Legend of the Greasepole 2007 released for PC and XBox360
I’ve posted Windows and XBox360 versions of Legend of the Greasepole 2007 to the Queen’s EngSoc website!
The new version is built with XNA and includes the following new features:
- Controller support for either the mouse or the XBox360 Controller attached to the PC
- 3D sound
- Modestly enhanced graphics (although we realized it was ultimately a choice between a total revamp or maintaining the “retro” look, and we opted for the nostalgic solution)
- An installer that can detect and install all prerequisites, and integrate with Windows Vista’s Game Explorer
- A new version that runs on the XBox360! (!!)
- “Achievements” which can be unlocked by stalling the Frosh in creative ways.
The Windows version requires a graphics card capable of supporting Pixel Shader version 2.0. Almost any computer bought within the last couple of years should do. If your card doesn’t have this support, I’ve also left the Classic Version of Legend of the Greasepole available for download, with a new installer that runs more quickly and also can detect and install the needed prerequisite for Classic Edition (the DirectX runtime).
The XBox360 version is built with XNA and, as such, you currently require a subscription to the XNA Creators Club in order to play it. If you want to get it up and running on your XBox360, please let me know!
Introducing Legend of the Greasepole Achievements!
For the uninitiated, retail XBox360 games each are gifted with 1,000 “achievement points,” which the game’s designers can divvy up and dish out to players when they accomplish tasks within the game.
Legend of the Greasepole is peppered with “easter eggs” and innovative ways to stall the Frosh that the curious can discover by messing about. Previously, cleverness would get the crowd roaring and accelerate your earning an Iron Ring. Adding a more formal Achievement system seemed like an ideal way to further reward a player’s experimentation and creativity, which in fairness is really what The Pole Game (and the actual greasepole, for that matter) is meant to be about.
Our design goal was to create an fun experience rather than a brutally challenging one, including as many references to the memorable traditions of Queen’s Engineering and the Greasepole event as we could possibly cram in. Hopefully the Achievements will help you find some of them!
XNA doesn’t let you tap into the “official” achievement system, so I had to roll my own. With thanks to Craig Calvert and McKay Savage, we’ve come up with a first set of achievements and allocated 900 of the 1,000 points.
If you unlock all the current achievements, we definitely want to hear from you. (Four of them are secret, the rest are visible from within the game’s main menu.) If you have ideas for how we should allocate the remaining achievement points, we’d love to hear those too.
Please let me know how you get on with the game, and if you experience any technical difficulties, also please don’t hesitate to let me know, and I’ll do what I can to resolve them.
I have to tip my cap again to the dozens and dozens of Queen’s students who were involved in the game’s production from 1997 through 1999. It was an enormous amount of fun making this game, and a wash of memories of the very best kind porting it to XNA for re-release.
Greasepole 2007 is today…
… in fact it’s probably happening as I type, but I’m three-and-a-half hours down the 401 in Toronto. Sigh.
A huge thanks to the folks who have beta tested the re-release of the game. I had hoped to have it ready for today, but I’ve received some great feedback about a few things to tweak, and particularly in light of the new XBox control mechanism, I need to hold off a few days to find time to finish it up. Also, my partner-in-crime Craig Calvert, who was Legend’s Artistic Director, still hasn’t weighed in… I hope he’ll have a chance to look at the game soon.
A particularly huge thanks to McKay Savage, principal author of the LegendWeb, whose history of the Greasepole (and even poetry about the Greasepole!) was an integral part of the original CD release, and now can be found online. He’s really been enjoying the beta testing and wrote about it in his blog, which has the great name The Wind on My Face. I remember receiving the most amazingly thoughtful and detailed e-mails from McKay back in the day — and now he’s living in India. I think the blogging medium was made for folks like him.
Greasepole XNA: Looking for a few beta testers
By my reckoning, it’ll be next Saturday when Queen’s University frosh week will culminate this year for a new batch of fresh-faced Engineering students. Surrounded by upper-years dyed purple with gentian violet, they’ll struggle to form a pyramid and climb a lanolin-covered pole to liberate a Scottish tam that’s been nailed to its top, and officially be declared a Year.
Back in ’99 I was part of a team that wrote Legend of the Greasepole, a game inspired by this most bizarre (and awesome, and memorable) of the Queen’s Engineering rituals. Over 50 Queen’s students ended up involved, and in an era before ubiquitous digital recording equipment, we somehow managed to create a game that gave people a chance to re-live the unexplainable.
Anyway, if I may let a cat out of a bag, I am close to re-releasing the game in XNA. I’ve ported it from C++ to C# (a task that involved exploring Visual Studio’s underbelly rather intimately), and added a couple of new features along the way.
Why would I do such a thing? Fellow Sci ’99 Brendan Carroll (who happens to be part of the game’s voice talent) quipped on my Facebook stream “So when should we expect The Legend of the Greasepole to be released for the XBox 360?” And I got to thinking, dude, that sounds like an awesome idea. You know, if Clark Hall Pub is ever re-opened, maybe they could play it on the big screen like we did for the launch party back in ’98… but with wireless XBox controllers instead of a wired mouse!
So, since XNA is so accommodating, I figured I’d re-release the game fuelled by XNA for both the PC and the XBox 360. And you thought I was faffing about travelling the globe or something.
I’m looking for a few beta testers who are running different flavours of Windows to give the game a whirl, give some feedback, and make sure it works on your systems. I’m using some shader techniques that make me keen to test for compatibility as well as framerate. I have put together an installer that seems to reliably install all the prerequisites, and even integrate into Vista’s Game Explorer if possible, so the process should be easy for anyone who wants to give it a try.
If you’re keen, drop me a line… oh, and by the way…
(postscript for the uninitiated: the InstallShield installer for the old 1999 version of Legend doesn’t seem to be working very well on Vista. It spins its wheels for a very long time. Give it a few days and I’ll post a new installer for the old version as well.)
On diluted messages and inert platforms
Tycho, one of the co-authors of the venerable gaming comic strip Penny Arcade, made some comments about Microsoft and Microsoft bloggers that “Let’s Kill” Dave from Microsoft’s XNA team found objectionable.
To sum up, Dave doesn’t like the accusation that Microsoft bloggers are a “phalanx which encircles the web, [with a collective] position as explicit partisans [which] dilutes their message automatically.”
Are (Microsoft) Corporate bloggers “diluted”?
As an ex-Microsoft blogger, I see Tycho’s point of view: of course what we say as Microsoft employees is tempered by the many things that Dave enumerates in his response. That caveat applies to corporate bloggers from any company. But I wouldn’t have said that corporate blog messages are necessarily “diluted.” I would have gone with “influenced.”
I quite enjoyed walking the tightrope that had “your values and beliefs” on one end of the balancing pole, and “staying employed” on the other.
Let me take two examples from my blog where I talked about Vista (an easy love-hate target): I whinged when Vista was delayed yet yet yet again, by comparing Vista to Godot, who ultimately never showed up. But I also subsequently fought hard to help convince a conservative member of the Microsoft Ireland leadership team that, as part of Vista’s marketing campaign in Ireland, we should associate it with a popular and witty Irish duo whose potty mouths make Eric Cartman look like Charlie Brown. And I still believe that Vista even today could benefit from the edgier feel and half the love that aging Podge and Rodge get in Ireland.
[Update 28 Jul: What an awkward paragraph. What I meant to say is that if Tycho's concern is that the "phalanx" of Microsoft bloggers exists principally to parrot a company message, I instead found myself frequently blogging "off message" from any script he could care to imagine, and I was never criticized or repremanded for doing so.]
Remember also that Microsoft bloggers like Robert Scoble have been known to be unashemedly caustic towards Microsoft in the past, triggering appropriately passionate responses.
When reading a corporate blog, I consider what the corporate bloggers say, as well as what they don’t say. Sometimes silence is conspicuous. There were a lot of announcements and products I didn’t weigh in on as a Microsoft employee. Sometimes I was busy. Sometimes there was another reason.
So to sum up, I never would have felt the message of my MSDN blog was being diluted by Microsoft. Influenced, for sure, but since “full disclosure” of who employed me was explicit in my blog’s URL, I thought that my association with Microsoft should only make my blog more interesting.
Is Microsoft’s Gaming Platform Strategy “Inert”?
The one part of Tycho’s post that I do disagree with is that Microsoft’s gaming platform strategy has grown inert. As per my recent posts here (done post-Microsoft, by the way, in case you question my objectivity), XNA is continuing to deliver on Microsoft’s vision of bringing game development to the people on a current-gen platform. Heck, when anyone with a bit of coding know-how can create and share their own home-brewed Guitar Hero-esque games, everyone wins.
And speaking of sharing (and a dynamic platform strategy), XBox Live is still my favourite example of “software plus services” done right. As a member of that community, I see it as a rich and evolving online platform for community and gaming. (Aside: I agree with lowbrowculture – I absolutely adore my Nintendo Wii (and my Nintendo DS), but Nintendo’s online component is a train wreck. How can that company do so much right, and get the online platform so wrong?)
Let the XNA initiatives and XBox Live continue to evolve (it’s already happening more rapidly than I expected), and we’ll see what innovations continue to appear. It’s impossible for me to see the platform as inert when there’s so much exciting stuff going on as I write.
Dave, keep up the great blog, there’s a growing game dev community that is eager to hear from you! And Tycho, as always, I appreciate your candid commentary. Man, after over six years of reading your comics, I feel I owe you a pint or something.
What the heck, pints all around. There are some great microbrews here north of Toronto.
–
[Update 4:00PM: It occurred to me to wonder why, in the context of this discussion, did I not use a gaming example from my Microsoft blog? The pithy answer I gave above is that Vista's an easy target. But there are a few other reasons: (1) I didn't have a lot of negative news to convey about Microsoft's gaming strategy. (2) I didn't want to go anywhere near breaking Microsoft gaming news. I have good friends in some of the Microsoft game studios, and so I had (and have) to be very cautious about what I write. And (3) the entertainment division in Microsoft was notoriously the quietest of all divisions internally. Average Joe Schmoe employees like me often heard the really cool gaming news just moments before it broke. I guess they didn't trust us not to blab - and probably rightly so :) .]
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