____ ________ ________ ____ ___ __ _____ ____ ________ _\__/__\__ /_\__ // _/___ _/ _//___/ \___/ /_/ _ \__\__ / _ _\ / _/ // _/ / ___/ // \_ / / / // _ / _/ / _ \// / \ \ \ \ \/ \ / \ / \ \ / \ \ \\/ / / / / / / / _/ / \ / / / / / / +-\____\___/ /\__/ /\_______/\___\____/\_____/____/\__/____/__/ /--+ | \____/ \____/ \____/ | | | | « i R R E G U L A r r E V I E W » | | | | | | Your favourite irreverent rapscallions are back. | | Demo reviews, music reviews, game reviews (!) | | and for once... some 3rd party input. | | | | | | IRREGULAR REVIEW #4 - HÄCKEN FULL! | | | | Text by Slummy, Menace & H0ffman | | Soundtrack by Juice | | Splash screens by Jok & Prowler | | Original font by Adam | | Code + font hack by Slummy | | Ascii artistry by H7 & Yop | | Keyboard handler by Stingray | | | | ________ ____ __ ____ ____ __ | : __\__ // _/___/ ¯¬\___ _\__/_/ _/___/ ¬\ _____ : | _ / _/ / ___/ / / /_\ / ___/ / \_/ / _ | | \ \// \ \ \/ / / \/ / \/ \ / \ \\/ / | |_________/ _/ / \ / / / / / _________| |/«»\__ \__ /\____ /\ _/___ \\____ /\___ /\__ /,«\| ·¯¯¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ \___/H7/dS!¯¯ ¯¯¯¯ ¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯: Use _arrow keys_ and _space_ / _enter_. _ESC_ to exit. _Editoria_l Irreverent Rapscallions _Bestness Evaluation_ The most bestest charts _RetroKom_p / _Load Erro_r A seriously busy party! _All the other prods_ Not _everything_ was released at RK/LE _COMPO TRACKS_ Good readin' for your ears _Coders' Opinions_ Not just pretty faces! #_Menace_# Issue 4 of Irregular Review has been my most irregular one yet. Long story short, it's been a real stressful time personally, and time to poke around with projects has been super-scarce. Like, non-existant. Extinct. Don't go into middle management, kids. Stay in school, keep your heads down, and avoid responsibility at all costs. Thanks to my awesome co-editors who have been super cool about it, and allowed me to totally slack off for this edition, contributing very sparingly. Don't worry (or worry?), I'll be back in full force with a lot of that dry wit and those spot-on observations that you have come to love, oh so much. Being a part of the scene has given me so much in my life, has led to me meeting so many amazing people, has led to so much laughter, enjoyment, so many great moments, and has informed so many situations in my life outside the scene. I love to be able to give something back, whether that is by making sure everyone gets their files out there over at scene.org, through the multitude of things we do over at demozoo.org (stop by for the weekend of screenshots, december 15-17th!), helping organize demoparties like Solskogen, or occasionally put out the odd production like Irregular Review. Hope everyone enjoys this edition. If you do, it's mostly due to Slummy and H0ffmann. ##- Menace## <#_Hoffman_# Back again for another issue and it feels a bit more comfortable this time round. This has been massively helped by some absolute gems which have been released since last time. We're digging into tracker compos from Solskogen, Evoke, Datastorm Summer, Riverwash, Deadline, Retro Komp / Load Error, TRSAC and Capacitor. There is even a tune from arguably the most famous Amiga musician of all time!. No bonus tune this round but instead I'd simply suggest to take a look at the fantastic soundtrack supplied by Juice for this issue which _should_ be on the disk. It is written in the weirdest way I've ever seen to provide one of the laziest and loosest shuffle beats I've ever heard from a tracker. Not forgetting also that it's slick as f**k. If you wanna get in touch, you can use that archaic mechanism called email, ianhoffmanuk@gmail.com, which at least can still be done on an Amiga. See you next time! ##- Hoffman## <#_Slummy_# After the _huge_ amount of reviews in issue 3 I wanted to make sure we got this one out a bit faster. Considering that we've reviewed ##more than 40 prods## that have cropped up since the beginning of September it seems that was a good idea. RetroKomp / LoadError was a particularly busy party so I think they'll get their very own section this time. (It was also fun to receive "We're making something you can write about"-messages from several groups prior to that event.) Also, a big Thank You to everyone who contributed to the brand new and _very_ _exclusive_ Coder's Comments section! Why so exclusive? Well, while it was really nice to get in touch with everyone and the result was (imho) really good, the hustling for quotes felt a bit too much like work for us to do it every issue. I also think it's good to switch stuff around a bit to keep the process interesting for us (and hopefully for you as well). On that note, I'll stop even _considering_ to review every game project we come across. Setting it up and actually getting a feel for the gameplay takes too much time and I'm not qualified nor interested enough to do it diligently. I've been really impressed by the number of games & previews that have appeared in the last year or so. The gamedev scene is a lot more active than I expected and some of the things they're working on are of high quality as well! And the #demo# scene doesn't seem to be doing too badly either. While there's still some same-same'y prods being released I get the impression that we're overall seeing more character and willingness to experiment a bit. I'm willing to state that _at_ _least_ half of the releases reviewed this time are worth checking out for yourselves! And finally, I'd like to thank #Juice# for the smooth Barry White Xmas'y magtune, #Jok# for the beautiful scrolling winter landscape, and #Prowler# for the use of his great RK/LE compo pic. Now then, while I've enjoyed working on this issue I'm _really_ looking forward to doing something else for a while! #See you next time!# ##- Slummy## < _Credits_ Text #Slummy, Menace & H0ffman# Soundtrack #Juice# Splash screens #Jok & Prowler# Original font #Adam# Code + font hack #Slummy# Ascii artistry #H7 & Yop# Keyboard handler #Stingray# #_The Glitch_# and #_The Wave_# by #_Broken Cube_# (AGA / 040+) With these two intros (released at Riverwash and RK/LE) Broken Cube are responsible for 100% of the AGA 4ks this year (at least as far as I've been able to gather). That's quite an accomplishment in itself! Quality-wise it's quite far from the best in class though. The tech amounts to some 3D (cubes and a distorted grid respectively) but I do like the glitchyness and slight variations (a hell of a lot better than static rotations that become boring after 10 seconds). The audio might not be all that complex either but I do enjoy the raw quality of the sound. The main drawback in both releases are the color schemes which channel the muddiest coder colors from early 2000's 3d intros. ##- Slummy## #_Impsbru_# by #_Proxy_# My first reaction was that this was unfinished crap and that I didn't get the concept at all. Three minutes (and a visit to github to check the game controls) later I was really into it. This is a puzzle game, or perhaps an editor for creating puzzles for a game? You build isometric "impossible shapes" which function as roads for a small red cube which you then try to maneuver between two different points. Depending on who you are this might not sound all that exciting but at least for me it turned out to be quite fascinating for the short while I tested it. Implementation-wise the ##Demented Freeway Construction Kit## also seems quite good. Granted, the lack of in-game instructions (as far as I could see) is a major letdown when trying to work out the numerous keyboard controls, but otherwise the game is nicely designed and presented in consistent simplicity (so simple that it has no sound). There are some screen glitches from time to time but I had no real issues playing it on A500. There's one thing though. Having played around for a little bit I really started to miss some sort of actual game element here. Perhaps a challenge to complete levels within a limited amount of time - or some other factor for measuring your skills & adding stress. Other than that it's all cool and I can understand why this came 2nd in the densely populated gamedev compo at RK/LE (highest of all the Amiga entries). Recommended if you like puzzles or just some basic isometric doodling, although we hope there'll be a final with more game in the game. ##- Slummy## #_Amibox_# by #_Leon_# and #_Phibrizzo_# Supposedly another puzzle game but I couldn't get it running at all. ##- Slummy## <#_The Test_# by #_Dreamweb_# (A1200) This hasn't been released so the impressions are only from the compo live capture. For once it's an ever so slightly larger production from the guys who usually entertain us with their neat exe-graphics entries. I suspect some of the same vector tech is used here and it's nice to see it in motion as well. The content amounts to an increasing amount of scrolling buildings and a fat thundering sound signalling the imminent arrival of a large reptile from the Asia-Pacific region. We hope to see more of it some day. ##- Slummy## #_Applejack Pack 2_# by #_Void_# (1MB chip) So, while the first Applejack was an intro- pack, the second one is a music collection (or single-file music disk). I like this turn of events as it gives us more new content instead of just a menu slapped on top of intros we've already seen (the one in AJP 1 wasn't all that exciting either). Content-wise it's pretty much straight out of 91 / early-92 with regard to both visual content and music style. It's quite minimalistic with a static menu and a bouncing scroller, as well as a simple scope that pops up when you hit F9. The tunes from Maze aren't necessarily something I'll remember for a very long time but it's a nice & varied collection spanning from a novelty Gummi Bears track & accordions to several more classic-sounding pieces that could easily have appeared in intros and pack menus back in the days. It's packed with charm and that's what carries this release, from the non-ironic oldschool logo fade to the candy-on-black main screen. It's made with proper enthusiasm and that shows. It's a shame that it requires 1MB chip and has a bit of scroll stutter and scope flicker on a regular 68000, but that's no dealbreaker for something as friendly as this. ##- Slummy## #_Coffee_# by #_Y-Crew_# What do we have here then? Well, it's your typical laidback tribute to coffee featuring... lots of scrolling clip-art'ish pictures of kettles! Style-wise this is a cousin of some of the stuff groups like Melon & Movement have done in the past, but #Coffee# is perhaps a bit less playful and tongue-in-cheek (or plain random) than what those guys were up to. Transitions are nicely composed but sometimes feel like they're advancing too slowly. At least once I caught myself thinking "Yes, I see where you're scrolling, just bloody get there will you?" That said, there's no bad content here, just a pacing that doesn't always agree with me. There's also no "real effects" this time around, but that doesn't matter. The stylized vector coffee pouring, smoke rising from cups and falling coffee beans, together with a small stop-motion animation of a spinning keetle, are all really charming! The same goes for the typography, the mellow tune from Optic and the overall consistency of the whole thing. So, while it's in no way mindblowing, if you're up for a bit of laidback nonsense on the old A500 then you could do a lot worse than this one. Y-Crew always delivers consistent & well-crafted little packages and this is no exception. ##- Slummy## #_CrapTro 4: Don't let craptro win the compo_# by #_CrapTeam_# ##And the people did not let craptro win the compo (it got 4th) and everything was good.## That said, this craptro is actually more enjoyable than one would expect. It's definitely a step up from #Craptro 3# which felt like a bad rehash of #Craptro 2#. It's simple effects done in Amos Pro but even though it's minimalistic it's not badly presented. Things progress at a reasonable pace, the sync ain't bad and it has none of that "Intentionally Crap Handdrawn Lamergraphics" I always fear when starting up an ##SPSP (self-proclaimed shitty-prod)##. The soundtrack is also quite entertaining. To conclude: it's crap, but less crappy than a lot of other crap. ##- Slummy## <#_Crazy Priest Extra_# by #_Sordan_#, #_Aszu_# & #_JMD_# (2MB CHIP / 020+) Crazy Priests make for great characters! Take for instance that guy in Braindead, the zombie-splatter comedy Peter Jackson did before he got into Hobbit travelogues. He was throwing kung fu punches and tearing the heads off of zombies while spouting awesome lines like ##"I kick ass for the lord !"## Now, imagine someone like that who's also a distant cousin of Bomber Man and hangs out in oldschool labyrinths filled with tiny monsters, traps and treasure. Yeah, that's who this game is about! Just as with some other Amos productions this one also forced me to hunt down esoteric libs that weren't bundled in the package. I did eventually get past that hurdle and got to play it a bit, so let's break it down: #-# It feels quite complete and "finished". Nothing seems missing and it doesn't have any smell of Eau De Preview. #-# Simplistic but consistent in-game graphics. Full-screen graphics are a bit coarse but do the job. #-# Fun sound effects! #-# I'm not sure if it's due to his robe or his tiny-tiny feet, but Crazy Bomberpriest is annoyingly slow. Perhaps there's some sort of turbo-boots to be found somewhere but I didn't manage to for the short time I played it. #-# Some decent (if not terribly innovative) level design. I suspect the multi-player experience might be a lot more fun, but I'll also admit to not having had the patience to give single-player a proper try-out so my opinion there might not be something you should care about.