Day 223 – Transland

This has to be one of the lesser known efforts from Origin and is the result of several Origin programmers who were learning 3D programming. It’s not a finished game as such and was released for free back in 1996. Since it’s freeware, I’ve put it up for download from https://www.pixsoriginadventures.co.uk/Transland.rar It runs fine in Dosbox although the controls are a bit sensitive if the speed gets too high.

The intro uses some well drawn black and white stills to set up the very basic story. You  just bought a spaceship then crash it and land on Transland and you now have to find a way off the planet.

The game is a 3D action/puzzle game and graphically it immediately reminds me of Shadowcaster.

Unlike Shadowcaster, the world and all the characters in it appear to be in true 3D. The world itself looks to be tile based with everything in squares but it is possible to go under and over things. There are three houses in this first world, each with a different character in them named after the type of house they are in. In RPG style they each have quests for me but I have to do them in the right order. Strawface sends me off to look for a jumper unit in Hedgeville.

Stepping on the teleporter at the back of Strawface’s house transports me to Hedgeville. This is a giant hedge maze unfortunately. I start off on a highpoint overlooking the whole thing but I have to drop down into the maze and aimlessly wander around looking for this jump unit.

There are some Little Shop Of Horrors rip off’s in the maze. I have a very weedy gun to shoot them with. There isn’t much I can do here in the way of strategy and the plants don’t actually move. I just have to stand there and blast them as quickly as possible.

After a lot of turning right at every junction, I find the jump unit. This allows me to jump up one block and I bounce my way back to the middle of the maze and return to the opening map (Startsville)

This time, the guy in the wood house sends me to Waterville. This is a strange map where I initially have to press buttons high up in the air to turn on fans. If I’m walking over a fan then I float up to the underside of the wooden platform above and can reach these buttons. Each button turns on more fans so I just have to work out the order.

With all the buttons pressed I can get up to the top level of the map. Little red dragon things are guarding the path. I can’t see any way to fight them except standing and shooting. I die in the middle of this but there appear to be unlimited lives in this game so it’s not a problem. I just start back at the beginning of the map and have to walk back up here again.

When I get to the end, there is a blue box with a panel which I can’t remove without a specific tool. I’ve seen one of these in each world so far. There is also the gun I’ve been sent to find. This gun is powerful but has limited ammo.

I head back to Startsville once more and the final character sends me off to Iceville to find the panel remover.

Iceville is the most dangerous of the worlds. I can swim across water but I take damage rapidly while I’m doing so. This makes getting around here problematic as the ice is split into floating islands.

After some exploring, I find the panel remover hidden away in a recess.

While here I take the opportunity to use it on the panel and flick the switch that is underneath. I learn that I have to do this in all the realms to restore communications.

A few trips later and I have the communications hub working.

And that appears to be the end of the game as far as I can tell. I can still walk around the world but I’m out of quests.

I finished this game in 20-30 minutes so there isn’t a lot to it. It’s a bit of fun and more polished than I would have expected, considering what it is. It could have done with some sound. I notice the game has a sound config file at any rate but there are no instructions on how to set this up so I just got silence. I couldn’t exactly recommend this game to anyone but I enjoyed playing through it while it lasted.

That just leaves one final Origin game, F-15.

Day 222

I’ve spent a good few hours ploughing my way through Longbow 2’s campaigns today. Most of the missions have similar structures to those I’ve mentioned earlier with reconnaissance and attack objectives, although you do occasionally get something a little different thrown in. The first of these was supporting ground troops who are advancing to a set position.

This is basically an escort mission where I have to keep my forces alive. The tanks look quite nice and throw up a plume of dust as they advance. You even get to see them fighting it out with the opposition if you let them get close enough.

This turned out to be the final mission of the first campaign.

There is a brief cutscene showing a Longbow, entirely unnecessarily slicing off the tail wing of a downed enemy chopper.

Then it’s straight back to base and time to pick another campaign. The second campaign is rather boringly set in exactly the same map and scenario, except I’m up against Russian equipment this time.

I do get a mission sort I’ve not flown before and this is probably the only mission I fly in the Blackhawk in all 3 campaigns. I have to fly behind enemy lines and drop off a surveillance squad.

A number of missions later and this campaign is also over. From my point of view it made little difference being up against different equipment. I expect I would have noticed a difference in expert mode and it would have been harder but it was basically more of the same in easy. The final cutscene is almost identical although with a different helicopter and it’s slightly extended.

That just leaves campaign number 3. This is where CD #2 comes in and it actually has an introductory cutscene showing a news report which states that Azerbaijan is being invaded by the Iranians. We, of course, have to go in and kick them out again.

This final campaign comes with a new menu screen and a new set of textures. Several sets in fact as it often pauses to decompress a new lot at the start of a mission.

The textures are certainly greener and overall an improvement on what I’ve seen before, although still horribly lacking in detail close up. The main difference is the terrain is nowhere near as flat and there are mountains all over the place. This makes flying a lot more challenging, even in easy. In expert mode, I have little doubt that this campaign would require some serious skill and strategy.

The other main difference is that it seems to be much darker at night, forcing me to use my infra-red. The game definitely looks better like this with the darker graphics masking the lack of detail.

The campaign missions are the same sort of thing for the most part. I do get a couple of missions like the one above where I have to laser a target so that a bomber can come in and destroy it. There are also some patrol missions where I just have to protect an area for a given amount of time. It’s all variations on a theme really but it probably represents everything you would have to do as a pilot in a real conflict.

Near the end of the campaign, there is a news report saying that we are close to capturing the strategically critical town of Stephanakert.

And a couple of missions after that the final cutscene to end the game where we capture the town and the Iranians surrender.

Longbow 2 seems to me to be a game that deserves to have a lot of time spent on it, by someone who is more interested in flying helicopters than I am. I honestly think you could spend months mastering this if you were prepared to put the effort in and I know I’ve only scratched the surface of what it has to offer. I’m impressed with the overall realism of the simulation in every aspect. If I was to be critical, I think the biggest flaw I can see is that I never got a feel of how the overall battle was going. There were text briefings giving the status of certain enemy units but I’d just like to have seen the overall objectives more clearly. I felt like I was blindly flying missions with no idea of whether the end was in sight or not. I expect a pilot would be little wiser in a real war so it’s not a big deal.

The graphics in the game grew on me a little once I got to the final campaign. For it’s day I’m sure they were about as good as it got. It’s an impressive game all round, but not one that holds much appeal for me which is unfortunate since I still have another simulation to play in F-15. At least a jet fighter sim will be a little different. After playing Longbow 1, this did feel like more of the same.

Next up, it’s going to be a game that almost slipped through the net: Transland.

Day 221

Right from the start of Longbow 2, anyone who played the first game should be immediately familiar with it. The base appears near enough identical to the original and serves as the main menu. There are the same options available from here for training, instant action, single missions and the campaign mode. For the purposes of “completing” this game I’ll be concentrating on playing through the 3 campaigns.

Before I do that, I have a go at the remaining training missions. First off I try out the second new helicopter which is the Kiowa. This is a reconnaissance helicopter but it does have a reasonable amount of firepower being able to carry a couple of missiles + rockets. While on the mission, I take the opportunity to fly in close to a building to have a look at the graphics. The detail on the tent here isn’t too bad even this close up but the ground textures feel extremely blurred. I suppose this game probably ran on a first generation 3dfx so it’s perhaps unfair to be too critical but I’m not sure the ground doesn’t look worse than in Longbow 1. I know other people have praised the graphics in the game so I perhaps needed to play it at the time to appreciate it. I can’t help but feel that I’d rather have less object detail and more on the ground since you never really get too close to anything if you are flying properly.

I then move onto the Longbow training. I struggle no end to get into a hover in this, not being helped by my forgetting to calibrate my joystick before I start. You forget about having to do this every time after getting used to using modern joysticks for a while. Flying the helicopter itself is much the same but the systems are extremely complex. The instructor takes over flight and then precedes to talk at me for 15 minutes non stop explaining the systems with so many acronyms my mind switches off after the first few minutes. I do gather that this is a brief introduction and he will be going into the weapons systems in “excruciating detail” in the next lesson. Suffice to say, I skip the next lesson for the moment when the torment finally ends.

The town we fly over in the mission is about as detailed as the scenery gets. The buildings look ok but the ground is flat and blurred and I don’t get a feeling of realism from it. The helicopter itself handles as I would imagine a helicopter should but the ground only starts to look any good if you put on some height, and that is something you will never do when flying combat missions.

With the training mission complete, I head back to the campaign I started the other night. The scenario is something to do with us repelling a hostile invasion of a fictional country. There doesn’t appear to be any attempt at story here and there are no cutscenes or anything to introduce the campaign. The three campaigns, no doubt take place on different landscapes but the main difference appears to be the hardware you are facing. In this first campaign we are up against US technology.

There are a load of options from this campaign screen, and I gather I could change the mission around if I felt inclined to do so. While I’m out on my mission, other wings are also going after their objectives so there is a whole battefield represented in the game. This battlefield changes for the next mission depending on what you do and how the other wings get on and the campaign will therefore be different every time.

This is my first night mission, flying a Longbow. For the sake of getting a couple of decent screenshots, I’m up at height and the light effects and ground look excellent from this position. I can’t help but feel that this engine would be much better suited to a jet simulator where I’m further off the ground. There is a definite beauty in watching my missiles light up the landscape from a distance

There is a satisfying plume of smoke left from destroyed targets. Destroying the targets is extremely simple in easy mode and can be done at some distance with little risk. The main issue is avoiding SAM’s on the way to the target. Ignoring the waypoints and flying around the edge of the battlefield seems to be the best approach. The flight dynamics are definitely different to those I trained with and are fairly laughable in this mode. No matter how steeply I bank and turn, my height is fixed unless I change collective and it certainly takes all the skill out of piloting the helicopter. The alternative if training was anything to go by is constantly adjusting collective in a useless attempt to maintain the same height. You really need a throttle control if you are going to play it this way as the + and – keys just aren’t sufficient.

There is an awful lot of speech in this game while you are in the air and I’m constantly hearing what the other teams are up to or where my co-pilot has spotted targets. This is all extremely well done and sounds very natural, especially after my recent playthrough of Super Wing Commander. The game certainly can generate a good atmosphere and I can see why it is so popular with flight sim fans.

I play a few missions through. They are mainly to go out and destroy some targets, although the briefing for my final mission is to escort ground forces which sounds a little more interesting. I’ll be playing that one next and will attempt to carry on and play through each of the campaigns today if time allows. I’ve no idea what to expect from each campaign but I’m assuming they will be fairly brief given that with the difficulty options I’ve set, my side has the advantage.

I get the distinct feeling that I’ve seen more or less everything this game has to offer already. I may struggle to find much else to say about it in the next post if this is the case, but I still haven’t used the games second CD so there must at least be some different landscapes to fly around. I would very much have liked a story driven campaign but I can see why they would go for this dynamic mode instead and it would certainly give the game longevity. From my point of view, I’m not really after longevity and am playing this purely because after playing 60+ Origin games, I’m not going to skip the last 2. Playing this in easy mode, I’m certainly not going to be able to offer anything in the way of a serious review. I’ve seen this described as the best helicopter sim ever made on numerous occasions, and other than graphically I can’t think what else there would be to improve on from what I’ve seen. I’m clearly not the target audience but I’m still enjoying playing this as more of an arcade game. If you like your sims, I don’t think you could go wrong trying this if it wasn’t so ludicrously difficult to get running on anything other than it’s target hardware and operating system.

Day 220 – Back To Longbow 2

This is going to be a short (and mostly off topic) post as I spent nearly all of the time I had yesterday getting my Windows 98 PC up and running correctly. The single biggest problem with this was getting files onto it. It has a network card but I don’t remember the model so I haven’t been able to locate drivers for it. This means no Internet and no network drives. I’m so used to just plugging in a memory stick and having it work, that it’s something of a shock to go back to needing drivers for those also. In the end I managed to find a generic USB storage driver and transferred it across on a CD-R (since the drive also can’t read DVD-R’s). This driver failed to work with everything except my PSP so I’m having to use that to transfer files across which isn’t entirely convenient but it works.

My Thrustmaster joystick is one of the old 15-pin variety so I didn’t need to find drivers at least. It offers a lot more movement resistance than I’m used to. It’s the standard Thrustmaster arrangement with the 4 buttons + POV hat and screams 90’s quality despite the £3.50 price tag. It was still new and unused and came with a free copy of Tomb Raider of all things. Why you would give a copy of Tomb Raider with a flight sim joystick is anyone’s guess although it’s actually one of the games I’d quite like to play now I have a DOS PC with Glide so it works out well for me.

3dfx drivers are still readily available and there appears to be something of a 3dfx fan club out there all these years after their demise. The motherboard in my PC was made by MSI and they actually still have the Win 98 drivers for it on their website which is excellent customer support. I wish other companies would take a note from this. Creative Labs spring to mind here as I can never find their drivers when I want them.

Finding drivers for the Voodoo 3 went smoothly enough only for Longbow 2 to still crash the moment I started trying to fly. My first thought was that it was a problem with my 3dfx drivers so I tried installing a couple of other games like Prophecy and Starlancer and they both worked perfectly. It’s good news with Starlancer anyway as my last attempts to play it didn’t get very far.

It turns out that Longbow 2 is so unfriendly to modern PC’s that it didn’t even like the PC I’d built. Specifically, it won’t run if you have much more than 256 MB of RAM (I have 512), at least in Windows 98. There is however a fix for this if you add:-

[Backdoors]
HEAP_PERCENT=0

to the file CA.ini. A big thank you to the definitive Longbow installation guide at http://digitality.comyr.com/speichts/lb2/index.html for this one.
After that one change everything is working near enough perfectly. By way of testing it out, I replayed the basic flight training + the Blackhawk training. The shifting texture problem that I mentioned with the Glide wrapper was not anywhere near as evident using the real hardware. In fact there was a hard to describe difference with the graphics in general. They appeared more blurred which possibly helps with the lower textures rather than detracting. Better or worse, it does go to show that emulation is never quite the same as the real thing.

I went on to play the first of the campaign missions. There were 3 campaigns to choose from and I could give a maximum length to each and adjust each sides advantage. Suffice to say, I’m making things as easy as possible for myself. As soon as I took off, I realised I didn’t really know what I was doing as I was put into a helicopter that I’d not done the training for. Thankfully, it was a reconnaissance mission and I just had to fly to a waypoint which I managed easily enough. In fact, the helicopter felt a lot easier to control than in training. I’m not sure at this point if that was because of the easy difficulty or just because it was a different helicopter.

Since everything appears to be running well, the last thing I did was install Hypersnap so I can get some screenshots. I was surprised to see it has Windows 98 support but it will come in very handy from here on. After all the messing about getting this game up and running, I’ll finally get to have a good session on it today and start writing it up properly in the next post.

Wing Commander 1 & 2 : The Ultimate Strategy Guide


The first book 2 books, I’ve looked at in the last 2 days didn’t take much reading. This is an entirely different kettle of fish with the book reading as a novel almost from start to finish. It’s spread out over 300 pages with the first 220 pages covering Wing Commander 1, Secret Missions 1 & 2 + Wing Commander 2 and the remainder of the book being dedicated to interviews and the story of how the game was devloped.

It was published in 1992 by Prima and written by Mike Harrison. The name may not be immediately familiar but he is described on the back cover as the person who wrote the Claw Marks manual in Wing Commander making him an excellent choice for this. In the book itself two other people are credited with that manual so I guess he must have contributed and/or managed rather being the primary author.

The book is written from the viewpoint of Lt. Colonel Carl T. LaFong, a 73 year old retired Conferderation pilot who flew all these missions in real life before a guy called Tristan Roberts decided to base his next bionetic holo-vid on his experiences. It starts off with 50 pages or so with Lafong’s life in the Academy before joining the Tiger’s Claw. It reads quite well as a novel but also introduces basic tactics that you may want to use in the game. Lafong is in the same class as Maniac and to a large extent, the storyline throughout the book concentrates on his relationship with Maniac. Maniac starts out brash and unorthadox before gradually maturing and attempting to conform before breaking down altogether. It’s curious that Maniac is seen as such an important character as he played a very minor role in all these games, before becoming the irreverent sidekick in WC4.

After the academy it gets to the missions proper. Each mission has 1 or 2 pages describing what occured, still written as a novel with a map of the mission and a little side box containing notes. It’s at this point that the book flounders if you are attempting to read it as a novel. If you can imagine trying to describe each mission in detail, over and over you will soon run out of ideas and it inevitably becomes extremely repetitive. However, if you are just reading it as a one off to get help on a particular mission, it works reasonably well, although I’m not sure that there is much more benefit from reading the text in most cases. It does give some tactical advice at times but Wing Commander isn’t the most tactical of games. After the end of Wing Commander I, the author admits as much in a side panel and for the remainder of the book, the mission descriptions are briefer and always on a single page, with less story.

After each series of missions in a system, there are a couple more pages of storyline, which are far more entertaining than the missions themselves. I found myself skimming the mission reports and concentrating on these. Wing Commander I did of course feature a branching storyline. The guide gets around this by saying that these missions did occur but were either flown by pilots on other ships or other pilots on the Tiger’s Claw and presents their reports for the missions. These storyline segments also drop off in frequency after WC1 and it makes the rest of the games feel rushed by comparison, although there is still plenty there if you just want a mission guide. For Wing Commander 2’s non-winning path missions, however all you get is a few pages with maps of what enemies to expect with no text whatsoever.

The storyline of the book doesn’t always follow the winning path for WC1 and keeps a middle line of success and failure. This helps the narrative as you can’t have a hero who never fails. As a sample of the content, I’ve attached the pages from the final part of the Vega campagin below:-

This format comprises the vast majority of the book. The more interesting part of the book though, comprises of an interview with Chris Roberts and then a longer section on the making of Wing Commander. I’ve attached scans of these in full below:-

Chris Roberts Interview & Making Of Wing Commander

This lengthy section tells you everything you could want to know about how Wing Commander came about, and gives some insight into working for Origin in the early 90’s. When I read this the first time I was  particularly intrigued by the lip-synching in Wing Commander. I wonder how many people even noticed this. It does show the effort for extra detail that goes into a game although if this sort of thing gets through, I can see why a producer would have to step in at some point and just decide to stop adding things and publish the game. It’s also interesting that for a large part of the development of such a cutting-edge product it was a very small team actually working on it.

All in all, this is a decent read for a strategy guide. I can’t imagine many people would actually need a guide to get through Wing Commander so it’s just as well it has more to offer than a straight walkthrough. The interview sections at the end would be reason enough to buy this at todays prices. Since I’m putting it up for free, it’s certainly worth reading through the scans above if you have any interest in Wing Commander.

I’m quite enjoying reading through these books but my hardware has arrived quicker than expected so it should be back to Longbow 2 next, provided I can get everything working correctly.