davetansley

joined 1 year ago
[–] [email protected] 17 points 1 month ago (1 children)

I did try running Plasma on Mint, but it was never quite as good as on Fedora or as smooth on Mint as Cinnamon.

Honestly, I think I just like the simple uniformity of Cinnamon. It's dull and predicable, but really, really solid.

[–] [email protected] 51 points 1 month ago (3 children)

Switched to Linux Mint about three years ago after being unable to take my perfectly good laptop from W10 to W11. Dual boot firstly, quickly becoming entirely Mint. It just worked. It was the first Linux distro I'd tried in about 20 years that I didn't mess up in a week or so.

Recently bought a new laptop and decided to distro hop. Tried various flavours of Fedora, and a few others, but ultimately came back to Mint. None of the others worked quite as well as Mint does for me (though I really liked KDE Plasma, and Gnome surprised me once I finally discovered extensions!)

[–] [email protected] 8 points 1 month ago

For some reason, Mint doesn't provide access to the power profiles out of the box... no idea why. I just install a Cinnamon applet called "Power Profiles" and it gives me the same systray switcher as Fedora.

Fresh install of Mint was giving me about 2 hours battery life. By switching to Power Saver profile, I can get up to about 6-8 hours. I mostly only need to go to Balanced or Performance when gaming.

[–] [email protected] 11 points 3 months ago (1 children)

No idea if it's related, but I see similar behaviour (the not loading, rather than the error message) whenever Firefox requires a restart for an update. It doesn't make it clear this is what is happening, it just stops loading web pages in existing tabs. Only if I open a new tab does it show the "Restart to keep using" message.

I've spent far too much time diagnosing network issues without realising I just needed a restart :)

[–] [email protected] 0 points 5 months ago

Threads. We were shown it at school, about 12 or 13, told we should see it because it might happen. Didn't sleep a full night after that until 2005.

[–] [email protected] 20 points 6 months ago (3 children)

I'm starting to think that we need to see AI research in the same way we see biological weapon research - a visit from a SEAL team or a cruise missile for any identified laboratory. Smash the disks, burn all the print outs!

Okay, this is hyperbolic and unrealistic, but I agree with this lion-maned YouTuber - we are really not ready.

AI as a tech is game changing, but it practically demands at least UBI (and probably some form of socialism) as a prerequisite. We, meanwhile, are still electing conservative governments! The same arseholes that will label the legions of unemployed artists, actors, musicians, coders, admin assistants etc etc as lazy and cut their benefits.

Does anyone truly believe that a tech that can replace half of human jobs is going to create happy outcomes in today's society? Or will it just make tech-bros and scammers richer, and virtually everyone else poorer?

[–] [email protected] 11 points 7 months ago

It's the normalisation that disturbs me the most, the gradual slide into what would once have been seen as abhorrent.

Show some of the headlines from just this last week to people in 2015 and I expect most would recoil in horror. The GoP's presumptive nominee openly using racist dog whistles; a court case where the judge warned jurors to never reveal their identify because of the fear of reprisal from the GoP nominee and his followers; the raw fact that he sexually molested a woman in the 90s; his instigation of civil war on the border in Texas... To name but a few.

All of this stands shoulder-to-shoulder with articles discussing his political prospects, his strategy to win over voters, how he is polling among white, middle-class women... as if he is in any way a normal candidate.

We need to take a step back, to think about what is happening here. Sadly, the very people who need to listen are the very people who can't listen, people for whom any negative discussion of this candidate would merely serve to strengthen the narrative and reinforce the reality they've conjured into being.

There would seem to be no way out of this situation that won't take decades, and which doesn't stand every chance of being derailed whenever an election goes the wrong way.

 
 

I'm not normally one for themed, seasonal gaming... but Halloween seems to lend itself particularly well to playing a particular type of game.

So what are you playing this spooky season?

This year, I'm playing through Castlevania: Dawn of Sorrow (DS version, via the Retroid Pocket 2S). It's not the spookiest entry in the series, but has enough creepy castle exploration to fit the bill.

[–] [email protected] 2 points 11 months ago

I love and hate the feeling in Animal Crossing that the world has just continued existing without you for the last 18 months that you haven't booted it up. Feels like visiting old friends... but old friends that thought you were dead or something.

[–] [email protected] 1 points 11 months ago (1 children)

Yeah, it really was amazing to play blind. We especially enjoyed the DLC... when we first realised what it was all about, it nearly blew our minds!

 

(Saw this question asked on another popular link aggregation website and it got me thinking)

If you could play one game for the first time all over again, what would you choose? This might be because you want to do it all again, or because you don't think you got enough out of it the first time. It could be experiencing the game exactly as you were back then, or experiencing a game with what you know now.

For me, it's Legend of Zelda: A Link To The Past, experienced exactly as I was back in 1991.

Nothing comes close to how jaw-droppingly amazed I was by that opening sequence. The epic orchestral score, the cinematic rainstorm, creeping around in the dark... it was a generational leap above anything I'd played on 8-bit computers and consoles, and even the Megadrive. I'd love to play it again without thirty plus years of Nintendo/Zelda knowledge, or without knowing about the dark world.

 

cross-posted from: https://lemmy.world/post/1312535

Some games arrive right on time, while some games arrive later than they should... but some, a rare few, arrive way too early. Like Micronaut One.

Micronaut One, loading

You've probably never heard of Micronaut One, and with good reason. It was a single platform, 1987 title that was released with little fanfare and to modest acclaim, on a platform largely only popular in Europe. It wasn't a sequel itself, nor did it generate a sequel or a franchise. It simply arrived, enjoyed a moment in the sun, then disappeared...

To my mind, this is a great shame. Not because Micronaut One was an amazing game (it was more technically intriguing, in my opinion, than amazingly playable), but because Micronaut One was so far ahead of its time that it deserves to be more widely known.

Even without digging into the finer details, Micronaut One sounds surface-level impressive. It is a first-person, solid 3D science fiction game, on the ZX Spectrum, of all things. In it, you pilot a craft around the winding, intersecting corridors of some great ship, manipulating the energy levels of various computer nodes in an effort to stop an overload.

As you travel around, you encounter various fauna that inhabit the ship with you. These mostly take the form of "Scrim", an insect lifeform with a three stage growth cycle - from invulnerable eggs, to creeping larvae, to egg-laying flies.

If you fail to destroy these creatures, they inevitably mature and start forming webs that block the corridors. Eventually, you'll find your route between the overloading nodes is impossible, and overload will be imminent...

A scrim and a security droid

If you know the ZX Spectrum, you can see that it's already pretty ambitious. It moves at a nimble pace in flawless 3D, looks great for a Spectrum game, and has a compelling game loop and tense atmosphere as you struggle to keep on top of the replicating Scrim.

But it's the extra details that make this game especially impressive, and well worth a few moments of your time in 2023. In parts, it feels like a game from much later, 1997 rather than 1987 say. It's almost Descent, 10 years before Descent even existed.

Micronaut One's menu system

It has a menu/pointer configuration system. This may seem old hat, but back then this was virtually unheard of in 8-bit games. This system allows you to configure the game down to the smallest detail and lets you navigate the complex mapping system. It even lets you change the colour of various parts of the UI!

Next, it has a kind of mini-wiki built into it, giving background details on the ship and its inhabitants. Honestly, this was so unheard of back then, I can barely think of another example, let alone one this well presented.

Micronaut One's built-in info pages

In game, you're giving access to a map, and on that map you can set waypoints which the game will then plot routes between. As you're playing, your HUD will display an arrow telling you which way to go... again, this feels like something from the late 90s!

On top of all that, as well as the main game, Micronaut One also lets you play a racing mode, in which you compete against a "pacer" through the twisting corridors of the ship. It has leaderboards, various levels of pacer speed... It's amazing!

Micronaut One's racing mode

So, is it the best ZX Spectrum game ever?

No, sadly not. Despite all of its gratuitous innovation, it definitely has its shortcomings, some of which are especially vexing to a modern eye.

It is clunky to control, as you can't turn around in the corridors. Instead, you need to stop and then hit reverse, flipping your direction. This can lead to lots of alignment issues, as there are no strafe keys. Also, the menu can be difficult to navigate, requiring you move the "mouse" from side to side of the screen to back out to the game. And the sound is typically Speccy... ie, bleeps and burps and not much else.

But all that's wrong with it feels like something that could be fixed with a couple of months of extra work and a couple of decades of hindsight (strafe keys, a back button in the menu).

It feels like a shame that Micronaut One never got a chance to get an Amiga sequel, or a PS1 reboot. Instead, we should content ourselves with the fleeting moment of brilliance that was all this curious little game ever became.

#ZXSpectrum #Retrogaming

[–] [email protected] 0 points 1 year ago (2 children)

I use it for work. Other than having to think for a second to find weirdly hidden menu items, it's fine. At least for my purposes, as a .NET dev. One thing I love about it is Windows Sandbox... really wish Linux would could up something similar.

 

Russ at Retro Game Corps seems to like the 2S, and I'm tempted myself. Is anyone planning to pick one up?

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago) (4 children)

It's interesting how far Linux desktop has progressed recently... I don't hate Windows, in fact I think it's a great OS for most purposes. But I happened to try Linux Mint a few years ago in a fit of pique about being excluded from the Win11 upgrade for spurious reasons... and it just kind of stuck.

Two years later and I am full on Linux now. Don't even have a Windows partition (though I do keep a VM). And I'm about to buy a new laptop that I intend to buy without an OS, it will never be touched by Windows, there's just no need.

For my purposes, Linux does everything now. OS, software, the games I want to play... I never even think about it. Also, everywhere I look, I see Linux - my Steamdeck, my MiSTer, my Pis, my Miyoo Mini. It's everywhere...

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 

Everyone knows about Final Fight, right? This 1989 Capcom beat 'em up feels almost genre defining, even though it was not the first beat 'em up of its type. Nevertheless, it cast a long shadow over games that came after it, especially those released by Capcom.

And with good reason. Final Fight is awesome, even today. It's a simple enough concept - gang kidnaps ex-Street Fighter and new Mayor Mike Haggar's daughter, so Mike and his pals Cody and Guy undertake a mission to save her. Said mission involves beating up fools, swinging various weapons, taking part in a wrestling match at one point, and eating lots of food out of trashcans. You can play as either of the three pals, and even bring a pal of your own along as a second player.

The arcade version of Final Fight

It's a lot of fun, and well worth a look today. It hurls hordes of bad guys at you that you slice through with kicks and punches and special moves. Nothing quite beats the feeling of your guy disappearing under a pile of ruffians, only to emerge with a cyclone kick to send the bastards flying.

But it was also a technical powerhouse, with massive sprites, detailed backgrounds and a ton of stuff on screen at once. So how the hell would this behemoth fit into a humble ZX Spectrum? Grab a trash-chicken and let's find out...

The Spectrum version of Final Fight

Let's deal with the Amstrad and Spectrum versions together, since they share a lot of the same DNA, not to mention failings.

Okay, there's no two ways about this. 1991 was way late in the life of the 8-bit home micros. They were about two generations behind the curve at this point, and time had not been kind. So any hope of getting a decent port of Final Fight onto these two was wishful thinking at best. Yet, somehow, someone thought it might be a good idea...

There are two ways you can look at these versions.

First, you can judge them on merit. And, honestly, they come up wanting. They're both terrible games, by any measure. To their credit, both attempt to copy the arcade to the best of their abilities, including all three playable characters, all stages, most moves, a representative sample of the animation frames... but it's this ambition that cripples both ports. Because the result is a slow, jerky, indistinct mess (especially on the monochrome Spectrum) that is really difficult to play. Moves take forever to animate, collision detection is terrible, every single-enemy fight is more like a boss fight in the length of time it takes to play out. There are glitches aplenty and both versions share a quirk that sees your character getting frozen to the spot after every punch or kick, standing there like Mitch McConnell while the enemies pile on. On top of that, weapons are useless, Cody and Guy are useless, and the game generally feels like a kind of torture.

The Amstrad version of Final Fight

But there's another way of looking at them... because there is clearly some achievement there. They are both recognisably Final Fight. The sprites, the locations, the enemies, all reasonable representations of Final Fight. They play like Final Fight, albeit Final Fight shot through a prism of shit. They attempt big boy feats they have no business doing, like the animated train on level two, or the wrestling arena. They both have the fancy animated intro... these are clearly not mindless cash grabs. There was talent here, talent that pushed these two machines beyond what anyone would have thought possible in 1982. It just feels like wasted effort.

Worth a look for novelty value alone.

The C64 version of Final Fight

I've kept the C64 version apart from the other two because it is a very different beast, and a very different kind of bad. As is often the case, the C64 went its own way and knocked out a port that feels inspired by Final Fight at best. The levels are similar only, the sprites are smaller, the whole feel of the game is different.

It has a weird kind of floaty feel to it. There's this strange quirk where landing a kick will only have an effect a short time later. So you'll kick a dude, you'll get a sound effect, then about half a second after that, the dude will fly backwards. It's almost surreal.

The thing is, this port almost feels like it could have been a decent game. Just rounding off the sharp edges would have helped a lot, and it could have been a fun two player beat 'em up in the Renegade style. It's just not Final Fight.

The Amiga version of Final Fight

Surely things are better on the 16-bit micros, right?

Well, yes and no. The Amiga port is clearly superior to the 8-bits. It has some great intro music, the graphics are colourful, the sprites massive and reasonably well-animated. It just has that undeniable Amiga-arcade-port quality of something feeling off. It doesn't feel fluid or hectic like the arcade. There are fewer enemies at once, the control is hampered by a one-button joystick and feel sluggish, and the difficulty feels off, with stunlocks happening far too often.

But it's not the worst Amiga arcade port out there, and would probably serve you well if you were looking for bit of quick mayhem.

The Atari ST version of Final Fight

The same can't be said of the Atari ST port, sadly. This version looks similar to the Amiga, but with fewer colours. It has some terrible character-block scrolling that wouldn't look out of place on the Amstrad. And the sound is about Spectrum quality. Not the ST's finest hour.

The SNES version of Final Fight

Over on the console, and things look a little better, as you might expect.

Starting with the SNES version, which is definitely the runt of the litter. It's not terrible, it plays pretty well, it just feels cut down. That's because it is... only two characters available (sob, poor Guy). No two player mode. Some weird early-90s censorship that saw various female enemies replaced by cookie-cutter male hoodlums. A whole missing level. Some missing level transitions. And a generally drab looking appearance.

Not awful, but not great by any means.

It should be noted that Japan got a version called "Final Fight Guy" which returned Guy to the game... at the expense of Cody. So close.

The Mega CD version of Final Fight

Let's end on two high notes.

The Mega CD version of Final Fight is superb! From the animated, voiced intro, to the faithful reproduction of the gameplay, to the extras that this version includes, everything feels complete. It plays well, it sounds amazing, it is the first port so far that actually captures the essence of the arcade incredibly well. It has lots of enemies on screen at once (not quite as many of the coin-op, but better than the SNES).

If I was compelled to level but one criticism, it would be that the colour palette feels a little off, which is probably a limitation of the Megadrive itself. It just leaves things looking a bit... gritty.

But that shouldn't deter you! This port is awesome and well worth a play!

The GBA version of Final Fight

But for all that the Mega CD version is great, it's not my favourite...

That accolade goes to, surprisingly, the Gameboy Advance!

The GBA got a port titled "Final Fight One", which is basically a port of the arcade, so it counts. Unlike the SNES, all characters are present, as is a two player mode via link cable. All stages are here, and the game generally looks a lot more vibrant. Due to the nature of the GBA screen, it does feel a little "zoomed in", but you get used to it.

Where this port succeeds the most is in how it plays. It is fluid as hell, fast and easy to control. You get the same frantic feeling as the arcade, with lots of enemies flying all over the screen. The music really adds to this feel, with some cool renditions of the arcades tunes.

Overall, a really complete package and well worth playing today!

So what are your memories of Final Fight? Did you suffer through the Spectrum version or were you lucky enough to get the Mega CD port?

 

... a version of which is somehow still running to this day!

 

I'd struggle to place the year, probably 1983 or early 1984, but the first game I ever played on our first ZX Spectrum was "Maze Death Race".

A screenshot from Maze Death Race on the ZX Spectrum

It was a blatant Rally-X rip-off, from a time when intellectual property rights felt more like guidelines than actual rules. You move around a maze, collecting flags, avoiding other cars and oil patches. You can select the speed of the other cars, and that's about it.

Most of all, I remember it being janky as anything. The graphics felt like they were falling apart, with UDGs flashing in and out of coherence, jerky movement, blurping sound effects...

But I had no frame of reference, no point of comparison. To my 8 year old self, the mere fact that a recognisable car was moving around on our TV under my control was mind-blowing. I honestly had no idea that the glitchy graphics were anything other than purposeful - that instability seemed to add to the allure somehow. It felt like a window into a weird world I'd only had hints of before then...

And that cassette inlay art... nowadays it looks amateurish; back then it was the coolest thing I'd ever seen!

[–] [email protected] 1 points 1 year ago

I got the Miyoo Mini Plus a few months ago, and I really love it. They're really lovely devices for just whipping out for a quick game of Tetris, especially with the convenience of the game switcher and save states. I've been surprised by how usable it is, despite the small size.

 

A shameless bit of self-promotion.

It's 3 years since I got it into my head that I wanted to make a Spectrum game. I'd done BASIC in my salad days, but never machine code... How hard could it be?

I picked the ancient 1982 arcade game The Pit, which had never been ported to the Speccy and looked like a good fit. Here's the original:

https://www.youtube.com/watch?v=mTIjYc-ZH-A

I spent a month drowning in ASM, but finally finished it... and here is what I came up with:

https://youtu.be/YQeyKqAeEaY?t=128

https://dokdave.itch.io/the-pit

My main goal, as well as learning machine code, was to get it as close as possible to the arcade - not easy given the Spectrum's limitations.

Luckily, The Pit helped me out - its colour scheme is basically the Speccy palette. It is based on 8x8 blocks, like the Speccy. It's horizontal res was similar as well. Only the vertical res was challenging.

In the end, I settled on having the screen flip between top and bottom, rather than be single screen. But it seems to work fine.

The most rewarding part of the project was focusing on the fine details - the weird title screen, the font, the high-score and instruction text.

And the biggest challenge was actually making the gameplay feel like the arcade. Not easy when you're terrible at the game and can barely finish the first cavern.

Oh, and, of course, machine code...

Honestly, it feels a bit like a fever dream. It's so different from the modern programming languages I'm used to. Needing to think of memory as something you actually need to care about and consider is so alien to me. No variables, as such; self-modifying code; considering how quickly you can get a new screen generated and copied to the "TV"... By the end of it, I was thinking in t-states and frames and little else.

It's all gone now, of course, lost in a whirlwind of pandemic and other distractions. I doubt I could remember a tenth of the things I learned in that month...

But maybe I'll get the urge one day and dust off the old assembler again. Maybe I'll wonder anew at how the hell bedroom coders did it back in the 80s, without the convenience of modern IDEs, debugging and such.

As a nice bookend to this project, later that year I opened my copy of the Crash 2020 Annual and found this...

A photograph of the Crash 2020 Annual, open at a review of The Pit

My fanboy scream probably registered on seismographs!

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