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How Death Rally Got Ported

An anonymous reader writes "Last year, I got the opportunity to port Remedy Entertainment's Death Rally to modern platforms off its original MS-DOS sources. I wrote an article about the porting process for Game Developer magazine, and now I've posted the text of the article for general consumption. 'The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k. The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with. The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.'"

89 comments

  1. Re:How I Got the First Reply by Anonymous Coward · · Score: 1, Funny

    ...by clicking "Click To Reply" (and using some inline assembler)

  2. Re:How I Got the First Post by toastar · · Score: 0, Redundant

    I take it dos-box didn't work?

  3. Re:How I Got the First Reply by DumbparameciuM · · Score: 1

    There was no true color anywhere

    --
    "We are Samurai, the Keyboard...Cowboys"
  4. This reminds of many hours wasted on my Apple ][e by JoelWink · · Score: 1

    ...playing Autoduel.

  5. Aw gee shucks well howdy doncha know. by Anonymous Coward · · Score: 0, Insightful

    "some Dos4GW-style DOS extender"
    "would not need any weird code for data larger than 64k."
    A little too folksy for this crowd I'm afraid.

  6. Re:How I Got the First Post by Anonymous Coward · · Score: 0

    Did you bother to RTFA?

  7. Re:How I Got the First Post by PhrostyMcByte · · Score: 3, Interesting

    As did I. Quake, Duke3D, Shadow Warrior, and Death Rally all came out in 1996 and I still play them regularly after all this time. I wonder what is it about those early years that keeps their games so appealing over time. Maybe they focused more on gameplay than graphics.

  8. Re:How I Got the First Post by MakinBacon · · Score: 1

    It's already been slashdotted to death.

  9. Death Track by Culture20 · · Score: 1

    How does it compare to Death Track or Death Track Resurrection?

    1. Re:Death Track by Anonymous Coward · · Score: 0

      Jerry says Death Blow ***ROCKS***

    2. Re:Death Track by Anonymous Coward · · Score: 2, Informative

      Unlike Death Track... Death Rally is actually playable, and isn't rated up for its age and nostalgia filter like that rose-tinted young idiot like many on that site have "reviewed" and putting up broken rips of games that often get DOSBox bug reports because abandonia is a bunch of morons that upload bugged rips. Some "preservation" mission they've got there, if they were serious about that, pristine disk images and complete manual and feelies scans would have been done... but nah, to 'own' a DOS game in their view, means getting a collection torrent. Kids running sites about 80's games = disaster.

      So yeah, Death Rally >>>>>>>>>> Death Track.

    3. Re:Death Track by TheJokeExplainer · · Score: 1

      It's a top down racer and a completely different animal, like the Micromachines games on NES. As such, it's a completely different animal and I don't enjoy it much because of the limited size of the map you see.

      Death Track was awesome. Resurrection was an absolute abomination that tarnished the name.

      --
      visit my pal the xkcd explainer!
    4. Re:Death Track by hitmark · · Score: 1

      could be what is there is the best that could be found 20+ years later.

      floppies are fragile after all.

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    5. Re:Death Track by Anonymous Coward · · Score: 0

      What? My 30-year-old floppy games image to perfection without a bad sector. Maybe if you had kept your mountain of empty stained soda cans and tissues off your floppies, they would have survived worth a damn.

  10. Re:This reminds of many hours wasted on my Apple ] by Anonymous Coward · · Score: 0

    Your link is busted.

  11. Re:How I Got the First Reply by Anonymous Coward · · Score: 0

    There was no true color anywhere

    The GNAA?

  12. This game was created by members of Future Crew by Anonymous Coward · · Score: 4, Insightful

    I remember when this game came out. It was created by some members of the demo group Future Crew. The soundtrack features track(s) by Purple Motion.

    I wonder what the code looked like! Demoscene coders were known to optimize the heck out of it for speed. I remember this game was super impressive and smooth on the barely-pentium computers in 1996. Not to mention fun.

    1. Re:This game was created by members of Future Crew by TheJokeExplainer · · Score: 3, Interesting

      Members of Future Crew turned into Remedy Entertainment later on. The Demoscene is awesome.

      A number of people who work in the industry today came from the demoscene.

      Mikko "Memon" Mononen, founder of Demoscene group Moppi Productions and developer of the legendary Demopaja Demotool, is a programmer at Crytek, located in Frankfurt, Germany. He expanded the company-owned CryEngine with spectacular effects.

      Graphics artist Xenusion of the group Plastic, an exceptionally gifted graphician, participated in demos such as 195/95 and Final Audition. He's been working on the fascinating world of Crysis as a concept artist.

      --
      visit my pal the xkcd explainer!
    2. Re:This game was created by members of Future Crew by Anonymous Coward · · Score: 0

      Funny how that article mentions Starbreeze (the developers of Enclave and the Riddick games), but neglects to mention that Starbreeze is comprised of former members of the demo group Triton, famous for the demos Crystal Dream and Crystal Dream II.

  13. Slashdotted to hell by icebraining · · Score: 4, Informative

    Copy from Google Cache:

    Porting from DOS to Windows
    Step by step through Death Rally's journey to the new millennium

    This article first appeared in April 2010 issue of Game Developer Magazine, Inner Product, pages 38-41. With a better layout. And pictures.

    So, the 'last May' below refers to May 2009.

    Max Payne / Alan Wake creator Remedy's top down combat racing game Death Rally was released for DOS computers in 1996, and although it does run under the open source DOSBox emulator, it doesn't run very well. I felt that Death Rally was still a good game and wanted to get it into a playable form again.

    So last May I got an idea, and thought, "what the heck, let's go for it." I sent an email to Remedy Entertainment, volunteering to make Death Rally open source. I didn't expect a reply; at the most, I expected a polite "no." Much to my surprise, I got a "maybe."

    After a couple weeks of legal checking, we agreed that while an open source release would not necessarily be possible, we could probably work something out. And so it came to be that in July, I downloaded the source package for evaluation.

    The first task would be to take a cursory glance at the material and see if the project was actually possible. I expect some of you to wonder whether there was any funny code. Sure there was. Take a peek at any large project you've done as a teenager over a decade ago and see if there's any funny code in there. I couldn't find anything truly "daily wtf"-worthy, though, and what I did find wasn't anything a few days of refactoring wouldn't fix.

    Instead of refactoring, I took an archeologist's approach - I made minimal changes and marked my transgressions clearly in the source code.
    Starting Blocks

    The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k.

    The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with.

    The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.
    Getting It To Compile

    First order of the day: get the game to compile. I started a Visual Studio project, imported all source files, and checked what the compiler would say.

    The Visual Studio and Watcom compilers disagree on several points, which is hardly surprising as the Watcom version used was about a decade older than the Visual Studio I used.

    One of the obvious things is that Watcom considers chars to be unsigned, while MSVC sees them as signed by default. There's a compile option in MSVC for this, but in order to avoid confusion further down the line, I opted to do some search-and-replace operations to designate all chars unsigned (except for those that were explicitly set to be otherwise).

    MSVC is also much pickier about types, so I got lots and lots of warnings, and even errors in some cases. Most of these were relatively easy to fix - some typecasts here, a prototype added there, sprinkle some parentheses around. One rather tricky bit was where Watcom and MSVC disagreed slightly on requesting the address of an array, so I had to manually patch things up in a few hundred places.

    After fixing a truckload of errors and warnings, and stubbing all assembly functions as well as other missing symbols, I ended up with about 90 functions that needed rewriting.
    No More Hardware Access

    In DOS, there's not much of an operating system in your way. You could, and in many cases you must, access hardware features directly. For instance, graphical video memory was mapped to the real-mode segment 0xa000.

    1. Re:Slashdotted to hell by buchner.johannes · · Score: 2, Insightful

      Original specs: ...
                      * 60-plus MHz CPU
                      * 8MB RAM

      New specs: ...
                      * 1-plus GHz CPU(s)
                      * 1-plus GB RAM

      why?

      --
      NB: The message above might reflect my opinion right now, but not necessarily tomorrow or next year.
    2. Re:Slashdotted to hell by Delarth799 · · Score: 1

      Because it has become that much more epic

    3. Re:Slashdotted to hell by LambdaWolf · · Score: 1

      Off the top of my head, to support higher-overhead system calls to the modern platforms it's being ported to, probably.

      --
      "This algorithm runs in constant time. Come on, 2,147,483,648 is a constant..."
    4. Re:Slashdotted to hell by LBt1st · · Score: 2, Funny

      Something needs to run Windows.

    5. Re:Slashdotted to hell by Anonymous Coward · · Score: 0

      Original specs: ...

                      * 60-plus MHz CPU

                      * 8MB RAM

      New specs: ...

                      * 1-plus GHz CPU(s)

                      * 1-plus GB RAM

      why?

      This was the porting target; the game will quite likely run on less hardware =)
      This was just to underline that the times, they have changed.

    6. Re:Slashdotted to hell by Anonymous Coward · · Score: 0

      FTA:

      One final piece of assembly was the polygon filler. In this area, I opted not to faithfully reproduce the original code, but wrote a software rasterizer from scratch

      Well there you have it.

    7. Re:Slashdotted to hell by Jedi+Alec · · Score: 1

      Ahhh, the original Dune. About once a year I fire up dosbox and play it from beginning to end just for nostalia's sake.

      "Hello Paul. I'm duke Leto Atreides, your father."

      Gee, thanks for reminding me...dad.

      Additionally, companies like EA and Infogrames are sitting on piles of rapidly decaying cultural heritage, including the whole portfolios of Bullfrog and Origin.

      Yeah, thanks for that. Instead of spending my next weekend in a productive way I'll be stuck replaying Syndicate. ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    8. Re:Slashdotted to hell by Anonymous Coward · · Score: 0

      Cryo used a FM synth sound system that was far more advanced than the other games. Just listen to any of the tunes in Dune or MegaRace and compared them to your average FM synth/Adlib music from any other game.

      On topic, this guy has the right idea. I'd LOVE to have ports for modern systems of Terra Nova and Dune.

      Little Big Adventure already has a Windows patch (get "LBA Win", NOT "Win XP Patch"), while Little Big Adventure 2 already runs natively on Windows.

      Outcast also runs fine on modern Windows, but if this guy could develop a patch that allows you to bump the resolution up past 640x480 (the maximum using a patch) and maybe dump some of the engine load off to GPU (Outcast uses a voxel engine), that could be worth it. There is already some progress in this area here. The "Outcast Lives Forever" program is a viewer for the worlds in Outcast that features a bunch of new graphics mode and effects.

    9. Re:Slashdotted to hell by Spamalope · · Score: 1

      No multiplayer? In the mid 90s we'd wired the 4-plex I lived in with ethernet and Deathrally was one of the games we played after work. We even managed to play it over the Internet with Kali although the latency was a gameplay problem.

      Deathrally really shined in competitive play. I hope it gets added at some point!

    10. Re:Slashdotted to hell by DShard · · Score: 1

      Why are we modding him funny? system specs for running windows 7 32bit are exactly the same as running the game.

    11. Re:Slashdotted to hell by Creepy · · Score: 1

      Which makes sense - while the game would play on something significantly less, the OS and libraries would take significantly more resources.

      And man, does that bring back porting nightmares - I ported some stuff from DOS to Mac circa MacOS 7 (maybe even 6... long time ago - pre-Codewarrior, which was my preferred mac tool later on) and having to deal with 64k and 640k barriers on DOS and 32k paging on the mac was probably the most frustrating thing about it. The code was all C and printed lots of C strings, so I also had to add lots of Pascal string endings on the mac, which was also a pain (and no, it was not easily localizable - if I had the same situation today I would have moved those strings to resources). Probably the easiest thing was porting the graphics, which was more because I wrote the Quickdraw code from scratch (all of that code was assembly) and created the palette visually in rezedit.

  14. Coral Cache by muphin · · Score: 1

    why dont people use the coral cache anymore???

    all you do is add nyud.net to the domain and no more slashdot effect, e.g http://www.remedygames.com.nyud.net/games/deathrally

    --
    It's not a typo if you understood the meaning!
    1. Re:Coral Cache by LocalH · · Score: 1

      That's not what got slashdotted...

      --
      FC Closer
    2. Re:Coral Cache by muphin · · Score: 1

      i know but since http://sol.gfxile.net.nyud.net/dr_gdm.html is already slashdotted, its kinda pointless now since you cant cache it.

      --
      It's not a typo if you understood the meaning!
    3. Re:Coral Cache by AHuxley · · Score: 1

      If only the cache was created on submitting, a "cache this link" check box. A script for nyud.net at the backend?

      --
      Domestic spying is now "Benign Information Gathering"
    4. Re:Coral Cache by JackieBrown · · Score: 1

      why dont people use the coral cache anymore???

      My work blocks those links as "proxy avoidance"

    5. Re:Coral Cache by Anonymous Coward · · Score: 0

      Yes, but if the entire slashdot shock-wave was directed to the coral cache, chances are the original server would remain solid and non-flaming, and you could still access it...

  15. Still fun by pinkj · · Score: 2, Informative

    I used to play this game all the time in high school. I installed the port and played it for 40 minutes just now. I needed to tear myself away it was so fun! I still remembered the little tricks like lagging behind for the first quarter of the first lap so the other cars would deplete their ammo on themselves instead of you. And I never realized that the item on the track that got you "drunk" was actually a mushroom!

  16. Neither, it's because they ARE The Games. by Anonymous Coward · · Score: 0

    Nothing compares to them. Back in the day, you and I use to think about their stories and dream-up our own to fill-in the "holes" where the stories of these titles had holes. In effect, we also created a culture for ourselves to echo the involvement of our favorable marketing to our friends on how such a great game *pat*on*the*back* should be shared to our friends and play it together using our crippled network environment. Everything after these games will only compare to these games, because we're the one's that made Halo and Doom3; sure, they're appealing, but the story is soooo perfect that it lacked the fun-factor of ego that prevents each player from bleeding his or her own style onto the in-game model/actor. When you logged-in to a server of Quake3/Tremulous of Halo and you were fighting next-to some-other Finish or Nordic-like challenger named "Duke Bot", then you f*cking know that pretty graphics is all out the window becaus now it's about whoever has the rapid-response skills if not Wallhack to shake that AI.

    Also, Death Rally was cool because just like what ID Software did to let Commander Keen into some of the last levels of Doom1, it is our beloved horny Hero on Steroids with a shotgun: Duke Nukem: that makes an appearance in Death Rally as a top-rated racer usually within 4th-place of the top drivers.

    Of'course if you read this far in my post, then I'll let you know that I just made this all up. That's righht, just like the coders that made Rise of The Triad, I'm just a shell of a man that just wanted to show-off my skills to prod my childhood like I'm Adam "buttf*ck" Sessler to force everyone to think I'm a witty cunt just like Morgan "lowerjaw" Webb. I was originally going to write about about Nazzis, but the fine folks at ID already pushed their golden-star at my face so I'm just writing about something else that has 8 star-points instead of a 6-pointed star.

    Warggarhhhhggggbbllleee!

  17. Cool where is the Linux version? by Anonymous Coward · · Score: 2, Interesting

    Or the MacOSX version. Doesn't seem that hard to port a DOS game to those other platforms at the same time, given that an old DOS game isn't going to use a bunch of Windows APIs that are tough to port.

    1. Re:Cool where is the Linux version? by buchner.johannes · · Score: 2, Informative

      works well with wine

      --
      NB: The message above might reflect my opinion right now, but not necessarily tomorrow or next year.
  18. Selling computers, perhaps? by Anonymous Coward · · Score: 1, Insightful

    I don't consider that a port: that's an abortion.

    Head on over to CurmudgeonGamer.Com and get something more worth your while. What are they secretly booting a modified VM with FreeDOS and then running Death Rally.exe as a shell and trapping anyone from seeing what they're doing? Just...just stop ruining my memories, all you 6-year-olds that watched me play when the games came out. Now all these young-blood 22-year-old College students are earning their U$30K College-duhploma debt and start nagging at my pristine gaming memories by tampering with purrfffect code of the passssttttt.

    The Specs! NoooooooOOO!

    1. Re:Selling computers, perhaps? by kiddygrinder · · Score: 2, Insightful

      hey, if you think you can do better maybe you should have had a crack at it? also you may have noticed that he was paying more respect to the code than trying to get the thing to go as fast as possible, so indirectly he was doing exactly what you want :)

      --
      This is a joke. I am joking. Joke joke joke.
    2. Re:Selling computers, perhaps? by notknown86 · · Score: 1

      I don't consider that a port: that's an abortion.

      CurmudgeonGamer.Com? That's not a site, it needs an abortion.

    3. Re:Selling computers, perhaps? by Anonymous Coward · · Score: 0

      bleh bleh bleh bleh CODE bleh bleh blah vlah you want. :-)

  19. Death Rally's Music & Six Degrees of Separatio by rsmith-mac · · Score: 5, Informative

    It's time for a game of Six Degrees of Separation: Future Crew Edition

    Next up was audio. The game used Scream Tracker S3M modules for music and Fast Tracker 2 XM modules for sound effects. Why both were not in the more advanced XM format, I do not know. Maybe XM for sound effects was a later addition, or maybe the composer preferred the S3M format.

    The music's composer was Jonne Valtonen, however for any of you familiar with the PC demoscene, you'd probably better recognize him as Purple Motion. In the early-to-mid 90s, Purple Motion was a member of the Future Crew, the famous Finnish demo group responsible for the legendary demo Second Reality, the same demo on which Purple Motion was the principle musician.

    The Future Crew often wrote their own tools; one of those tools was Scream Tracker. Purple Motion didn't write it (he wasn't a coder nor a member of the Future Crew at the time), but it was the tracker software he used for all of the Future Crew demos he worked on. Ultimately he's responsible for a number of the masterpieces written in Scream Tracker.

    This brings us to Death Rally. When the Future Crew split up in 1995, the bulk of the members gravitated towards a new company started by former Future Crew members: Remedy Entertainment. Remedy is of course is the developer of Death Rally and Purple Motion was one of the Future Crew members to move to Remedy.

    And thus, this is why the music for Death Rally is written in Scream Tracker 3. Death Rally's music composer came from the group that created Scream Tracker in the first place, and that was the tracker software that he had the bulk of his composing experience with. And while I obviously can't speak for him, I'd imagine he preferred S3M.

  20. If anybody can by Anonymous Coward · · Score: 0

    How about a port of the original Carmageddon? It was DOS with the DOS extender and had decent graphics on VooDoo cards. Of the three in the series, it was the most fun to play.

  21. Re:How I Got the First Post by Draek · · Score: 1

    Nah, it's just they were great games. Daikatana is as old as those you mentioned, but I don't think there's a single Slashdotter that'd submit himself to play it again if they even finished it the first time around.

    --
    No problem is insoluble in all conceivable circumstances.
  22. Why don't companies take advantage of free porting by Anonymous Coward · · Score: 0

    Why don't companies take advantage of free porting? Just drop your old sources online, tell us how you want us to license our new source code, and let us sort it out. Only you have the right to sell a game with that copyrighted content still in it, so it's not like you're giving anything away.

  23. Future Crew documentary from ASM 2010! by antdude · · Score: 4, Interesting

    I submitted this to /. a few days ago, but I guess no one cares:

    "The Demoscene Documentary, with an embedded video that seems to show English closed captions/subtitles overlay correctly, and Pouet mention a seventeen minutes and 10 seconds Finnish YouTube video (turn on its "Transcript" option to read the English texts to go with the video) showing a "documentary episode about the world famous Finnish demogroup, Future Crew. First presented at Assembly 2010..."

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    1. Re:Future Crew documentary from ASM 2010! by rsmith-mac · · Score: 1

      I did not know about this. Thank you!

    2. Re:Future Crew documentary from ASM 2010! by antdude · · Score: 1

      No problemo! It just came out over the weekend due to Assembly 2010. :) Now, if /. editors would post my story for everyone to see. [grin]

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    3. Re:Future Crew documentary from ASM 2010! by rsmith-mac · · Score: 2, Insightful

      This is Slashdot: Kdawson will probably post it with a completely screwed up summary in a couple of weeks. (And I really wish I was kidding)

    4. Re:Future Crew documentary from ASM 2010! by antdude · · Score: 1

      Hahaha, then I will link to my comment. I wonder if we can link to my original submission.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  24. Re:This reminds of many hours wasted on my Apple ] by AnonGCB · · Score: 1
    --
    http://CryoLANparty.com/ A lan I'm staff on!
  25. Re:How I Got the First Post by demonlapin · · Score: 3, Insightful

    These were fun games, and it was really cool to be able to interact with objects in a 3D environment that was being generated on the fly, but modern games look and react better. You just happened to be there when we moved from side scrollers to 3D worlds, and it's like the first girl you ever kissed: there's nothing really that special about her, except to you.

  26. Re:How I Got the First Post by timeOday · · Score: 1

    Like how baby boomers still like the Rolling Stones.

  27. Re:How I Got the First Post by TheJokeExplainer · · Score: 2, Insightful

    It didn't perform good enough under DOSBox.

    --
    visit my pal the xkcd explainer!
  28. not quite the first by Anonymous Coward · · Score: 0

    This game sounds a lot like a game from 1989 called Death Track.
    It was a racing game which featured purchasing lethal weapons. Mines, machine guns etc.

    http://en.wikipedia.org/wiki/Deathtrack

  29. Re:How I Got the First Post by Anonymous Coward · · Score: 0

    Strangely that is the motive behind the port. I myself never had any problem with Death Rally on a Sempron computer.

    p.s. changing output to something other than "surface" on Nvidia and Intel hardware will cure your "poor performance" problems in DOSBox. nvidia sucks at 8-bit color palette management. Crippled games... it's the way it's meant to be played. Screw them and buy COD:BO for your GTX. You're supposed to play that and not have your own decisions you lowly consumer human. You're not playing the way we meant our hardware to play.

  30. Re:How I Got the First Post by Anonymous Coward · · Score: 1, Funny

    Im afraid this analogy does not work in Slashdot...

  31. References by pinkushun · · Score: 1

    I started reading Snow Crash two days ago.There is a car called the "Deliverator" in Death Rally. Awesome! (game shot)

  32. Dark Sun (SSI Gold Box) by ggambett · · Score: 1

    For years I've wanted to port Dark Sun I and II to modern architectures. Since the games have been released as freeware a few years ago, I don't think there's any good reason to avoid such a port; however, I've been unable to track down someone who can give me access to the source code (and I have good reasons to believe it does exist somewhere).

    If anyone happens to know who may be contacted regarding this, please let me know...

    1. Re:Dark Sun (SSI Gold Box) by BigSes · · Score: 1

      I have to agree, would be pretty awesome.

    2. Re:Dark Sun (SSI Gold Box) by neminem · · Score: 1

      While you're at it, perhaps you could fix some of the ridiculous crippling bugs in the second one? (That said, I've never had any trouble getting either of them to run on XP, without dosbox or anything. Just saw a whole lot of game-becomes-unwinnable bugs in WotR. Man, I haven't thought about that series in *years*...)

  33. Why's it called "Death Rally" anyway? by DNS-and-BIND · · Score: 1

    So, why is this game called Death Rally? I had some vague memory of it, and sure enough I played it for a while back when it was new. There's no running people over for points. There are spectators on the race track but you get nothing for mowing them down, in fact it's a bad idea as it slows your car.

    I'm surprised this got republished at all. It's got Duke Nukem in it with his portrait, and he says, "Hail to the King, baby!" when he wins the race. It also has a digitized sample of Tommy Chong saying, "Whoa, man" in his best pothead voice (when you run over the hallucinogenic mushroom that makes the screen sway crazily around - it's this VGA screen warping routine that I'm sure was utterly useless but the author repurposed to this clever end).

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  34. I read... by bagsta · · Score: 1

    ... the article about porting the game and I found it interesting. It would be better, though, to be open source and would be able to compare the changes in the code, just for educational purposes. Recently I came across with a rather interesting article describing the process of porting the open source code of Doom to iPhone.

    --
    Until the skies turn blue...
    Until the air of freedom strikes us...
    1. Re:I read... by bagsta · · Score: 1

      Sorry, just ignore this comment and read the above. Cheers

      --
      Until the skies turn blue...
      Until the air of freedom strikes us...
  35. I read... by bagsta · · Score: 1

    ... the article and I found it interesting. But it would be more interesting if the code was open source and could see all these changes with our eyes, just for educational purposes. A nice article that I came across lately just review the code of Doom which ported to iPhone by iD.

    --
    Until the skies turn blue...
    Until the air of freedom strikes us...
  36. Re:This reminds of many hours wasted on my Apple ] by JoelWink · · Score: 1

    Thanks for fixing the link. I am sofa king we todd did.

  37. Re:How I Got the First Post by MrNiceguy_KS · · Score: 1

    Daikatana is as old as those you mentioned,

    Daikatana was originally planned to release Christmas of '97, so even if it had released on time, it would be a year newer than the others mentioned. Of course, it was finally excreted onto the market in 2000, so it's by no means as old as those mentioned.

    Looking back at "classic" games is always done through the microscope of nostalgia. You remember the good ones and forget most of the rest, (with the exceptions of memorable cockups like Daikatana.) Anyone remember the glut of FPS's shortly after Doom? Or the RTS glut shortly after C&C and Warcraft?

    --
    Redundancy is good And also good.
  38. Re:Death Rally's Music & Six Degrees of Separa by Anonymous Coward · · Score: 0

    Second Reality, the same demo on which Purple Motion was the principle musician

    If I remember correctly (and I do since I still have the S3M files), the soundtrack for Second Reality was split between Purple Motion (Jonne Valtonen) and Skaven (Peter Hajba). In fact, Skaven's contribution to the soundtrack totals a little over 8 minutes while Purple Motion's contribution is only about 6 minutes and 45 seconds.

  39. Re:How I Got the First Post by morari · · Score: 1

    Not a lot of modern FPS react better than Quake.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  40. Re:How I Got the First Post by mdwh2 · · Score: 1

    Quake, Duke3D, ... Maybe they focused more on gameplay than graphics.

    I'm amused at the irony of referring to games like Quake as "gameplay rather than graphics" :)

    When Quake came out, the most notable thing about it was how it was pushing the graphics barrier. Sure Quake was fun too, but I still remember people sitting around saying "But all these older games I like playing from the 80s are so much more fun, developers should concentrate on gameplay rather than graphics!" And indeed, the FPS genre since then has been the main one that such criticisms have been made against.

  41. Re:How I Got the First Post by bigrockpeltr · · Score: 1

    Shadow warrior probably has the best lines of any video game ever! "Whoo wants some Waanngg" or "Do you want to wash wang? Or do you want to watch Wang wash wang? "

    --
    $ unzip, strip, touch, finger, grep, mount, fsck, more, yes,fsck,fsck,fsck,umount, sleep
  42. Re:How I Got the First Post by Spatial · · Score: 1

    People like to chalk it up to nostalgia but it's not true. Many older games are better in every way than their modern counterparts save for the graphics and physics.

    I played Deus Ex and System Shock 2 for the first time in 2008, nearly a decade after they were released. They're now my favourite games of all time.

    My favourite strategy game is X-Com. I played that for the first time in 2009, 15 years after release.

    I played Doom 2 in 2007, three years after Doom 3. The latter is fun, but a stinking turd in comparison to its masterfully designed predecessor.

    The list goes on and on. I've played almost every major modern videogame released for the PC. In a lot of genres the bar was set a decade ago and has yet to be reached again.

  43. Wonderful analogy by mewsenews · · Score: 1

    From the article, regarding re-implementation of assembly functions:

    Most of the assembly functions were little things, like rectangle copy or bit mask matching, and did not take too much effort to write. First the menus, then the in-game graphics started to come into view. This part was pure joy - not so different from eating pistachio nuts: each bite takes a little effort, but has a huge payoff. I always wanted just one more, making it very difficult to call it a day.

    That's the joy of programming in a nut shell!

  44. Re:How I Got the First Post by Anonymous Coward · · Score: 0

    Says the guy who hasn't played anything since Quake.

  45. Sweet by BigSes · · Score: 1

    Now they just have to do this with a good game.

  46. Duke Nukem by Anonymous Coward · · Score: 0

    Remember to pick the Duke Nukem character and name it appropriately. You'll get extra an Duke comment when you win :-)

  47. Where's the source code? by euroq · · Score: 0

    The guy says it was open sourced... where is the source code?

    --
    Just because the U.S. is a republic does not mean it is not a democracy. Democracy/republic are not mutually exclusive.
  48. Brings bk memories by shane+chauhan · · Score: 1

    This game is available for full download from the developer's website last time I checked. The grpahics and top down bird's eye view was one of the features that made the game "stand out" . V simimilar to the first GTA that came out althought that took the top down view to a whole new level in terms of scale being not just a race track but an entire city. Anyways bk to the article - interesting bit of news I didnt know lol

  49. Nostalgia by Anonymous Coward · · Score: 0

    You have to be a true old-school coding geek to enjoy articles such as these. Luckily I'm a true old-school coding geek.

  50. Re:How I Got the First Post by morari · · Score: 1

    I hadn't played anything too seriously since Quake3 and Unreal Tournament 2K4. Truly fun competitive FPS seems have died after that. I do greatly enjoy the Left 4 Dead franchise however, which goes to show that the genre isn't a complete bust nowadays.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  51. Re:How I Got the First Post by Anonymous Coward · · Score: 0

    Or the RTS glut shortly after C&C and Warcraft?

    Hey now, Warcraft 2 was pretty good...

  52. Re:How I Got the First Post by pinkushun · · Score: 1

    That is ironic, wow. Quake was revolutionary, in that it moved away from pixel/raster rendering to polygons, but it's lineage came directly from real, fun games too. That's why Quake pioneered such new gaming techniques such as rocket jumping, fragging and infatuation with zombies :)

    Full disclosure: I spent a few hours last night paying Death Rally, and wish I was at home now so I can play more!