(Collaborative post by Gynvael Coldwind and Mateusz 'j00ru' Jurczyk)
Machina ex homine, homo ex machina: Metaphor and ideology in Shinya Tsukamoto's 'Tetsuo: The Iron Man'. The legendary video game is reborn, Deus Ex Machina 2 is a darkly comic cradle-to-grave roller-coaster of your entire life. A surreal journey from before your birth, through the temptations and dangers of your life, and beyond your own death.
Five weeks ago, we have taken part in a fancy game-development competition aka Google GameJam 48h. As the name implies, the contest lasted for precisely two days; unfortunately, we were proven to lack supernatural powers and had to spend some of the precious time sleeping :-) The theme of the event was 'Magic versus Science', and in our case, those two days of hardcore coding resulted in a 2D logic game called Magus Ex Machina. In the end, four teams in total managed to create and present games with actual gameplay; interestingly, we were the only ones making use of a native technology (i.e. OpenGL + SDL + a few other minor libraries), as the other competitors decided to go for pure browser (html + css + javascript) productions. Although we didn't get the first place, we believe that the game is still fun to play, and thus worth sharing with a larger audience :-)
As for the game itself, the basic storyline is as follows:
Apr 24, 2015 Directed by Alex Garland. With Alicia Vikander, Domhnall Gleeson, Oscar Isaac, Sonoya Mizuno. A young programmer is selected to participate in a ground-breaking experiment in synthetic intelligence by evaluating the human qualities of a highly advanced humanoid A.I. OSX was a drastic improvement on my last experience with the Mac OS (which was System 7) and it soon became my computer of choice, my PC being relegated to gaming duties. The poor beast didn't last long – after 14 months the motherboard died – and it was replaced in. Ex Machina Posted at 2017-6-7 06:00 So full details are in this thread, but basically your Mavic isn't creating DNG with all the required DNG metadata, so apps that expect important hinting data like colordepth and size will choke. The OP in the linked thread had to send his Mavic back for a replacement.
Four powerful mages were returning home from a terrible war with great evil that haunted their realms. At the same time, scientists at CERN started a new experiment. And a black hole was created…
And hit by a lightning…
The lightning-blackhole turned into a magical inter-realm wormhole and teleported the mages.
Streight into the CERN main computer.
Help them get out and return to their realm.
The game is divided into separate levels (currently 13 of them, three of which are training-levels), each of which can consists of one or more distinct maps. On every level, the player is assigned up to four mages, each of them having a different skillset. And so, there's a fire mage, who can shoot fireballs destroying parts of the wall (or rather turning them into gaps), a trigger mage who can summon and shoot huge metal objects which interact with the binary-switches present on the map (often resulting in opening/closing some doors), a support mage who can create bridges over holes, and a teleport mage who can create teleports all over the map.
In order to complete a level within a specific time limit, the player needs to coordinate the performance of all available mages, so that at least one of them reaches the exit located on one (usually last) of the episode's maps. The player has full control over one mage at a time – he can then walk around the level and use the character's specific skills (up to a certain limit); all of these activities are recorded, and saved for later. When the player is done with the current mage or the time limit expires, the next mage from a queue becomes active. At this point, the time is rewinded to the initial state of the level, and all actions performed by the previous mages are replayed. As a consequence, all characters end up playing simultaneously as the game progresses, creating an interesting chain of dependencies between the mages, and making the gameplay highly dynamic.
Since even the best description won't be as informative as a gameplay video, you can learn more by watching the following recording:
Although the game is theoretically compatible with the Linux and Mac OS X platforms (it was even tested at some point of the development), the official package is purposed for the Windows operating systems, only (feel free to build the game on the platform of your choice, though). Apart from adding a few (around seven) new maps, we haven't changed anything (except on crash fix) since the end of the contest.
The game is released as open-source (see the README and LICENSE files for more information), and we're not planning to further develop the project. We would like to acknowledge Peter Shanks, Kevin Saunders, Tomasz Wacirz and SoundJay.com for the media resources (images, music, sound effects) used in the game.
A full package (win32 executables, source code, media) can be downloaded from here (ZIP, 7.7 MB)
Disclaimer: the source code is a huge mess, but it was a 48h compo, don't blame us :-)
And that's pretty much it. Should you have any comments or problems related to the game, feel free to drop us a line.
Cheers!
Deus Ex Machina | |
---|---|
Developer(s) | Automata UK |
Publisher(s) | Automata UK Electric Dreams |
Designer(s) | Mel Croucher |
Programmer(s) | Andrew Stagg |
Platform(s) | ZX Spectrum, MSX, Commodore 64, Android, iOS, Ouya, Windows, Linux, Mac OS X |
Release |
|
Genre(s) | Art game |
Mode(s) | Single player |
Deus Ex Machina is a video game designed and created by Mel Croucher and published by Automata UK for the ZX Spectrum in October 1984 and later converted to MSX and Commodore 64.
The game was the first to be accompanied by a fully synchronised soundtrack which featured narration, celebrity artists and music. The cast included Ian Dury, Jon Pertwee, Donna Bailey, Frankie Howerd, E.P. Thompson, and Croucher (who also composed the music). Andrew Stagg coded the original Spectrum version, and Colin Jones (later known as author/publisher Colin Bradshaw-Jones) was the programmer of the Commodore 64 version.
The game charts the life of a 'defect' which has formed in 'the machine', from conception, through growth, evolution and eventually death. The progression is loosely based on 'The Seven Ages of Man' from the Shakespeare play, As You Like It[1] and includes many quotations and parodies of this.
A remastered version of the game titled Deus Ex Machina, Game of the Year, 30th Anniversary Collector's Edition was released in 2015 for the Android, iOS, Ouya, Microsoft Windows, Linux and Mac OS X.[2] A second remastered version, Deus Ex Machina - The Final Cut, was released in 2016 for Microsoft Windows, Linux and Mac OS X.[3]
Alicia Vikander
Gameplay[edit]
Players of the game are to take control of a defective machine which has taken the form of the human body. The players would experience the different stages of life, all the way from being a cell to being a senile old being. It is considered to be a visual-audio entertainment although the game itself does not have sound. It is separated into an audio cassette where the tape needs to be played alongside the game.[4] The length of the audio cassette is 46 minutes which is also the length of the game itself. Although the game could be played without the audio cassette, it would make it easier to understand with the help of the soundtrack. The soundtrack includes songs, musical compositions, and also voices of famous actors. As the game comes with a full transcript of the speech, it could at times be played without audio.[5]
Hominem Ex Machina Mac Os Update
Reception[edit]
Despite critical acclaim at the time, the game did not conform to conventions of packaging and pricing required by distributors and retailers and the game was sold mail-order only direct to the public. It subsequently gained cult status as an underground art game.[6]
Legacy[edit]
Croucher retrospectively viewed the game as a disappointment, saying 'I should have sold the game at a sensible price. But I wanted to put a lovely poster in it and nice packaging and a double vinyl gatefold' and that as a result the price of £15 compared to the more usual £8 meant that sales were low, and the game only broke even.[7]
In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[8]
A re-imagining of the game went into production in 2010, under the title Deus Ex Machina 2, once again under the design and creation of Croucher. The new cast is led by Sir Christopher Lee as The Programmer, with Chyna Whyne as The Machine, Chris Madin as The Defect, Joaquim de Almeida as the Defect Police, and original Ian Dury session vocals.[9] It marked the final performance of Christopher Lee that was released in his lifetime, being released 4 months prior to his death.
In 2014 Croucher released a book about the game's (and his) history, and the making of the new game. The book is entitled Deus Ex Machina - The Best Game You Never Played in Your Life. The game's sequel was eventually released in 2015.
References[edit]
- ^http://www.sf-encyclopedia.com/entry/deus_ex_machina
- ^'Deus Ex Machina: Game of the Year, 30th Anniversary Collector's Edition Releases'. MobyGames. Blue Flame Labs. Retrieved March 19, 2020.
- ^Jones, Colin (July 28, 2016). 'Deus Ex Machina - The Final Cut'. Blogger. Retrieved March 19, 2020.
- ^http://www.sf-encyclopedia.com/entry/deus_ex_machina
- ^'Deus Ex Machina for ZX Spectrum (1984)'. MobyGames. Retrieved 2018-12-11.
- ^Houghton, David. The Top 7... Maddest British old-school games - 1. Deus Ex Machina (1985). GamesRadar. 19 October 2009.
- ^Campbell, Colin (2013-09-25). 'The one-hour life of a 1980s video game auteur'. Polygon. Retrieved 2018-12-11.
- ^Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 79. ISBN978-1-74173-076-0.
- ^'Deus Ex Machina 2'. Archived from the original on 2010-03-27.
External links[edit]
- Deus Ex Machina at MobyGames
- Deus Ex Machina at SpectrumComputing.co.uk
- Deus Ex Machina at Lemon64