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zakruti.com » Humor, fun and entertainment » Lazy Game Reviews
LGR - Paku Paku - DOS PC Game Review

LGR - Paku Paku - DOS PC Game Review

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Rating: 4.0; Vote: 1
A new MS-DOS game? From the year 2011? Yes, they DO exist, and this awesome Pac-Man game by Jason Knight is living proof! Download Paku Paku (v1. 5 was shown in video, v1. 6 fixes the issues I was having with CMS sounds and freezing) Play the game online Jason M. Knight's Blog Enjoy LGR Regarding gameplay logic, this is directly from the dev, Jason Knight: The game logic is similar in most respects to the original, though due to the 8: 3 reduction in game resolution many elements had to be dropped or faked. For example the animation appeared jerky trying to make the ghosts move faster or slower than PakuPaku, so they are for the most part the same speed. In the original you could take corners faster than the ghosts by clipping the edges of each turn -- this was called cornering by most players. It was impractical to recreate that at such a low resolution so instead I gave the player a one pixel boot in the patoot at every corner to give a slight advantage. When the ghost go into 'flee' mode when you eat one of the four super-pellets the ghosts are cut to half speed -- this proved using the 'random movement' logic to be too easy despite being remarkably close to the original game's logic. As such I have changed their flee logic to be a bit more intelligent, making you have to put a bit more effort into hunting them down. Likewise their pursuit mode logic is a bit different -- for the most part the red ghost still tracks you directly, the magenta ghost tries to get in front of you, the cyan one's accuracy decreases the further away the red one is from you, and the brown one is still a bit. silly. but they've been tweaked with a bit of randomness to make them a hair less predictable. Likewise the movement restructions of not being able to turn upwards at the two center T shaped maze section while present, has a 1 in 10 chance of being ignored. just to give players a bit of a surprise every once in a while. The level progressions follow the original game fairly closely, the entire game speeding up or slowing down depending on the level you are playing. The fastest level speed is pretty quick, even compared to the original so be ready for a bit of a challenge in that department
Date: 2022-04-14

Comments and reviews: 10


-CaptainRufus I've tested it native all the way up to a 1. 6ghz intel atom. The game is speed throttled using the timer I use for audio updates, with the code broken up manually between audio ticks. Timer runs 240 times/sec, logic flow runs in slices of that. The -slow- levels are broken into 6 timer slices, with ticks 5 and 6 doing nothing (40fps. medium is 5 with 5 doing nothing (45 fps, fast levels are 1: 1 ratio of ticks to slices (60 fps. -
So 4. 77mhz to 4ghz it shouldnt' matter!

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-phreakindee Good review, phreakindee! But I am afraid the game is not the same as Pacman. First of all, look at the begining of the first level: on the arcade version of Pacman(and the NES one, Blinky (the red ghost) tends to go on the up right corner of the screen(where his scatter mode home-base is. Here that is not the case. Also check the Red Ghost at 0: 53 and the orange at 3: 43. These two turns the ghosts made are impossible on the original version. The ghost behaviout is different!
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-MarkOutGamer [cont] For the most part the red ghost still tracks you directly, the magenta ghost tries to get in front of you, the cyan one's accuracy decreases the further away the red one is from you, and the brown one is still a bit silly. But they've been tweaked with a bit of randomness to make them a hair less predictable. Likewise the movement restructions of not being able to turn upwards at the two center -T- shaped maze section while present, has a 1 in 10 chance of being ignored.
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-alerommel1 I am THE developer of the game. this was a one man solo project that was first coded in three weeks, sprite engine rewritten to get rid of flicker in two days (for version 1. 2, and has slowly gotten minor improvements over the past 9 months or so. -
Developing for DOS has an advantage making it worth revisiting -- it's cross platform thanks to DosBox! -
The Mig video is -Chuck Yeagers Air combat-, I was not a dev on that, it's just one of my favorite games.

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-vwestlife It CAN be done EGA/VGA -- This game does it. VGA is easy, BIOS INT 0x10 AH=0x12 BH=0x30 AL=00 to tell it the next video reset should use 200 scanline mode, int 3, out 0x3d4, x0309 to set char height. done. -
EGA. well, you have to reprogram the CRTC and Sequencer registers to make it think a CGA monitor is connected, giving you 200 scanline mode. Not bulletproof, hence the /SAFE option which sets the char height to 3px - which is aspect incorrect but it works.

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Have you ever tried this emulator
PCE - PC Emulator
It's a great PC emulator, very fast and feels (to me) more authentic than dosbox. I downloaded paku paku and it ran fine in the emulator, but with speaker sound (which I think is the only thing it emulates, but I could be wrong. To get stuff into the img, just use imgmount in dosbox and mount the 1. 44 img, copy stuff onto it, then copy it to the hard drive from the a drive inside pce. Works great.

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-Moon Bugs- and -Bricks- also used the 160x100 mode, as well as maybe a few others. The major downside of this mode is that it's incompatible with VGA (and probably EGA as well. -
Another handful of games played tricks with the vertical retrace timing in 320x200 mode in order to get both color palettes on the screen simultaneously, and called it -CGA More Color- mode, but this was unreliable on anything other than the original 4. 77 MHz IBM hardware.

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-pHr33kAcHu I can tell you're a bit upset from being correct multiple times, but I'll make this clear again: I never said that the PS1 was retro or rare. That video was just a bit of fun, in response to a wave of videos going around at the time. The PS1 is my favorite console, so I chose it. I could've chosen something rarer such as the Turbo Duo or Amiga 1200, but I didn't. If you want to continue to criticize a claim that I never even made, go ahead.
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-alerommel1 Actually, that's a code bug that was fixed for the 1. 6 release that will come out Nov 9 if all goes well, or the friday after depending on when my playtesters check in. It was in fact a mistake on my part -- one of those -doh- moments as I was checking if random(10)>9. a condition that could never be true. Still it's not a perfect AI translation since it's operating at 3/8ths the pixel density and half the frame rate of the original.
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-MarkOutGamer From the dev: -When the ghosts go into 'flee' mode when you eat one of the four super-pellets the ghosts are cut to half speed. This proved using the 'random movement' logic to be too easy despite being remarkably close to the original game's logic. As such I have changed their flee logic to be a bit more intelligent, making you have to put a bit more effort into hunting them down. Their pursuit mode logic is a bit different. [cont]. -
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