superjamie

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  • superjamie
    Participant
    in reply to: Burntime #4955

    I was going to suggest this game as well.

    You get an overhead world map like with locations (places, villages, and cities) and an opponent.

    You can enter individual locations and take them over, you need to clear out hostile combatants and talk others into joining you.

    You collect items and can build better weapons, water pumps, or I think trade things that other people had. I remember it was very luck-based as to whether you’d get useful items. Sometimes you just had to give up and restart.

    I think if you take over all of the locations around a city, then you can take over the city too. If you take over all the cities then you win. However I never used this method. It was very long and also some of the locations are radioactive so it’s difficult to go there without dying.

    The other way to win is to wait until the opponent is at the end of a map path where they can’t circle around to a city, then take over all locations along that path so your followers block the opponent from hunting food or getting water. Eventually the opponent starves to death and you win.

    I’ve read that the 1993 Amiga version featured the opponent as a character you could actually meet in a village and fight. That was removed for the 1994 DOS version, presumably because hiring some muscle and making a beeline for the opponent could result in some very quick wins.

    Max Design GmbH generally made strategy/management games with much larger scope than this (1869, Motor City, The Clue) but Burntime is surprisingly compact.

    From what I understand there’s hotseat multiplayer as well?


    superjamie
    Participant
    in reply to: Who uses real hardware? #4932

    I still have a DOS-capable PC in the garage (PII300 or so) but the last time I set it up in about 2010, it was a big pest.

    Figuring out the right combination of CONFIG.SYS and AUTOEXEC.BAT for different soundcards and games was so time consuming, by the time I got one or two things working I was fed up with it.

    In particular I remember Boom (the Doom source port) needed some really fiddly unusual setup, perhaps due to using the Allegro library for graphics and sound.

    I’ve also seen opinion that the op-amp ICs on old soundcards have started to degrade now, so listening on a genuine Soundblaster can sound a bit muffled. I’m not sure how true this is?

    These days I am very thankful for DOSBox and generally for emulation.


    superjamie
    Participant
    in reply to: Chris Sawyer’s Locomotion #4907

    Locomotion was started as a successor to Transport Tycoon, but then Chris got distracted with the Roller Coaster Tycoon series.

    He later went back to Locomotion and used the RCT2 engine for it.

    It wasn’t very well received, apparently reviews thought it was too old-looking and old-playing for its time.

    Chris did almost all the work on the game. The graphics are by Simon Foster who did the art in the earlier TT and RCT games too. Music was mostly by Allister Brimble who has game music credits a mile long.

    https://en.wikipedia.org/wiki/Chris_Sawyer%27s_Locomotion

    https://locomotionwiki.fandom.com/wiki/Chris_Sawyer%27s_Locomotion

    https://www.mobygames.com/game/chris-sawyers-locomotion


    superjamie
    Participant
    in reply to: Hello! #4879

    Heya. I’m in Brisbane, though I grew up around Byron Bay, plus lived in Perth for a bit, and I go down to Tassie a bit too.

    My favourite Hugo canon is definitely the huge pixel-art David P Gray on the registration screen of Nitemare 3D lol

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