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DF Retro: Tomb Raider - PS1/SAT/PC

I always thought the texture warping and "swimmy" vertices of the original title added to its charm, but seeing the modded pc version (for the first time thanks to DF), it looks like how it should ave always been played.

It's interesting that the ios/android ports look like they still possess some of the texture warping of the original console releases. What version are those ports based on? pc? I might want to buy it just to have in case I feel nostalgic.

As always, thanks John, good work.
 
Just a question: like I said on the last page I'm a huge fan of the first game but never really checked out the sequels (apart from maybe the first half of the 2013 reboot). I'm fixing up the mods now to replay the first one and I think I'll go through the series after that. I know the last (couple of?) the Core Design games were supposedly pretty buggy. Were they buggy to the point of being unplayable or did fans fix them in the intervening years?

Sorry if this is common knowledge, even though I replay TR almost once a year I never really looked into the rest of the series.
 
These DF Retro videos are some of the best on YouTube. The Daytona one actually got me to buy it again on PS3, and the Symphony of the Night one was just superb. I'd only played a little bit of the Saturn version, and always knew it was inferior... but didn't know by just how much until I watched their video on it. The TR one is just crazy seeing where the series has gone. It was so cutting-edge back in the Saturn days, even though I completely sucked at it, and don't think I made it much further than the first cave after the tutorial/gym thing. LOL
 
I would love an RE2 video, I'm really interested in how the hell they managed to fit those cutscenes and all that dialogue in an N64 cart
 
Another great episode. I love when you "pull back the curtains" with some of these older games and show different layers before the final presentation. It was really cool seeing both the wire frame mode and how the textures are assigned (that was pretty trippy). I find that your pacing of the episodes is pretty spot on for me as well, the 15 minutes went by like a breeze.
 
I didn't realize the PS1 Tomb Raider had ran that game so well at 30 fps, for some reason my memories it more like the framerate of the Saturn version as I tend to associate some of slower framerates from that generation despite me playing the game on my PS1. The game being a more puzzle heavy slower game than I thought it would be playing it as a kid skewing some of my perception.

Quite neat how the devs handled the polygons and texture effects on the Saturn trying to come to grips with the hardware and quads.
 
I always thought the texture warping and "swimmy" vertices of the original title added to its charm, but seeing the modded pc version (for the first time thanks to DF), it looks like how it should ave always been played.

The modded version seen in the video is really just based on the old ATi 3D Rage Pro patch that was originally released in 1997 (I think?) by ATi. I think ATi recompiled the Tomb Raider .EXE (via Core) to run on Windows 95 natively, and it is the only patch that was released back in the day that supported Direct 3D.

The original Tomb Raider on DOS is a bit of a mess when it comes to 3D acceleration. It came out during a time when OpenGL didn't really exist on the PC and when Microsoft was trying to establish Direct 3D. So the game has multiple 3D acceleration patches from different video card manufactures. 3DFX, Matrox, S3, PowerVR, ATi and others (though no Nvidia support) all had their own unique drivers and it was a pain in the ass to find these files online (if you were lucky enough to have an internet connection in 1996-97) if you owned one of those cards. The PowerVR patch could support up to 1024x768 resolution, which was pretty impressive for its time.

The original Tomb Raider was a pretty big contributor to the popularity of 3D acceleration back then, before GLQuake hit the scene. .
 
Well this video inspired me to config my Steam copy of Tomb Raider 1. It was actually pretty easy compared to some other old games, only taking about 30 minutes. And the results are great, it looks really sharp and controls really nice.
 
Currently blasting through this on Nvidia Shield TV Android port. It looks a DARN sight better than all those showings in that video. Curious that they never covered it. An all time classic.
 
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.

Seems like a really wierd difference.
 
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.

Seems like a really wierd difference.

They probably just added it later, the PS1 version came out after the Saturn version
 
Is that a big old Soup Reaver tease? Would be sweet to have an in depth video comparing the differences between the PS1, PC and Dreamcast versions of the game. And talk about the overall technical achievement that the game was.
 
Every time I consider playing this, I see someone complain about the controls. Is it worth playing this over Anniversary?

The controls are pre-analog, and are basically "tank" controls, where you have left and right turning with forward and back motion. You can also do sidesteps and such. It feels most like a 3D version of the original Prince of Persia game, where all the movement is very deliberate and kind of stiff, but also precise. You'll find yourself doing platforming where you'll make a jump, then take some time to turn and position yourself before making your next move. Once you get used to the controls, they're fine.

Do the mansion tutorial before you play the game and you'll be set.

I don't think the original is quite as good as Anniversary, but they're both great games and both worth playing. If you have absolutely no patience for old pre-analog 3D controls, maybe just skip to anniversary though.
 
I didn't realize the PS1 Tomb Raider had ran that game so well at 30 fps, for some reason my memories it more like the framerate of the Saturn version as I tend to associate some of slower framerates from that generation despite me playing the game on my PS1. The game being a more puzzle heavy slower game than I thought it would be playing it as a kid skewing some of my perception.

Quite neat how the devs handled the polygons and texture effects on the Saturn trying to come to grips with the hardware and quads.

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Yeah, it is pretty cool to see the Saturn render quads in wire frame mode. As explained in the video, you can see how the quads sub divide to help reduce texture warping when they move closer to the player.
 
There are not many games that hit you with the same kind of impact Tomb Raider did when you first played it.

It's one of those key moments in video gaming.

And of course, PS1 Tomb Raider is best Tomb Raider.
 
Another great episode dark10x . Thank you!

Wonder if anyone tried to mod the aniversary game to be more like the original?

Maybe even export the 3d models to the new ROTTR engine...daft as it sounds, I Love things like that ie Vice city map exported to the gta5 engine, or Sonic levels transferred to Sonic generations.
 
I followed the instrunctions at pcgaming wiki and the game is working great on Windows 10, wide screen and all! Too bad it seems that it's impossible to make Steam recognize that I'm playing it, so I don't get the Steam functions like the community modes for the Steam/DS4 controllers and the play time in my profile since it runs another executable file, and a simple shortcut won't give me all those options.
 
I followed the instrunctions at pcgaming wiki and the game is working great on Windows 10, wide screen and all! Too bad it seems that it's impossible to make Steam recognize that I'm playing it, so I don't get the Steam functions like the community modes for the Steam/DS4 controllers and the play time in my profile since it runs another executable file, and a simple shortcut won't give me all those options.

I used this guide from the Steam community, god widescreen, music, visual improvements, and Steam still launches it when I click play in my library.
http://steamcommunity.com/app/224960/guides/#scrollTop=100
 
I think it would be great in these videos to talk about how emulation improves original console release, for example with Tomb Raider where dancing textures and unstable polygons are all over the place: http://www.libretro.com/index.php/mednafenbeetle-psx-pgxp-arrives/

ICYMI, some earlier posts on this subject from MrCunningham's 20th Anniversary thread:
Have you looked at either PCSXR or Mednafen/Beetle with PGXP? Haven't yet had a chance to try it myself, but I've seen it recommended a few times (one / two / three).

It looks like the NGEmu forum where the PGXP fork of PCSX-R was initially posted (by author iCatButler, as noted here) is pretty active... Many folks seem to prefer Mednafen/Beetle over PCSXR, and apparently iCatButler recently introduced PGXP to Mednafen/Beetle (video comparison of TR1, with and without PGXP, here).

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.

Also, was wondering: has anyone here tried any of the existing texture packs for the PC version of TR1?
...The modded version seen in the video is really just based on the old ATi 3D Rage Pro patch that was originally released in 1997 (I think?) by ATi... So the game has multiple 3D acceleration patches from different video card manufactures. 3DFX, Matrox, S3, PowerVR, ATi and others (though no Nvidia support) all had their own unique drivers...
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.

Since a few people in this thread have asked about the recent iOS/Android versions of TR1 and TR2: "For the PC version of TR2... it looks like someone actually went to the effort of introducing the textures from the recent iOS/Android version (differences shown in this video)..."
 
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.

Seems like a really wierd difference.

It's CALLED A HANDSTAND and it is the most important difference between the two versions!!!

Also don't count on it but I THINK you also can dive in the PS1 version and can't in the Saturn
 
I followed the instrunctions at pcgaming wiki and the game is working great on Windows 10, wide screen and all! Too bad it seems that it's impossible to make Steam recognize that I'm playing it, so I don't get the Steam functions like the community modes for the Steam/DS4 controllers and the play time in my profile since it runs another executable file, and a simple shortcut won't give me all those options.

Here is the Tomb Raider Forums link for those who are looking for it: http://www.tombraiderforums.com/showthread.php?t=214779
 
So many great memories with the early Tomb Raider's. I've been playing various old classics on an original PSX with a Framemeister/SCART connection and it's pixel perfect old school bliss. I was never a fan of the pc version visuals and I don't do emulators (vomit).
 
How faithful is Anniversary to the original exactly? Does it have the same basic level design with minor changes or is it more of a "re-imagining"?
 
How faithful is Anniversary to the original exactly? Does it have the same basic level design with minor changes or is it more of a "re-imagining"?

It's faithful in spirit...mostly. The level design is redone in a lot of places and kept in a lot of places. Overall, they are very thoughtful about how they redo things. If you don't mind that the complexity of platforming is not there (the CD games are pretty fluid), you'll really love it.

They ruin a few key moments (the poor T-Rex), and they merge two levels later in the game, but it's still just a really fun game that captures the spirit and tone of the original in an era when most games are like Press A to move forward. And SOME of the remade levels are brilliant in how creative they are with their license.
 
DF Retro is the DF content I'm most interested in. Finding how developers squeezed power out of these primitive machines using genius programming and clever graphical tricks is way more interesting than "this game runs 3 frames slower on XB1 than on PS4", but I get there's a market for that stuff.

I'd never play Tomb Raider nowadays due to the controls, which I remember struggling with even at the time (and I loved Resident Evil) but it's definitely an important game. I used to just mess around in the mansion, where I didn't have to deal with all the impossible-to-hit animals :P
 
Just beat it. 12:05 was my finishing time.

What an absolutely fantastic remake and a fabulous game on the whole. Excellent graphics, great music, a nicely retconned and written story, great delivery once again from Hawes and companions, creative level design, tight gameplay, and that "Tomb Raider" feeling all over again.

I was consistently impressed by how creative Crystal Dynamics was with the source material, yet I am even more impressed with how closely they managed to update 10 year old gameplay design without deviating too far from the original game.

I feel like the game is a bit looser than Legend on the whole. There are some sections you will repeat many times because of a botched jump or a tricky situation that I feel I just couldn't believe made it through considering how incredibly tight and polished Legend was. For example, in the last level, there is a pathway through lava that you have to run through and there is a slight crack in that pathway. Seems entirely graphical, but if you step in the crack you can actually die. Lara will sink through the floor. I must have fallen for that one at least three times. I lol'd. Anyway, yeah, the team had like nine months to work on this, so it's forgivable. The camera can also be a bit wonky at times. Often I wish I really had "FULL" control when the game makes it difficult to swing it around to where I want it.

The levels are absolutely enormous. Everything has been amped up in size. St. Francis Folly's famous pillar now seems twice as tall, the Lost Valley is no longer dark and claustrophobic, and the Tomb of Qualopec is perhaps the most innovative and creative change to any original level in any remake of any game ever. My mouth was open with that level; it's completely unlike the original in progression and platforming and yet completely the same in structure and objective. It was an absolute pleasure revisiting all these old levels and seeing how modern technology really brings them alive. The Coliseum in particular is impressive, just because the old Coliseum was so particularly square and unbelievable. The new one is just awesome. St. Francis Folly's opening hall is stunning in the new game.

The music is nice. The vibraphone is back, as is the main theme of the original game-- redone nicely. Sometimes I miss some of the old music, but the new stuff is great too. I love the "level introduction" music. Some of the dialog has been preserved from the original, such as, "Pierre, you litterbug," though other lines are not present. I miss Natla's "Can you leave tomorrow?" line from the original game.

I think the QTEs are nicely done, largely because Lara's actions in the cinematics actually correspond to what you would do in reality. Lara jumping in a cinema is X, just like jumping in the game is X. It feels natural, and that's impressive. Consider Spider-man 3's QTEs, which are essentially just, "A RANDOM BUTTON WILL FLASH AND YOU WILL HIT IT."

The boss battles were significantly improved from the original just because the control doesn't limit the possibilities anymore.

The new Tomb Raider style may be slightly derivative of Prince of Persia, but in my opinion, Lara's new character is more interesting and better written than the past two Princes, and the story is actually really going somewhere. The gameplay can only be described as natural and smooth. Platforming is an absolute dream in this series. It's so fluid, there are no hangups or repositionings or anything like that. You can feel Lara jump the way you want her to jump. There is no fussing with the controls for the large majority of the game. Like I said, there are a few areas where it could be tightened up.

Crystal Dynamics has yet another winner on their hands. Tomb Raider has risen from the grave and is the premier adventure platformer once again.


Here is my review from June of 2007. Yikes.
 
It's interesting that the ios/android ports look like they still possess some of the texture warping of the original console releases. What version are those ports based on? pc? I might want to buy it just to have in case I feel nostalgic.

Not sure which version they're based on but I do know that they don't use the original textures but rather remade higher-res ones. IIRC, though, they aren't 100% faithful to the originals.

How faithful is Anniversary to the original exactly? Does it have the same basic level design with minor changes or is it more of a "re-imagining"?

It's a reimagining and a rather poor one at that IMO. The only level that they managed to somewhat improve upon was St. Francis' Folly and even that suffers from their overuse of ledge-hopping and the general lack of substance to LAU's traversal mechanics.
 
It's faithful in spirit...mostly. The level design is redone in a lot of places and kept in a lot of places. Overall, they are very thoughtful about how they redo things. If you don't mind that the complexity of platforming is not there (the CD games are pretty fluid), you'll really love it.

They ruin a few key moments (the poor T-Rex), and they merge two levels later in the game, but it's still just a really fun game that captures the spirit and tone of the original in an era when most games are like Press A to move forward. And SOME of the remade levels are brilliant in how creative they are with their license.
I see. My fear was that they took a game with a substantial amount of exploration and, as is sometimes the case with remakes, replaced it with something more linear. Sounds like that didn't happen, and the complaints from series fans are more focused on the controls, which were always a turn-off to me in the original games.
 
It's faithful in spirit...mostly.

...Some of the dialog has been preserved from the original, such as, "Pierre, you litterbug," though other lines are not present. I miss Natla's "Can you leave tomorrow?" line from the original game...

RagnarokX noted some other changes to story/characterization:
...Here is how we were introduced to Lara for the first time: https://www.youtube.com/watch?v=XHJuFhcRICE

To summarize: we are shown a magazine showing Lara on the cover saying that she caught bigfoot. She makes a witty remark rebuffing the advances of a man that hits on her. Natla offers her money and Lara tells her she only hunts for sport. Natla describes how dangerous and unexplored the adventure will be Lara smiles. Lara treks to Peru and opens the door to the caves. Her sherpa is attacked and she tries to save him but is unable to.

In this small cutscene we know all we really need to know about Lara. She's a famous, badass, confident adventurer who goes on adventures for the fun of it. Core went on to flesh her out a bit. She got the adventure bug after her plane crashed in the Himalayas where she survived for several days before she was rescued. Her rich parents didn't approve of her lifestyle and sent her on adventure with famed archeologist Werner Von Croy to get it out of her system and eventually disowned her. Here's Lara on her first real adventure as cocky as ever: https://www.youtube.com/watch?v=hTS1XvqRrCA

When Crystal Dynamics took over, for whatever reason, they decided Lara couldn't just WANT to be an adventurer. She needed something forcing her to do all this stuff. They changed her backstory so that her father was a famous adventurer, too, so she's just following in daddy's footsteps. And her reason for going on these adventures is because her mommy disappeared in the plane crash in the Himalayas and she wants to find her...
 
They did that to link it in with Legend, which is still kinda hamfisted but really who cares because she talks for 20 seconds and then you're in a tomb.

Actually a little longer because the new first level lets you play the CG sequence that started TR1.
 
Another excellent video .

I had a Ati rage pro + voodoo 1 back in the days with a pentium celeron 333 and my first PC game was tomb raider .i Have plenty of good memories with that title.
 
@dark1x, would you happen to have the links to those PC version improvements from the episode? For the longest time I've been trying to find the best way to play the originals on my PC/Steam Link device.
 
Dark, after you atone for your sin in not mentioning the HEADSTAND, why do the Saturn JP and Saturn PAL versions have different frame times?
 
Also, saturn was weaker with 3d we know, but this much worse? Could it be that the graphics processing unit(s) had to distort the textures to get them to...you know, resemble flat surfaces and that distortion takes up gpu (if you could call it that i guess) time? I've never actually see this square stuff WRT saturn games before. It's cray.

edit: Also why does Lara appear taller in the PS1 version? She seems thinner and taller. Is this a resolution issue?
 
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