25 June 2008


 


 

 


 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

THE COMPLETE

Indie Zone started life as a very small column called Free Play in the news section of PC Zone, covering freeware releases. After just two issues, it was incorporated into a proper regular section featuring commercial independent games as well as freeware, and ran for just under a year, until the magazine was bought by Future Publishing and your correspondent was summarily fired. Since it's basically just a bunch of small game reviews, the whole thing has been collected here onto a single page, with obsolete original links updated to the best available live ones at the time of writing.


FREE PLAY - ISSUE 138 (Feb 2004)

Achtung viewers! Welcome to Free Play, an excellent new regular section of PC Zone in which we bring you the very best in free PC gaming. It’s probably worth taking a minute to define our terms – for the purposes of this column, “free” is defined as a game you can obtain in its entirety without paying for in advance. Therefore, shareware games which come as a few levels, with the whole game available only when you pay for it, are NOT eligible for inclusion here. On the other hand, games which you can download/play in their entirety, but are invited to subsequently pay for if you enjoyed them, ARE allowed - naturally, we strongly encourage you to play fair with such games and make the requested donation if you feel the game is worth it. But what we’re mostly going to be focussing on here are games which are completely and permanently free, which some enormously generous soul has created and distributed for nothing other than the sheer philanthropic joy of sharing them with fellow gamers, and which fill Free Play’s heart with a warm and glowing love for humanity.

Such a game is our first offering, the glorious Warning Forever. An all-boss freeware shoot-‘em-up from Japan, Warning Forever does something that’s been sadly missing from shooting games ever since R-Type – giant enemy ships you can blow up piece by piece, rather than just having to pour fire into one weak spot for hours until the whole thing illogically explodes. There’s far more gameplay cleverness to discover in Warning Forever than we have space to tell you about here, so just dive right in, admire the aesthetic and design elegance, and then destroy it. With bullets.

http://www18.big.or.jp/~hikoza/Prod/


 


FREE PLAY - ISSUE 139 (Mar 2004)

Atari’s classic Super Sprint belongs to a special category of games – the victims of technology. Like 2D platformers and football games you don’t need a degree in rocket science to play, racing games viewed from overhead where you can see the entire track all the time simply don’t get made in the 3D era. It’s a bit weird, because there’s no logical reason that people would suddenly stop enjoying that style of gameplay just because some completely different kind of racing games also became available – if a new limited-edition Mars bar comes out, you don’t stop liking roast beef, do you?

Anyway, where the games industry fails us, you can be sure that heroic bedroom coders will step into the breach, and so it is with Super Sprint games. GeneRally (Free Play is unable to ascertain if you’re supposed to pronounce it as “generally” or “Jean Rally”) is a simple and ultra-customisable engine for the creation of Super Sprint-type racing larks, and has spawned a huge mod community creating countless original and inventive race tracks, but also – and as far as Free Play is aware, this is a first for the genre – accurate mappings of real-life race tracks.

When you come to think about it, it’s kinda odd that nobody ever released a commercial Super Sprint-style game featuring real racetracks, but it doesn’t matter now, because dedicated GeneRally fans have mapped and translated Monaco, Spa Francorchamps, the Hungaroring and all your other favourites, all in a variety of styles (some, for example, just recreate the track’s basic shape to whizz round in a few seconds, while others use the game’s alterable scale function to implement realistic length, so that a lap takes a couple of minutes in real time). You can race in all manner of different vehicles, on street or rally tracks, against humans or computer opponents with individually-selectable skill ratings, and just generally tweak and tune everything until you’ve created the Super Sprint game of your dreams. Sweet.

http://generally.rscsites.org/ - central hub for new versions and extra tracks
 

TO READ THE REST OF THIS FEATURE
(8,030 words), BECOME A WoS SUBSCRIBER