• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Tomb Raider is 20 years old, Lara debuted on the Sega Saturn Oct 25th 1996 in the UK!

I explained it incorrectly. The 48 missing lines aren't drawn on your bezel outside of view, they are not sent by the console because they are outside of the timing.

It's critical to understand how a CRT works. The electron beam scans line after line from top to bottom at a constant pace. The Sync signal tells it when it's time to go one line down or go back up. The 240p of vertical resolution is a consequence of the refresh rate: because the horizontal speed is fixed, there is only so many lines you can draw before having to go the next frame. If you want to draw more lines, you have to slow down the refresh rate. PAL has more time to draw the picture (1/50=20ms), therefore the beam can draw more lines. It doesn't matter if the code was made to compute 288p worth of data, at NTSC rates when the beam arrives at the 240th line it's time to go back up and draw a new picture. Consoles are designed to force the computation of a new frame when it's time to draw it. If they didn't, you'd have the last 48 lines on top of the following frame and a resulting rolling picture. It's all about what you can put in between the SYNC ticks.

Mastering SYNC is critical. If you try to fit to large a picture, you'll get a screen rolling. If you try to feed a different Sync to a display that asks for a fixed Sync, you'll get a rolling picture. NTSC TVs are locked to 60Hz and will accept nothing else. Using a PAL console on it makes the picture roll. A PAL TV is more lenient and will accept pretty much anything between 50Hz and 60Hz. But the picture drawn on screen still has to work within the Sync boundaries defined by the console.


tl;dr you can't display 288p at 60Hz.


For more information on how consoles compute and display, and how devs in the early days had to fight against the Sync to get their game on a TV, I recommend the book Racing the Beam : The Atari Video Computer System which explains in lots details how videogames are made on a machine that doesn't abstract the rendering away from the devs.
Interesting! Thanks for the tip!

How does PAL-60 work though? Or was that just introduced at later stage so it was basically a 480p image at 60fps? I would've thought a PAL-60 compatible CRT would have managed 288p@60fps.
 
Interesting! Thanks for the tip!

How does PAL-60 work though? Or was that just introduced at later stage so it was basically a 480p image at 60fps? I would've thought a PAL-60 compatible CRT would have managed 288p@60fps.

PAL60 is indeed a 240p/480i picture at 60Hz. But it's using the PAL colour space for better clarity.
 
Nope, the PC version doesn't have any music at all.
You can patch it in, but if you get it on Steam or GoG, it has no background music.
Only the PSX and Saturn version has background music.
Yeah, the PC version is weird like that. The game uses redbook audio but it's just a few ambient tracks. The cut-scenes (real-time variety) also use audio right from the disc.

TR2 did the same but included music.
 
Yeah, the PC version is weird like that. The game uses redbook audio but it's just a few ambient tracks. The cut-scenes (real-time variety) also use audio right from the disc.

TR2 did the same but included music.

Interesting, still weird, the background music was missing in TR1, and it was built in TR2.
I wonder why. Maybe they forgot to include it into the final game code.
 
One of my favorite games of all time, second only to Tomb Raider 2.

Be sure to check out THIS THREAD on the Tomb Raider forums for info on how to play the original at widescreen resolutions without it looking stretched out. There are step by step instructions that are pretty simple to follow including how to get all the fmvs (and music from the console versions) in there and looking/sounding great. The best way to play this game IMO. I'd recommend using a program like antimicro to map the keys to a gamepad.

JteJNtt.jpg

Thanks!
 
Got the PS1 version running beautifully on PCSXR-PGXP. The only issue I still have is missing save crystals which does suck but I'm circumventing it by allowing myself 2 to 3 save states per level, which is the approximate amount of crystals as far as I recall.

I've tried a vast variety of graphic settings but the save crystals don't visually show up. You can run into them and indeed save but they're invisible.

I have to say that the game is quite beautiful with a nice resolution and smoother textures, especially the large open areas had me quite in awe even now. When you first enter the colosseum in level 6, it's really beautiful and quite reminiscent of Team ICO games. The relative emptiness really suits the desolate and tranquil atmosphere.
 
For TR1 I would not allow myself any mid-level saves lol. Just between levels.

I tried that for TR2 until I got to the opera house -_-
 
Any reason people are trying to emulate the PS1 rather then just playing the PC version btw?

I have all the TR games (1996-2016) in Steam, but I noticed that the Steam version of TR1 starts up within the DOSBox emulator, which didn't seem to allow any graphical tweaks or resolution changes.

And since I'm hoping to emulate a few other PSX games at some point (e.g., prefer MGS1 over Twin Snakes), I was interested in what the PSX version of TR1 would look like, with PGXP and higher resolutions enabled.

Alf's post below was the first to clue me in to the idea that you can actually run the Steam version of TR1 outside of the DOSBox emulator, so I'd definitely be interested in that as well.

It doesn't take much work these days to get the ambient audio and console soundtrack working for the PC version. You can even get the green water and have audio tracks stop playing while underwater. Lots of ticky tacky things the console versions did can now be done with the PC version. Only thing missing are the mobile version's textures.

Be sure to check out THIS THREAD on the Tomb Raider forums for info on how to play the original at widescreen resolutions without it looking stretched out. There are step by step instructions that are pretty simple to follow including how to get all the fmvs (and music from the console versions) in there and looking/sounding great. The best way to play this game IMO. I'd recommend using a program like antimicro to map the keys to a gamepad.

JteJNtt.jpg

Thanks for the heads up! After looking at yesrushdt's link, I see that the Steam version of the game can be run without DOSBox, via the 'GLRage' wrapper. Does anyone know if the 'Tomb Raider Xtra' revised TR1 textures (video here) can be used via the GLRage (ATi 3DCiF API) wrapper? Apparently Tomb Raider Xtra was made to work specifically with the 'Glidos' (Glide API) wrapper, though others have apparently reverse-engineered their own personal Xtra-compatible solutions (see here).

Or are there any other efforts, similar to Tomb Raider Xtra, to revise the textures in TR1? For the PC version of TR2, for example, it looks like someone actually went to the effort of introducing the textures from the recent iOS/Android version (differences shown here), and there's a post in the TR forums about running TR2-TR4 in DX11/4K resolution & Stereo 3D via the 'dgVoodoo' wrapper.
 
I had a Saturn, never had a Dreamcast.

The Saturn was a nice lil system.
 
For TR1 I would not allow myself any mid-level saves lol. Just between levels.

I tried that for TR2 until I got to the opera house -_-

I was trying to until I got to level 5, screwed up one jump because of a goddamn bat harassing me out of the blue and plummeted about 100 ft to my death. This was about 3/4 into the level after 30 mins play time and I lost it haha.
 
FINALLY, I'm back with info! The guy that sold me the Japanese version forgot to put the CD in the case and had to send it in a separate package. All is sorted though and I got to test it versus my original PAL version:

CwwsIblWIAYwJRh.jpg


My Saturn is a PAL Mark 1 version with an action replay cart so it can run NTSC-J games. Thus my picture wasn't fullscreen like the PAL version, but the typical squished NTSC port we were so used to here in Europe in the 90's. I'm playing it on a PAL-60 supported Sony Trinitron CRT with an RGB cable to my Saturn (super sharp picture quality by the way!). Luckily the comparison runs the game at the same 25fps (as in they are more comparable versus the better 30fps NTSC games run at).

My findings are disappointing though:
The game looks pretty much identical to me and the very obvious framerate slowdown (which the PS1 does NOT suffer from) in large caves, especially the first wolf encounter one is still there in the Japanese release.

I cannot vouch for resolution, but I'm kind of doubting they upped it considering the already apparent strain on the Saturn hardware.

Ahh, that is a little disappointing if true, though non-too surprising. I wonder where the rumors that the JP-Saturn version of 'Tomb Raiders' had enhancements over the PAL/NA releases spread from?


I own the JP version. Alright, it's about time I do a DF Retro on this. Sounds fun.

Cool. I wonder if you will find anything? Knock it out by Sunday 13th, and you can hit the 20 year anniversary of the US PS1, Saturn and PC versions of Tomb Raider.

These three versions were released on November 14th 1996, NA:

And of course the PS1 port was the one everyone bought. Though I also knew a lot of people with the PC port too.

I still have my original copy of Tomb Raider on the PC. But sadly no awesome Eidos trapezoid box as seen in the picture above. I only have the jewel case that came with it.

I also owned a Sega Saturn back in my teens ( I chose it over the PS1) and had a copy of Tomb Raider for that too. I didn't know anyone else beside me wit a Saturn. So when my friends saw the game running on that system, they would just be like "Oh, looks worse than the PS1 version". Tomb Raider was still an impressive looking game on the Saturn, but it really showed why the PS1 was generally the better system for 3D gaming.
 
Nope, the PC version doesn't have any music at all.
You can patch it in, but if you get it on Steam or GoG, it has no background music.
Only the PSX and Saturn version has background music.

The PC version has music on the FMV segments, however not the during the gameplay. Like I said in my post above, it's VERY easy to get the gameplay music working on any PC version (even on Steam or GOG) using the TUTORIAL I linked. Another benefit of the widescreen version is that it runs on modern Windows operating systems natively, not DOS like every other PC version.

Here's a short gameplay clip:

https://www.youtube.com/watch?v=CzuEv7wuFJI
 
Since I beat TR, been playing PS1 TR2. The levels don't seem as long as I had remembered. Less exploring is needed so I'm already up to The Opera House in Italy.

I originally passed up the T.Rex scene by taking the rope over the chasm. Once you do that, it seems there's no way to go back. So I reloaded the whole game just to see that - it didn't take long. But some of the early gauntlets at the Great Wall seem unfair for a first level - rolling boulders, floors with spikes, spiked walls closing in all in a row.

I kind of cringed when I got to the Venice levels with the boat, but its wasn't too bad. Somehow I clunked my way through it and now I'm past the Library and in the Opera House where I saved. That "chandelier room" , heh I remembered that.

I'm anxious to get past Venice and to get to the deep sea and Himalayan areas again.

I don't really like having to use flares in the dark.
 
Since I beat TR, been playing PS1 TR2. The levels don't seem as long as I had remembered. Less exploring is needed so I'm already up to The Opera House in Italy.

I originally passed up the T.Rex scene by taking the rope over the chasm. Once you do that, it seems there's no way to go back. So I reloaded the whole game just to see that - it didn't take long. But some of the early gauntlets at the Great Wall seem unfair for a first level - rolling boulders, floors with spikes, spiked walls closing in all in a row.

I kind of cringed when I got to the Venice levels with the boat, but its wasn't too bad. Somehow I clunked my way through it and now I'm past the Library and in the Opera House where I saved. That "chandelier room" , heh I remembered that.

I'm anxious to get past Venice and to get to the deep sea and Himalayan areas again.

I don't really like having to use flares in the dark.


I am playing Tomb Raider 1 on the Sega Saturn (through emulation) right now, and I am having fun with it. I keep updating the OP with new images. But I am taking forever going through some of the later levels. While I remembered the first four or five levels with ease, including all of the secrets and such, I do not remember much beyond that. I can still recognize events and puzzles, but my memory sucks when it comes to map layouts. Some levels can take up to 1h and 25m for me. I really forgot how big some of the later areas are. They were pretty impressive places to explore in back in 1996 and still hold up.

Sadly the combat is a bit painful, as the AI lunges at you in the most simplistic way possible as you shoot and dodge them. Human AI is weird and will run away and vanish when you are not looking for them. By far the weakest part of this games.

Controls do require a bit of a learning curve. But they are manageable. I really have little problem hitting the right jumps. But the camera was always a little problematic.

But as I said before, I am playing the Saturn version (US) and from what I understand the levels are different in this one than the other versions. There are things missing or altered that were later changed for the PS1 version.

The Saturn game weirdly also has a much higher contrast colours in the textures. I guess due to the lower colour depth and lower resolution to the textures. The Saturn version uses a lot of primaries, and Lara's skin even looks day-glow orange when in the shadows due to the lower colour palettes. But it is kinda funky and I like it. It always strikes me how different the Saturn version looks to all the other versions even though this was the first one I played.

The poor Saturn hardware seems like it wanted to die when it hit those large locations. It dropped the framerate a lot. But it was still the best looking 3D platformer on the system. Which was a bit of a shame.
 
I never tried the Saturn version, but I had the game for psone. No other Tomb Raider game was able to amaze me like the first one. Great memories, even if I always died early and never got too far into it :)
 
So another question:

I looked at a walkthrough video because I thought my game was glitched...turns out I was too stupid to figure it out. But anyway, this is the PC version and there's a constant Ambient soundtrack in the background of some sort, is this just how the PC version shipped or is it some kind of mod this person is using? It makes the game awfully sinister haha

https://www.youtube.com/watch?v=hZAucdm1ifg&index=6&list=PLVq-fosDA9nN_z2caXP3r82I8q-6-5Ot3
 
So another question:

I looked at a walkthrough video because I thought my game was glitched...turns out I was too stupid to figure it out. But anyway, this is the PC version and there's a constant Ambient soundtrack in the background of some sort, is this just how the PC version shipped or is it some kind of mod this person is using? It makes the game awfully sinister haha

https://www.youtube.com/watch?v=hZAucdm1ifg&index=6&list=PLVq-fosDA9nN_z2caXP3r82I8q-6-5Ot3
I played through the steam version recently and don't remember any of ongoing soundscape you hear in the video.
 
I played through the steam version recently and don't remember any of ongoing soundscape you hear in the video.

Very weird, yeah I remember people in here saying the PC version has no music which I'd assume would entail this type of weird Ambient soundscape.
 
Very weird, yeah I remember people in here saying the PC version has no music which I'd assume would entail this type of weird Ambient soundscape.

Yeah, the original DOS version of the game only have ambient background noises. The PS1 and Saturn versions have actual music tracks that will play during certain key moments in the game. But as posted above, it is possible to add the music tracks to the PC game. I have never played the version available on Steam, so I don;t know if that version removed the ambient sounds?
 
1. I am playing Tomb Raider 1 on the Sega Saturn (through emulation) right now, and I am having fun with it. I keep updating the OP with new images. But I am taking forever going through some of the later levels.

... 2. But as I said before, I am playing the Saturn version (US) and from what I understand the levels are different in this one than the other versions. There are things missing or altered that were later changed for the PS1 version.

... 3. The poor Saturn hardware seems like it wanted to die when it hit those large locations. It dropped the framerate a lot. But it was still the best looking 3D platformer on the system. Which was a bit of a shame.

1. That one image in the OP , with Lara coming out of a cave framed by a white mask , the cave is its mouth - I didn't see that anywhere when just replaying TR on PS1. Interesting. Those are some super pixelated screenshots - I think the actual game probably appears better, especially when on a TV (or HDTV) and not on a PC.

2. See my comment in point 1 - I didn't see that at all. I also played TR on Saturn originally. Is there an online list of sorts of the types of level changes from Saturn to PS1 versions ? I should find a disc and replay it on my Saturn again. Sorry, I just couldn't handle playing it on an emulator.

3. I can remember that happening in the Saturn version. It was more forgivable back then when so many early 3D games had craptacular frame rates. I remember the 'black out ' effect popping in in those huge vertical caverns, more than the PS1 version (which also frequently blacks out distant polygons until you approach them). Eh, the effect works well enough.

In TR2 on PS1, I finally finished the Opera House. That level was too complicated and unfun. I did cackle when I ran into the big fans sections inside the wall tunnel/duct work. There is one backwards jump (the only way to get past without getting chopped up) that I must have replayed 20 times back in the day. Now I'm on the Offshore Rig, and I truly don't remember anything about this level.
 
So another question:

I looked at a walkthrough video because I thought my game was glitched...turns out I was too stupid to figure it out. But anyway, this is the PC version and there's a constant Ambient soundtrack in the background of some sort, is this just how the PC version shipped or is it some kind of mod this person is using? It makes the game awfully sinister haha

https://www.youtube.com/watch?v=hZAucdm1ifg&index=6&list=PLVq-fosDA9nN_z2caXP3r82I8q-6-5Ot3

This is how the game played back in 1996. I'm not sure how they do it in the Steam or GOG version but to get audio back in the DOS days the ROM drive or even emulated ROM drive had to be the first listed ROM drive or you didn't get audio tracks.

So lets say your main HDD is C:\ and you have one ROM drive D:\ as long as you use D:\ you were good and got audio tracks. If you used an emulated drive or a second physical drive say E:\ and played the disc from that drive then no audio. The new mods like GLrage eliminated all of this as you can just use audio files instead. I took my PS version of the game and ripped all the tracks using FLAC did the same with the PC version and I got console audio and PC ambient audio working together. If you do this I'd like to point out that audio track 4 from the PC release is goofed up a bit. It has a strange crackle noise to it about 10 seconds in the track. So I ripped it from TR II for PC to fix it. The guide from the listed TR forums about GL rage should walk you through all of this but if you need help I'd be more than happy to help. Some one may have posted the audio files as well to work with GL rage so you probably wont have to do any rips. Its been a while since I visited the TR forums.

Check out this video if you'd like to have a look. Near the end I had to heal you may notice that the pause ring is all black. The current build of GL rage v9 fixes this. I was using GL Rage v2 in the video.

From the looks of it the person in that video you posted may be using GliDOS. This was a popular way to get TR to run on modern systems.
 
1. That one image in the OP , with Lara coming out of a cave framed by a white mask , the cave is its mouth - I didn't see that anywhere when just replaying TR on PS1. Interesting. Those are some super pixelated screenshots - I think the actual game probably appears better, especially when on a TV (or HDTV) and not on a PC.

The face is there in the PS1 version as well. It is near the end of level 9; Tomb Of Tihocan. Here's a video of it in the PC version: https://youtu.be/y0dNtYUInx8?t=896

The screenshots are being displayed at their frame buffer resolution, with no additional TV filters or scanlines. I think the Saturn version (or at least the US version) displays at 336*224. The game is just being upscaled X2 and then stretched. But it probably does look a little cleaner when viewed on a CRT screen.

2. See my comment in point 1 - I didn't see that at all. I also played TR on Saturn originally. Is there an online list of sorts of the types of level changes from Saturn to PS1 versions ? I should find a disc and replay it on my Saturn again. Sorry, I just couldn't handle playing it on an emulator.

I used to play the DOS version a lot back in the day. But playing through the Saturn version, it is hard to tell what the changes are without going through them both. I really don't know if there are any lists that show off the differences,

3. I can remember that happening in the Saturn version. It was more forgivable back then when so many early 3D games had craptacular frame rates. I remember the 'black out ' effect popping in in those huge vertical caverns, more than the PS1 version (which also frequently blacks out distant polygons until you approach them). Eh, the effect works well enough.

Yeah, the game had to use diminishing lighting (everything fades to black after a certain distance) to hide polygon draw in. It is most noticeable in the Coliseum Stage in the Saturn version. But for a game from this game, the draw distances really aren't too bad. The PlayStation version had a slightly better draw distance.


In TR2 on PS1, I finally finished the Opera House. That level was too complicated and unfun. I did cackle when I ran into the big fans sections inside the wall tunnel/duct work. There is one backwards jump (the only way to get past without getting chopped up) that I must have replayed 20 times back in the day. Now I'm on the Offshore Rig, and I truly don't remember anything about this level.

It's been a long time since I have played TR2. But I still remember the convoluted Opera House too.
 
This is how the game played back in 1996. I'm not sure how they do it in the Steam or GOG version but to get audio back in the DOS days the ROM drive or even emulated ROM drive had to be the first listed ROM drive or you didn't get audio tracks.

So lets say your main HDD is C:\ and you have one ROM drive D:\ as long as you use D:\ you were good and got audio tracks. If you used an emulated drive or a second physical drive say E:\ and played the disc from that drive then no audio. The new mods like GLrage eliminated all of this as you can just use audio files instead. I took my PS version of the game and ripped all the tracks using FLAC did the same with the PC version and I got console audio and PC ambient audio working together. If you do this I'd like to point out that audio track 4 from the PC release is goofed up a bit. It has a strange crackle noise to it about 10 seconds in the track. So I ripped it from TR II for PC to fix it. The guide from the listed TR forums about GL rage should walk you through all of this but if you need help I'd be more than happy to help. Some one may have posted the audio files as well to work with GL rage so you probably wont have to do any rips. Its been a while since I visited the TR forums.

Check out this video if you'd like to have a look. Near the end I had to heal you may notice that the pause ring is all black. The current build of GL rage v9 fixes this. I was using GL Rage v2 in the video.

From the looks of it the person in that video you posted may be using GliDOS. This was a popular way to get TR to run on modern systems.

I would actually get into this but I just got to level 9 using my PSX disc rip through PCSXR emulation. Honestly, I'd love to replay it with this cool and rather dark Ambient sound but the thought of replaying a huge chunk of the game again, I can't handle right now haha. Thank you for outlining everything though, I think I'll come back to that next year or something for sure.

What I always thought was a bit weird was the complete lack of reverb (at least in the PSX version) seeing how the PSX hardware was capable of some great reverb effects, see Doom/Final Doom for example. Would've suited the atmosphere of the game so well. I tend to play with headphones mostly so I always notice the sound design in a very detailed fashion.
 
Have you heard the previews for the upcoming The Tomb Raider Suite [on December 18th, 2016] that McCree is doing? He put two songs up which are pretty good. Can't wait for the full album. He apparently even working on upcoming tomb raider movie!
Anyone planning to attend?
http://www.eventimapollo.com/events/detail/tomb-raider-live-in-concert
Tomb Raider - Live in Concert
Music from the original epic games
Date: Dec 18 , 2016
Days until show: Tomorrow
Doors Time: 18:30

Tomb Raider - Live In Concert is the official world premiere of the Tomb Raider Suite by original Tomb Raider composer Nathan McCree; a stunning collection of McCree's themes from the iconic game, played by the Royal Philharmonic Concert Orchestra and chorus conducted by Robert Ziegler. The concert, at the Eventim Apollo Hammersmith, will also feature incredible in-game footage and images from the first three Tomb Raider games on a giant screen above the orchestra. Tomb Raider - Live In Concert promises to be the games music event of the year, a unique musical and visual experience celebrating one of the greatest and most popular franchises ever created.

JUST ANNOUNCED: We’re very excited to announced that Shelley Blond, the original voice actress for Lara Croft, will be presenting the show live on stage. As well as hearing the original music played live for the first time, fans will get to see the original Lara Croft telling the legendary Tomb Raider story. This 20th anniversary event is not to be missed.

The title screen music still gives me nostalgic chills. Almost a bit sad listening to it again now and thinking it's 20 years ago a 13 year old my played this for the first time and being blown away...

Amazing game, the music from the first couple of games still gives me chills, so iconic...

...Oh, and that beautiful music. Thank you Core Design, you made a classic...

...St Francis Folly - When you first step through into that huge vertical puzzle room and the haunting music plays...

 
Link to image.

I attended the suite on Sunday, it was incredible.

I've written a bit about it here.

Nathan is a really decent guy, willing to talk to all of the fans, and Shelley Blond, the original voice of Lara as well.

First time I've met Meagan Marie, she's very passionate about the series too.
 
Link to image.

I attended the suite on Sunday, it was incredible.

I've written a bit about it here.

Nathan is a really decent guy, willing to talk to all of the fans, and Shelley Blond, the original voice of Lara as well.

First time I've met Meagan Marie, she's very passionate about the series too.

Wow, nice! Was just reading through impressions at the TR Forums. Hopefully everything went well from U-Live's perspective as well :)

https://www.youtube.com/watch?v=fcudjXDd5lA
Nathan McCree (composer for TR1-TR3): “...We have had discussion about the World Tour of the Tomb Raider Suite [concert series], and it is something that [U-Live, the company I'm working with] is interested in. However, there are conditions to that World Tour becoming reality. One of those conditions is that the London show is a success. So this is where I'm really asking for your help. I know that many of you are in different countries and you can't make it to London, on the 18th of December, but there is still something which I feel you can do to help support this show. I really need all of you to tell as many people as possible, about the show on the 18th of December. We need as many people to come to the show as possible...”
 
I really wish they would make a game in the same way "Anniversary" was. The best Tomb Raider IMO.

Agreed, Anniversary was a special game and though I have enjoyed the output over the last decade, CD hasn't quite recaptured the same magic as that game did. A near perfect Tomb Raider experience.
 
So I've done a follow-up interview with Nathan, and there's a few plans in motion regarding the music.

Plus something about the fourth game in the reboot series.

Link.
 
Trying to replay this. Level design is great but damn can the controls be funky.

What did you guys think of the 2013 reboot? I only played the originals, so I'd like to hear some input from people who are familiar with both the original and the 2013 reboot.
 
Top Bottom