Zartan's back. He's a goddamned Machine he is. You know the story:
Koei makes horrible historical-simulation game, Jaded Journalist
writes long-winded rambling article about it. Good times had by
all.
By: Zartan
01/13/03
Monkey Donkey takes us on a drunken, rambling, descent into the
hell that is Video Game Yaoi Slash Comic Hell. Yeah, this should
be on EA,
but this was originally written for us. TAKE THAT, LAGO!
By: Monkey Donkey; 11/22/02
It's all about the game, and how you play it; All about control,
and if you can take it; It's all about your debt, and if you can
pay it; It's all about pain, and who's gonna make it
By: Tome; 10/26/02
The CAPalert guy takes on the latest scourge to defile The Youth
of America: Those Dirty, Sinful Video Games. At this rate, in about
five years he's going to stumble across Doom... and when that happens...
God have mercy on our souls....
By: Tome The CAPalert Guy
Masturbatory
Links. Go Forth
And Be Excellent
To Each Other.
Classic
Zeroes Material
By: Zartan; circa 4/20/00
Back in 1994 I visited to a place known then as the "Price Club." This
in itself is insignifigant, as I would go there quite often. But anyway,
this time something caught my eye. No, not scissors, but a seemingly innocent
CD-ROM. It wasn't even in proper packaging. It was all alone in it's case,
lying on one of those boxes that no one bothered to put away which always
seem to turn up in those bulk stores. "Super Games Galore," it was called.
"Over 1500 games." This was too good to be true, especially at the 12.99
price tag it carried. How naive I was, having only first acquired a computer
several months earlier. Among the outdated shareware games I found on
the disc were many obscure software companies in general and one obscure
software company in particular. This obscure software company was Moraffware.
The story you are about to read is probably true. Any innacuracies that
are to be found are most likely there on account of my laziness, or maybe
they just seemed funny at the time. I now present to you Moraffware's
masterpiece:
Dungeons of the Unforgiven,
quite possibly the eleventh best MS-DOS game ever made.
The first thing you are confronted with is a screen asking you to choose
your video mode. Not wanting to risk losing any potential buyers, this
game accepts various video modes ranging from 4 colour CGA at 320X200
pixels to 256 colour Super VGA at 1024X768 pixels. The major drawback
to the latter option is that a video adapter chipset must be specified
from a provided list, most of which haven't been in use since 1993. Not
that I did any research, but I wouldn't be surprised if that was correct.
Above, you can see how the game appears in three different video modes.
"But wait, Zartan!," you say. "Those aren't from the same part of the
game! How do I know you didn't doctor these up?" First of all, if you
had been paying attention, you would know that I'm not Zartan. (No,
Zartan's comments look like this.) Second, you're a moron. What
you're actually seeing is Moraffware's response to animation becoming
mainstream and therefore expected. Every monster in the game does this,
so you'd better get used to it fast. Fortunately, unlike some games such
as Lufia or Mega Man 2 where you can't help but notice and
be annoyed by it, it seems almost welcome in this instance.
Such is the power of Moraff.
By pressing left and right at the same time, you can cause some of the
less assymetrical monsters to look like they're dancing. It's fun, in
a really sad, pathetic sort of way.
(Roneldo forgot to add the great promotional copy for Dungeons of the
Unforgiven:
HOTTEST SVGA EVER!! SUPERB 3D IMAGING!! Moraff's Dungeons of the Unforgiven,
Module I, updated 7/23/93: NOW WITH 3D imaging on the walls and SUPER-VGA
GRAPHICS! This stunning dungeons and monsters game contains 25 levels
of the most realistic 3D imaging ever seen in a computer game! Battle
monsters ranging from groups of flying creatures to groups of female warriors,
to water creatures who inhabit flooded sections of the dungeon! Flee from
monsters that drift down the 3D corridors in boats! This masterpiece contains
over 100 different spells, gobs of magic items, and much more. Unforgiven
puts commercial computer games to shame! A little snake provides built-in
intelligent help that is second to none! The little snake realizes when
you are confused and makes suggestions appropriately. All commands are
one-key (or one button), no typing of words or sentences. Supports Hercules,
CGA, EGA, low-res VGA, high-res VGA, Super-VGA (800x600 or 1024x768-in
16 or 256 colors), plus most Windows acceleraters!
Just fucking fabulous, really. Makes me wonder why anyone ever
makes computer games anymore.)
Below, a rundown of a few of the fearsome,
flipping foes you will face. Feh. First is the description provided by
the game, followed by our expert's own in-depth analysis.
Quick
and agile. Yes, this sort of redundancy is Moraff's way
of intimidating you. They try to make you think that, perhaps,
there is some minor difference between the two that would
warrant the listing of both. Speed is most likely an important
factor for these ferocious women, as it's quite hard to
take your opponent seriously when they don't even understand
how to properly wield their weaponry. One can only ponder
the implications of the word "lesdidian."
More
of the famous Moraff redundancy. Strong, as well as powerful.
And of course worst, worst of all, as has been said, it
has already died in some way, which logically implies that
it could not possibly be killed a second time. One might
assume that would make it a zombie, but zombies are not
widely known for being intelligent, are they? It's far from
my worst nightmare, though. I reckon that would involve
a lot more running in place. I reckon.
As
is obvious from the provided description, not even the game's
creator has a definite idea of what the hell this creature
actually is. I can understand the confusion. Note the straps,
which appear to indicate that the wings are not at all natural.
But without the wings, it would have only two arms and would
hence be rendered immobile. This just goes to prove that
even a top selling internationally known software company
such as Moraffware does not discriminate against the handicapped.
Another
one that makes you think. Who doesn't like me? The people
in the boat or the birds? And what reason could either party
have for hating me? How did the birds get into the dungeon,
and how could they be living there, if there is nothing
for them to land on? How are the birds even relevant at
all? Hey, how did the boat get down there? Are there trees
in hell? Dungeons of the Unforgiven: The thinking
person's game.
Unnecessary horizontal flipping and strange
video modes aside, the graphics in Module 1 are quite good, at least in
comparison to some of the other stuff released in 1993. Like... well I
don't know, but they aren't too bad, especially when you consider that
only about 64 colours are available to the game at any given time because
the not quite nauseating, yet still sufficiently sickening "rainbow" highlighting
takes up about 160 spaces on the colour palette, 16 are standard VGA colours,
and another 16 appear to be unused.
The later modules (if you haven't already figured it out, "module" is
the word Moraffware uses in place of "episode") are a bit of a let down,
as all of the dungeons look exactly the same, the Moraff people just rearranged
the wall graphics to be displayed with each of the game's four almost
distinct colour palettes. The effect is not totally horrible, but I sort
of expected more.
Another sign of Moraff's cheapness is found in the expanded modules' monsters,
because most of them are ripped straight out of the game's very similar
predecessor, Moraff's World, especially cheap, because those were
made originally in 16 colours, and no effort was made to "update" them.
The only real difference is that Moraff's World didn't spontaneously
reverse the graphics. Fun fun.
But why dwell on the negative? (Because this is
Zeroes Unlimited, not Charles Nelson Reilly. Plus it's like a thousand
times easier.) There is plenty to be thankful for in Dungeons
of the Unforgiven. Cheating
is very easy, once you figure out how.
The gameplay is pretty straight forward. Gee, how many times have you
heard THAT one? You walk around, fight stuff, walk around some more, immediatly
followed by more fighting. That's basically the game.
There is no treasure to be found lying on the ground or "hidden" inside
of an unlocked inconspicuous red and yellow box. Any and all treasure
must be obtained through the slaying of monsters, all of which have nearly
identical characteristics. The greatest of the treasures are carried by
the shadow monsters, identifiable by their mysteriously transparent areas.
On the whole, the game is not very hard, but at the beginning it seems
SPAMmed near impossible, even with the continued encouragement of a "little
snake," who will reward you with kind, generous compliments from time
to time.
You will constantly be confronted by the likes of level drainers, garbage
cans and holes in the floor ("chutes"), making early survival very
difficult, especially since you are only given one "life." The game saves
as you play it, and will delete your character if you die (this Shareware
version may offer to revive your character, but only after you register
the game). As Moraff explains it:
"The only protection against these dangers is to stay in the living
room and watch TV instead of venturing out into the unknown in search
of fortune and adventure."
Well put, my friend, well put. But there is one possible solution. You
could always cheat.
(Zsa-Zsa. Fabio. Popeil. Snoopy. And now, Moraff.
Gods among men so amazing they need but one name. Your quick and E-Z guide
to credibility: preface your weakest argument with "well, as Moraff
likes to say" and watch your opponents wither.)
As far as a plot or storyline goes, there is
none(1), which is probably a good
thing, because I dread to think of what sort of absurd goals would be
dreamed up by someone who's already decided walking, rainbow garbage cans
are to be my mortal enemies.
Yes, garbage cans.
These things are everywhere, and they can take anywhere from 3
to 15 times as many hits to destroy as anything else, with the possible
exception of the giant balls, but I shall focus on the garbage cans because
the giant balls aren't nearly as disturbing. (2)
These hordes of mutated, brightly coloured, boot wearing garbage
cans want to kill you. Perhaps they are angry because of the awful
paint job they have been afflicted with, that they are helpless to remedy
because they have no arms?
Moraff does not give any reason for including them in the game, contributing
only the comment "what an annoying monster." (3)
No explanation is provided for the aforementioned rainbow colouration,
or the legs, for that matter. And how does it plan to attack me, if it
has no arms? I doubt it would be at all capable of kicking me, without
falling down and spilling its valuable garbage.
(1)Zartan's
theory on the storyline of Dungeons of the Unforgiven: mild-mannered
anti-social twat hears "you play those games so much; don't you think
you could find a way to make a living from them?" one too
many times from his overbearing mother, and subsequently drops his given
name and begins releasing allegedly state-of-the-art stinkbombs on impulse
control-impaired computer gamers all over the world, thanks to a hideous
meme calling itself "the shareware concept". Your job? Stop
him before he makes a fighting game.
(2)Anyone who's
ever been exposed to more than their fair share of those "ate my
balls" pages would really have to disagree at this point. I got an
e-mail from someone asking that I link to their "awesome webpage"
that was "my style of humor" -- yes, you guessed it, sports
fans, it was called "Xena: Warrior Princess Ate My Balls". The
worst thing about those pages is the depiction of the balls themselves:
it's as if Xena, Vanilla Ice, et al are eating the sawed-off tops
of balding men's heads. Yuck.
(3)Those rainbow-colored
trash cans look a hell of a lot like the big rotating shield that protects
the delicious, sugar-frosted "MPC Cone" in the arcade version
of Tron. The proposition of being de-rezzed by a trash can wearing
rave-kid pants and Rumplestiltskin boots would strike even the most casual
of gamers as annoying. Moraff's terse, impersonal, yet deadly accurate
pen strikes again.
The
famous "garbage can," or as it is known in this particular Moraffware
game, "giant garbage can." It has made appearances in four that
I know of. Despite what the game will tell you, killing these
is the most common task in the game. Aren't you lucky!
Much
like the giant garbage can, the "can of toxic waste" has sprouted
legs. But a stunning further evolution has blessed it with arms
as well. The logical next step would most likely be a head, but
I'm probably just optimistic.
This,
ahhh... well what can I say? It's a bomb. You don't think
Moraff's a tad bit paranoid about pollution, do you? These, as
well as a host of others, including the toxic waste canister,
can poison you or inflict upon you a mysterious, unnamed "disease"
if they manage to hit you.
Okay,
I swear I did not make this up. I couldn't if I tried.
Alright, maybe if I tried really hard I could, but that's
not the point. Huh. These "druggies" come in poisonous and "diseased"
varieties, just like the other two that I said did that. Assuming
you didn't already gather that from those seemingly innocent looking
syringes.
All in all, I liked it. Enough to actually
pay for it, so I could play the full version. Registration might not be
such a bad idea, because along with Dungeons of the Unforgiven,
you'll get full versions of every other DOS MoraffWare game as
well. True, most of them are available in newer, prettier Windows versions
all on a single CD-ROM, probably with even more psychotic rainbows, but
MoraffWare has since severed public all ties to their dungeon games, meaning
there won't be a Windows release, and they're all a bit too obscure for
WaReZ SiTeZ. And the DOS games load much faster, anyway.
(ed. note: Both these .zip files have been lost to the ages. I will try
doubly hard to find them in some unspecified moment in the future --Tome)
E-mail the author
MoraffWare founder Steve Moraff, right, at
his weekly "dirty old perverted mime" class, just moments before
being mauled, savagely beaten, and later inhaled by three time
Olympic champion bicycle thief Donna Trujillo. (If
only I had some idea what this was supposed to mean...)
Yeah, really. Could someone please explain that one to me?
Back to Zeroes Unlimited.