Archive for the 'Educational' Category

The Typing of the Dead: Coins

It may surprise you to learn the The Typing of the Dead was originally a coin-op arcade game. I don’t know much about the arcade version beyond what it says in Wikipedia, as it was never seen outside Japan. (Japanese keyboards feature both Roman letters and Japanese hiragana on the same keys. It’s not clear to me which mode the arcade version operated in; apparenly the Japanese Dreamcast version provided both options.)

You can see the game’s arcade roots in the PC version: there’s no notion of saving or even quitting the game (the docs actually tell you to use alt-F4 to exit!), and, as is often the case in arcade ports, it uses the concept of “Continues” as a substitute for inserting another coin. By default, you get five continues, each containing three lives. You can get more lives within the game by various means (such as rescuing civilians), but there’s no way to get more continues, short of starting over.

You can play the game in two modes: Arcade mode and Original mode. I found this use of the word “original” confusing — it doesn’t mean “This is the form the game had originally”, which more accurately describes Arcade mode, but rather “This mode is original to this version of the game”. Original mode complexifies things a little. It adds a simple inventory system — bonus items such as molotov cocktails that you trigger with the function keys. More importantly, it has a system of rewards for achievements such as completing a level without using any continues, or getting above a certain number of points. Each such achievement gives you a “coin”, and certain special options are unlocked by collecting coins. At 5 coins, you can set it to give you five lives per continue instead of three. At 15 coins, you can use nine continues in a game instead of five.

Now, I’ve managed to get to the final level of this game, the Umbrella Corporation-like corporate laboratory that created the zombie plague. And I have my doubts about whether I’ll be able to defeat the end boss under the game’s normal parameters. I may need those extra four continues. So I’m asking myself how honorable this is. On the one hand, it’s kind of like cheat codes. On the other hand, it’s something you have to earn, and even having it doesn’t guarantee that you’ll win the game. If you can’t type fast enough to swat down the final boss’s missiles before they get you, all the continues in the world won’t help you.

Ultimately, it’ll probably depend on how bored I get. The game isn’t terribly long — another relic of its arcade origin — and so, while there’s some variability of content (depending on which people you manage to rescue), playing this game largely means seeing the same things over and over again. Which is, to be fair, the point. The whole thing is a drill.

The Typing of the Dead: Backward

I assume this game would be easy for someone who already knows how to touch-type. I can imagine a professional typist breezing through the whole thing on their first try without losing a single life. I personally never learned touch-typing, and had no real intention of doing so. Like many computer users, I had developed a certain amount of familiarity with the keyboard simply through using it a lot, and considered that adequate. I bought this game for its novelty, not its educational value. That’s why I set it aside for so long.

totd-heirophantIn fact, to the extent that I ever thought about it, I always more or less assumed that I was pretty close to being a touch-typist just from practice. It wasn’t until I started playing this game, years ago, that I understood how wrong I was. You just don’t notice how frequently you look at your hands to reposition them. Like blinking, it’s not something you’re aware of doing. Not until you try to refrain from doing it. Even apart from the mere presence of zombies, the game uses various tricks to punish you for looking away from the screen, such as bonus items that you can collect by pressing the right single key during the fraction of a second they’re available, and a trick boss on level 2 that goes through invulnerable phases where your keystrokes have no effect. Typing the way I had been typing was a handicap in these situations.

Still, I wasn’t terribly interested in learning to type properly. The only practical advantage I see to it is that it lets you keep your hands under a blanket while you blog on a cold winter night. So I really only took an interest in trying to touch-type when I realized that I’d eventually want to beat this game in order to remove it from the Stack. Well, the game contains some basic tutorials explaining the home position and which fingers go with which keys. With this knowledge, all I needed was practice. And so, for more than a year now, I’ve been going about things backward, trying to touch-type in my day-to-day life in order to be better at this stupid game.

totd-scoreboardBut I suppose that an educational game is working if you wind up educated because of it, regardless of exactly how it happens, and I can assert that it’s been something of a success. I’m still far from the skill level of my hypothetical professional typist, but I’m doing a lot better than I was the last time I had this game installed. The scoring screens displayed after every level have me pegged at just above average right now.

The Typing of the Dead: Getting Started

totd-struggleAnd while we’re talking about words as weapons, I really should bring this one out. One of the most absurdly-conceived educational games ever, The Typing of the Dead is a rail shooter — specifically, House of the Dead 2 — transformed into a typing tutor. Zombies stagger out labelled with words; typing the words damages them, with a gunshot sound accompanying each keystroke. The genius of this is that it naturally encourages touch-typing: you don’t dare look down at the keyboard when there are zombies shambling toward you, and there are as many in-game motivations to type quickly and accurately as there are to shoot quickly and accurately in the original game.

totd-keyboardThe most completely brilliant thing about it, though, is that this change in the world model carries through to the character models. Everyone who has a gun in House of the Dead 2 instead has a keyboard strapped to their chest, connected to a Sega Dreamcast on their back (even in the PC port). You don’t normally see your own shots being fired, but there are some cutscenes where you can see NPCs typing the zombies to pieces.

The fact that it was originally a Dreamcast game actually poses some problems for the modern PC gamer. Many console ports from that era use graphics with palettized texture maps, which is something that’s been dropped from recent graphics cards. So much for Direct3D backward-compatibility! Playing this game with my ATI card makes the game revert to software rendering, which is not just slow and low-res, it’s glitchy. Transparency in textures seems to just not work at all. I’ve solved the problem by reinstalling my previous graphics card, the nVidia one. I had given up on this card because of its inability to handle recent games well, but it seems to do alright with something this old. (Also, having inspected it again, I have some suspicion that its only problem was overheating due to parts of the heatsink being clogged with dust.) It looks like I may be doing a lot of card-swapping in the future, as the Stack contains games that are incompatible with either card. Or maybe I should just clear all the console ports of that generation from the Stack at once.

Anyway, even though it shares a basic conceit with Bookworm Adventures, it’s not really the same type of game at all. Bookworm Adventures is turn-based, and asks you to come up with the killing words on your own, thus rewarding people with large vocabularies (both in the sense of vocabularies containing many words and in the sense of vocabularies containing large words). The Typing of the Dead is all about reflexes, and always tells you exactly what you should type.

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