Here are two pictures from the Censor Halloween party in Gothenburg, Sweden, held in November 1990. I thought I had more pictures from this party, but at least they show a few interesting C64 freaks.
Here are some of the pictures I took at the ECE Show II in London, September 1990.
The fourth part in my blog series about my computer chronicles had these words about it:
I went there on a ship with Niels from Channel 42 and his friend, Henrik. The Ikari guys also went there. I didn’t try to sell our music at the show this time, I was just there for fun. I briefly met Charles Deenen but it was merely to exchange a sentence or two. And just as I feared that we would never find each other at the show as agreed, Deek from Scotland suddenly popped up and introduced himself.
These are the pictures I took at the demo party by Full Force, Contex, The Shadows, Megastyle and Science 451 in Bergenshallen, July 1990 – an indoor ice hockey arena. Still the same awful potato camera.
Here are all the somewhat blurry pictures I took at the Horizon Easter party at Vårby-skolen in Stockholm, 13-16 April 1990. I really wish I had used a better camera back then.
Here are most of the pictures I took at the Dominators/Upfront/Trilogy party in Randers, 26-30 December 1989. It was probably the best of the demo parties I was part of in the oldskool days.
This is a small gallery of my “computer den” at my parents place in 1995, just prior to moving into my own apartment in Vangede – where I’m still living at the time of typing these letters.
So this is where it all started and ended on the Commodore 64. Where I created my music editors on both the C64 and AdLib on the PC, and where I composed most of my chiptunes.
Again, I apologize for the potato quality. It was a really lousy camera.
Here’s a collection of photos from 1988 to 1999 of various oldskool computer freaks, including yours truly. I apologize for the potato quality of the earlier ones – both my camera and my scanner at the time sucked.
People who know me would probably want me to explain those two last ones. I’ve been overweight most of my life, but around that time I actually managed to lose more than 30 kg.
Too bad it didn’t last long. 🙄
Developer: Facepalm Games | Released: 2013 | Genre: Platform, Puzzle
This was a platform puzzle game with very little dexterous jumping, at least across gaps. It was focusing on the story and the interconnecting puzzles, sometimes with more than one puzzle chamber available at a time. The goal was usually to obtain a few orbs from these puzzles to turn on something and proceed.
It had incredibly convincing graphics. Together with the overuse of blurry, out of focus surroundings and the strong echo/reverb on the sound effects, it made for a very dark and creepy atmosphere indeed. There were no monsters, but those from Aliens would have felt right at home here. No doubt about that.
Handcrafted art assets and clay was used to create the game levels.
I could clone up to four versions of myself that moved like I did, and I could swap my point of control with the other mouse button. Pads had to be stood on, crates pushed, red lighting prevented swapping, cyan lighting prevented cloning, and magenta lighting prevented both. Sometimes there were also air shafts. These rules created puzzle chambers that were sometimes quite challenging. It was also not uncommon that I had to clone and swap in a timely manner, usually while the clone was in midair.
There was a light story where I sometimes briefly spotted another astronaut that said a thing or two, I could pass by strange stones that “thought” a few lines of text to me, and apparently it all took place onboard an enormous spaceship.
However, I didn’t play much more than 1½ hours until I abandoned it. Somehow the game made me feel uneasy, like I couldn’t relax and have a good time when I played it.
UPDATE: I went back and completed the game after all.
Developer: Campo Santo | Released: 2016 | Genre: Adventure, Facile
This first person game mainly took place in a national forest in Wyoming in the late 80’s. As the bearded and mild-mannered Henry, I was assigned to my own watchtower. A lot of dialog was exchanged between him and his boss Delilah on a walkie-talkie. Sometimes she sent me out to investigate the origins of smoke or some other task, exploring the canyons, forests and lakes.
This game was really blurring the line between a
walking simulator facile adventure and a proper one. It didn’t have puzzles and there was a lot of walking (even backtracking) but there was an evolving story, cliff sides to scale, ropes to rappel down from, and even later upgrades that would give access to previously blocked areas such as e.g. keys to a large cave or an axe to cut down a tree for walking on.
My watchtower was sometimes even broken into while I was gone.
I absolutely loved this game. It was totally my thing. It was relaxing, easy, the voice acting for Henry and Delilah was very professional, and although the paths in the valley was sometimes a bit fenced in by rocks and falling trees, it was still great fun exploring. I could check a compass to make sure I was going in the right direction, or look at a paper map (which gave me a touch of Far Cry 2 vibes).
Sometimes I found a yellow cache box. The code was always the same – was a minigame shelved here?
The game started with a sad tale of Henry and his wife that develops dementia. This part was told via big, centered text and two choices for some of them. It reminded me a bit of the beginning of Pixar’s animated movie, Up, and it also had a subtle smell of Visual Novel.
In the watchtower, where the game began properly, the story evolved from looking for two littering drunk teenage girls, a pole wire being cut, calling in a forest fire that generated a lot of smoke in the valley, and discovering a weird surveillance of Henry and Delilah. The latter wound up into quite some tense dialog from especially Delilah, almost freaking out at times with paranoia.
Don’t worry, I won’t spoil the details here – but it was definitely never boring.
Apart from a tiny exception in the end, there were never any people to meet face to face. Henry had quite some body awareness with arms and legs shown while e.g. climbing. I did adopt a small turtle (it was cute), saw a raccoon (that Delilah accidentally spooked off on my radio) and got stung by a bee. I was even knocked out at one point, but I still didn’t see an animated face.
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2016 Campo Santo4h 47m 2
Developer: Black Pants Studio | Released: 2012 | Genre: Platform, Third Person
This really was a paradoxical game for me – one I both loved and hated, all at the same time.
The game had absolutely charming art and sound. The graphics reminded me of a cute amalgamation of Borderlands and Psychonauts, and the music cassettes that could be picked up turned on the suitable band music. Tiny and Big had their grunts while the dialog was presented in black bubbles.
In short, Tiny was chasing Big who had stolen grandpa’s magical underpants.
The basic rules of the game were pretty simple. Climb and explore using three tools – a laser to cut up stones, a rope to pull towards me, and a sticky rocket mine to throw and detonate. To help with the pulling, I could also push like Lara Croft, only even bigger things. Cutting up stones was by far the most novel and ingenious thing about the game. A marker line could be twisted and then triggered for laser action.
Corners could be cut for walking where jumping was inadequate, or big poles could be cut and then pulled for creating makeshift bridges. Fully fledged physics were part of the 3D engine, making it important to be careful about how things tumbled down. This part of the game was so much fun, and the pulling and pushing added the perfect extra touch. It made it easy to tweak and adjust for jumping.
Throwing rocket mines was less useful. Sometimes it could help shifting a wall or a pole, but to be honest, I think I could have completed the game without that tool.
I don’t think I have played a more vertigo-inducing game than this, or if I have, it’s sure to be in the top five along with the worst from the likes of e.g. Tomb Raider. The many vertical levels with thin walkways or tipped pillars often made me lift my shoulders.
This is the kind of game I’m not sure I would ever go VR for.