Doom RPG Ported to PC
doomworld.com
doomworld.com
https://twitter.com/tweet2doom/status/1444355917160534024
There is a tree explorer that shows you all moves that have been played so far by everyone [0]. If you are interested how I made this, you can check the Github repo [1].
The fact that they had a category for "mobile game of the year" in 2005 just shows how hard people were trying to get smartphones going.
Sidenote: I would love to read a retrospective of whatever happened to Java on the desktop since. There's an alternate universe out there where we're writing cross platforms apps in Java instead of Electron or Flutter.
On Europe Nokia and Sony phones were great at J2ME games, alongside Symbian, naturally like it happens with Android nowadays, when using flagship devices.
Obviously, write once, run everywhere didn't apply. But Nokia Series 40 was J2ME plus some Nokia extras and had pretty big install numbers until it petered out. Of course, I think all the J2ME platforms had platform extras, if not just platform quirks. Of course, Nokia platforms more or less disappeared in the US somewhere 2005ish (reportedly over disputes about shipping phones with a built in SIP client), and their worldwide popular models were virtually invisible to US population and US based tech news; only after moving to Windows Phone 7 did Nokia phones start showing up in the US in volume again.
Android didn't want to pay for a J2ME license, so they just put actual Java on there (or cough totally not Java cough, but happens to be mechanically translatable from JVM bytecode, depending on how close to a courtroom you are). Having file streams that you can seek in both directions is super handy, so Android has expanded to fill the niche that J2ME phones took on.
I don't doubt that there were amazing games but it just wasn't the same and I assume those are great more so because they lean in to the platform's flaws.
Since we are talking about mobile ports of Tomb Raider, it was also released for the Sony Ericsson range of feature phones too. Albeit in name only because that version was a side on 2D dungeon crawler. I did own that game too but it reminded me more of Roland on the Ropes (Amstrad CPC464) than Tomb Raider.
From what I’ve seen there were some quality ports for the N-Gage. Sega Rally looked surprisingly good from the YouTube videos I’ve seen. But I still don’t regret never owning one since it’s firm factor was, frankly, ridiculous.
It was pretty fun! Symbian has been a great OS, something I reaffirmed when I studied Tanenbaum's circus book in college.
Because that was the reason mobile games worked this way: the operators decided what ran on your phone and the things you wanted apart from that were relegated to the java sandbox, take it or leave it. These days your operator controlled a setting on your phone for how many text messages you could store (on your phone). Pay some extra or be really nice and they changed the setting so you could store 100 messages instead of 50. You can imagine they weren’t too happy to lose that kind of control.
Towards the mid-2000s we started getting some rather elaborate 3D titles but then we ran into the problem of a numerical keypad being a pretty bad control scheme for anything more advanced than simple arcade games or turn-based titles.
The one market that pre-smartphone phone games did well in was Japan but they had some very high-profile franchise tie-ins and otaku are well-known for buying almost anything.
PDAs with vibrant full color screens and "acceptable" OSes predated the iPhone. Mobile internet was around for quite a while with awful text interfaces and crap standards.
What was probably missing was a good OS. What happened is that anything beyond a text OS, the industry cowered before the might of Microsoft, and Microsoft can't design UI for a damn, they can only copy it, or put the minimum amount in to try to keep other people from succeeding.
I don't even want to say Apple did some revolutionary job of making the iPhone OS. They just didn't do a terrible one like Microsoft, or hamstring themselves with bad hardware like Palm. Apple simply made a good OS atop a good hardware integration. And that was enough to vastly separate it from all the beancounter businesspeople and Microsoft incompetence.
Microsoft had at least 5 years to establish itself with windows CE and others, but they are just not a competent company when they don't have a monopoly to leverage.
I am not a Jobs fan or an Apple fan, especially since they are as or more anticompetitive than Microsoft, but the pre-iPhone scene really was fundamentally hamstrung by failure-almost-by-design on the part of the business people involved, and so Apple gets credit for that.
But yeah, kudos to those people that pushed the fundamental paradigms and programming, including Apple with the Newton and Palm that kept it moving forward.
By the time we got the HandSpring with it's removable/exchangeable extensions like GPS + MP3's, or the Treo, with it's built-in phone - PalmOS always felt solid and was so amazing on battery life it blew the mind.
When I started we were doing sub 100k games, and by the end it was about 1.5mb.
It was fun trying to make things that fit into tiny spaces.
Nokia and Sony phones could do some very basic 3D, but mostly things were 2D and resources were very tight.
I worked in a startup on an MMORPG that was going to work on phones and PCs, it was very low-poly and I tried to base the look on the video for Dire Straits - Money For Nothing.
https://raw.githubusercontent.com/ESWAT/john-carmack-plan-ar...
I love this blurb. I've been 'on an island'/'in my wizard's tower' at work, and I'm glad to see that I'm not the only one who ends up pulling hair out when docs don't match expectations.
This is surely nostalgia and I wouldn’t want to go back to these times, if only because of tiny screens.
But I will still miss that era, tactile feedback from actual keys, single player gameplay, way less ads or dark patterns, etc.
While from a technical perspective modern smartphones have way more power and they are way more consistent than J2ME phones ever hoped to be[0] the fact that there were physical controls made the old phones -IMO- better for many types of games, like platformers, exploration, first person games, etc. Though on the other hand pretty much all phones had some very slow LCD screens that with fast motion they became all smudgy.
Having said that turn-based games like Doom RPG work fine on smartphones. There are some types of games, including dungeon crawlers and "point and click" adventure games (or point and tap i guess :-P) that i expected to flourish in touchscreen devices like mobile phones and tablets, but that didn't end up happening.
[0] i was into gamedev J2ME games at the time, working on a couple of projects, eventually abandoned the effort because i was getting bug reports that were impossible for me to debug since instead of Sun having a single VM that everyone would targeted, many manufacturers made their own or used some 3rd party ones - and this ended up having tons of inconsistencies and bugs (i remember even things like devices reporting their screen resolution wrong - how can you get that wrong?). I knew someone who worked at a company testing these J2ME games and he said they had a warehouse full of phones and basically went on to test the games on each one of them - but this was not something i could do myself, so i gave up.
ScummVM is available for touchscreen phones. Pointing directly on the screen doesn't work well, but there should be a mode where you can swipe around to position the cursor and then tap anywhere to send a click at the cursor's location.
In any case those were games whose UX (at least those using 2D graphics anyway) is basically about moving and activating objects in space, something that works very well on a touch screen (if anything it can be even more intuitive), which is why i expect them to flourish there.
Also note that what i refer to is them being popular types of games to see on such devices, not just them existing.
These days we have phones powerful enough to play Doom 3, probably even Doom 2016. I mean look at the Deck. It's crazy
Kind of related, lately I've been playing POOM, a surprisingly well made Doom demake with original levels for PICO-8. https://freds72.itch.io/poom
- download and extract the zip file
- go to archive.org, go to software, search "doom rpg brew". download and extract the zip file to the same directory
- run BarToZip.exe
- run DoomRPG.exe