pile of bones.

After completing an episode, the player is given a three-letter code in addition to a total score and time. This was part of a high-score contest that was abandoned for similar reasons to the "Aardwolf" one; the code would have been used to verify that a player got that score legitimately, without use of cheat codes.

Ports

Official

Redrawn character sprites as seen in the 3DO version

The game was ported to the Super NES, Atari Jaguar, Mac OS, 3DO, Apple IIGS, Acorn Archimedes, Game Boy Advance, PlayStation 3, Xbox 360 and iPhone/iPod Touch. Many of the ports had different sounds, graphics, and levels. Some didn't even use the DOS version's episode format.

Some of the ports were derived from other ports and not from the original game. Both the Atari Jaguar and the Mac versions were based on the code of the Super NES port. However, both were developed independently of one another; the Jaguar port by id Software under the cooperation of Atari and the Mac port by MacPlay (the 3DO port was also developed by this team, making it mostly identical to the Mac version). The Apple IIGS port was in turn based on the Mac port.

The Super NES version of the game is notable for being heavily censored and edited, due to the Nintendo of America's censorship policy at the time. Due to this, most of the blood in the game was replaced with sweat (save for B.J.'s face becoming progressively bloodier as health dropped), and Nazi references were removed. Adolf Hitler, who was a character in the game, had his moustache removed and was renamed "Staatmeister" as well. Additionally, in Germany, the blood was turned green and the dogs replaced by giant rats.

In several of the ports (specifically, the Atari Jaguar, Mac, and 3DO versions) the game's sprites and textures are redrawn as 128×128 pixel sprites, rather than 64×64 pixel sprites, allowing more detail in the game's characters and objects. However, they are drawn from one angle, like the bosses, eliminating the stealth element of the game.

In the Atari Jaguar port, the status bar was removed, with only displays for health, the head of B.J., ammo, and keys. Since there was no score, the treasure added to the player's health. There was also a flamethrower, rocket launcher, pistol and chaingun which were based on graphics from Doom.

The Mac port and all derivative versions are the only ones to use authentic German voices and speech, recorded by native Germans. The other versions contain broken German phrases, with incorrect article and adjective usages, mostly stemming from the misunderstanding of the genders of the nouns.

Unlike the other ports, the Game Boy Advance port closely resembled the PC version of the game. Differences to the PC version included the removal of music and a change in the save system: players have to complete a floor before they can save, but they can have up to 4 save games on one cartridge. It also used strong mipmapping which made objects and walls in the distance very pixellated.

It was also released on Xbox Live Arcade and PSN on June 3, 2009 for 400 MS points ($5).

[edit] Mission Pack

Wolfenstein has a mission pack called "Wolfenstein 3D Super Upgrades". It can be downloaded as a zip file from the 3D Realms website. It contains Wolf Creator, a random map generator; MapEdit, a level editor/creator; and replacement gamefiles for the original game. It comprises at least 800 new levels (floors). It was released in 1993.

[edit] Sequels

Wolfenstein 3D was followed by several related games:

  • A first person shooter game called Rise of the Triad was going to be the sequel to Wolfenstein 3D, but the idea was postponed.
  • Spear of Destiny, a prequel to Wolfenstein 3D, released a short time after the original game, using the same engine.
  • Return to Castle Wolfenstein (RtCW), a first-person shooter reboot to Wolfenstein 3D, released in 2001. The gameplay and the setting are similar to the original, but the graphics and audio elements receive an upgrade due to the Quake III Arena rendering engine. RtCW begins as the first game does, but from there the two games' storylines diverge. Overall, RtCW bears little resemblance to its predecessor, beyond the title and the setting. A small bit of nostalgia is available to players of RtCW with a console command. Activating 'cg_uselessnostalgia' via the in-game console overlays a replica of the original game's interface across the bottom of the screen. However, as the name of the command implies, this interface does not keep track of vital game statistics, such as the player character's health or remaining ammunition. The Xbox version of RtCW contains the full emulated version of Wolfenstein 3D as a bonus for beating the game, while the PC version of RtCW-Game-of-the-Year-Edition features the game as a bonus.
  • Wolfenstein: Enemy Territory, a spinoff to RtCW, released in 2003. It is a free full-version multiplayer-only game, featuring elements from RtCW.
  • A new game, called simply Wolfenstein, has been announced for Microsoft Windows, Xbox 360 and Playstation 3. It is currently under development by Raven Software, developer of Quake 4 with a release date of August 4, 2009.
  • Wolfenstein RPG, a RPG continuation of the Wolfenstein franchise, previewed at QuakeCon 2008. It is full version game for mobile phones releasing in 2009.

Legacy

Wolfenstein 3D anticipated the first-person shooter games that continue to be popular today. There were few imitations or clones until the release of id Software's Doom in 1993. The other most notable games are Rise of the Triad in 1994 and Duke Nukem 3D in 1996. Most of these games were distributed via the same shareware strategy as Wolfenstein 3D.

The game's success ensured that id Software quickly became a high profile developer. id's development efforts were closely watched by fans of the game, and when it released its next first-person shooter, Doom, it was guaranteed a receptive audience. Rather than rely on the technology that made Wolfenstein a hit, however, Doom introduced several technological leaps over Wolfenstein 3D. The technology in Doom outdid that of Wolfenstein 3D by being playable over a network. It also provided different levels of height (while Wolfenstein 3D didn't have any stairs or platforms at all), a lighting system (Wolfenstein 3D only had full brightness), multiple levels of detail and characters with more detail and animation than those in its predecessor; it also added a multiplayer mode: Deathmatch, which grew in popularity as online gaming became widespread.




Trash Panic (PS3)

Trash Panic

Trash Panic
Publisher(s) Sony Computer Entertainment
Aspect ratio 720p
Platform(s) PlayStation 3
Release date(s) JP March 19, 2009
NA June 4, 2009
EU June 4, 2009
Genre(s) Puzzle
Mode(s) Single player, Two player
Rating(s) ESRB: E
PEGI: 3+
Media PlayStation Network download
Input methods Dualshock 3, Sixaxis

Trash Panic (ゴミ箱 Gomibako?) is a puzzle video game for the PlayStation 3 developed by SCEJ. It was released in Japan on March 19, 2009 on the PlayStation Network download service, and has been compared to Tetris in terms of gameplay,though the object of the game is to compact items of garbage, not remove rows of blocks.

A Spring 2009 release for both Europe and North America was announced in conjunction with an Earth Day promotion in the PlayStation Store.Though Europe was afterward given an official release date of May 28, 2009, only a preview trailer for the game was released as a part of the PlayStation Store Update for both the NA and EU regions on that date.


Gameplay

A stream of garbage is carried via conveyor belt toward a garbage can in the middle of the screen, and the object of the game is to break down the garbage by strategically placing it into the can based on the items available before the can fills to overflowing. If three pieces of undamaged garbage fall out of the trash can, the game will end. Players may process garbage by setting fire to burnable items, some garbage will decompose when placed near the correct substances, and lighter or fragile objects (a television, for example) may be smashed by heavier ones (a bowling ball). The stream of garbage will continue to drop into the trash can until either the player successfully compacts a certain quantity of items or the trash can is filled to overflowing

Items of garbage in the game start off small, with things like pencils, pens, staplers, erasers, and other office trash. As the trash items gradually become larger (eventually becoming space stations, comets, meteors, and the like), the trash can becomes larger to compensate, eventually coming to sit on top of Planet Earth itself In addition to normal trash items, at the end of every level is a larger 'boss' item that must be compacted, and every so often a special piece of trash will fall that must not be compacted (items which are assumed to have been thrown out by mistake, jewelry for example). If the special trash is destroyed on accident, the player's Ego score will be penalized, and 'penalty trash' consisting of yellow balls will be released into the trash can to fill space more quickly.

The scoring system is divided into two categories depending on how the player chooses to dispose of or compact their garbage to progress through the stage: Eco (Ecological) versus Ego (Egotistical). If the player groups together biodegradable items so that they decompose naturally and smashes much of their garbage into smaller, more compact pieces, their Eco rating will rise. Should the player choose to burn much of their garbage, however, their Ego rating will rise instead. The player's score does not directly affect game progress—so long as the trash is compacted sufficiently, the game will continue regardless of Ego or Eco rating—but higher overall Eco ratings will help to unlock extra levels and modes.

Main Mode

The player will progress through a series of six stages, each increasing in difficulty.

Unlimited Mode

The player will attempt to compact garbage for as long as possible until their trash can finally overflows

Versus Mode

Two players may battle one another or one player may battle the CPU in a splitscreen version of the game.

Mission Mode

The player must fulfill a variety of "waste management" missions.[9]

Online Features

Online leaderboards and trophy support will be available for both single player and multiplayer high scores via the PlayStation Network. In addition, players will also have the option to upload up to 10 minutes of a gaming session to YouTube.


The Good

  • Innovative concept
  • Challenging difficulty
  • Addictive gameplay.

The Bad

  • Frustrating rubbish glitches
  • No save function
  • Trial and error will be off-putting for some.

You have to treat garbage with the utmost respect in Trash Panic. This unique puzzle game will throw plenty of detritus at you, and you'll have to carefully consider each piece to gauge what effect it will have on your trash can's compactness as you try to cram as much junk in there as humanly possible. You'll feel a real sense of achievement as you clear seemingly insurmountable amounts of garbage, although this reward will come only with patience, skill, and careful planning. This makes the game's occasional level-wrecking physics quirks even more galling when they happen, and will probably cause some players to abandon the game out of sheer frustration. But those who stick with Trash Panic will find it a challenging and addictive experience, and though it doesn't have the long-term appeal of the giants in the puzzle genre, it still ranks as one of the better mind-benders available on the PlayStation Network.

So much garbage, so little space.


Tetris may be the most oft-compared game to Trash Panic, but the similarities begin and end at the two games' rectangular play fields. There are no lines to clear or gems to match here; instead, you're given a set amount of garbage, and it's up to you to fit all of the steadily falling junk into a trash can. Most of the time, you'll do this by breaking and compacting garbage, with each piece having its own unique physical properties. For example, if you smash a light bulb, it will easily break into pieces, but harder items such as computers, rocks, and even entire mountains will take several hits from other tough objects before they crack. Other items such as mattresses, erasers, and clouds don't break at all and will have to be carefully managed to take up the least amount of space. If three objects fall out of your can, it's game over. The sheer variety of junk that you'll come across in Trash Panic is impressive, with the items getting larger in every level of the game. By the time you reach the secret sixth stage, your garbage can literally covers most of the northern hemisphere of the globe. You'll start off with common office and household items such as pens, lighters, and ovens; move up to larger items such as cars and barrels; and eventually tackle behemoths such as buildings, entire dams, giant squids, and even orbiting space stations.

Occasionally, firelit objects, explosives, or special decomposition balls will appear, letting you more quickly dispose of broken trash. These are--for the most part--rare occurrences, and you'll need to plan for them to maximize their destructive capabilities. For example, decomposition balls need plenty of water to operate, so you'll need to make sure you break enough water-bearing objects by the time the ball arrives, as well as have a clear path for the ball to reach water. Fire is also extremely useful, but you'll need accelerants such as flammable objects or even oil to make sure that the fire spreads and destroys as much as possible.

When you do get a fire going, holding down the L2 button on the controller will close your trash can's lid, allowing the heat to rise and the fire to spread (although closing the lid for too long will deprive the can of oxygen and consequently douse any bonfires that you may have lit). The rest of Trash Panic's controls are similarly simple. As garbage falls into your can, you can position it left or right, rotate it with the X or circle button, and press the triangle to cause it to slam down hard. If your garbage pile is filled with gaps, a quick waggle of the controller will shake the trash, hopefully closing up any pesky holes.

Although the controls are simple, you'll have to come up with some pretty complex strategies to get past Trash Panic's levels, and the game is at its most compelling here. Dropping in items without forethought will simply not do; you'll need to have an object-by-object plan to succeed. In fact, in the game's later stages, one misplaced object or unbroken piece of trash can result in disaster, making an entire level a failure. For instance, in Trash Panic's sixth level, a fiery comet will appear only once. If you fail to create a clear path to something flammable when this comet comes, your sole chance of clearing the level goes up in smoke.





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