r/ObscureRTS

After a decade of bouncing off of it, I finally beat Mech Platoon (GBA)
▲ 40 r/ObscureRTS+1 crossposts

After a decade of bouncing off of it, I finally beat Mech Platoon (GBA)

Mech Platoon is one of those games where the texture is so rough, so crunchy, so hard to enjoy, yet the fact that it exists at all is merit enough. Similar perhaps to how impressive the Starcraft port on N64 is, the fact that we have a fully fledged RTS experience on the GBA is a work of wizardry.

Several times over the past decade I've tried to pick up Mech Platoon, to see what it had to offer. Each time I bounced off just a few campaign missions in. Usually due to my own incompetence, struggling to juggle the mission requirements and the awkward control scheme. This final successful playthrough was fueled by my more recent endeavors in playing more RTS games as a whole, between the Age of series, Dawn of War series, and Total War: Warhammer, I felt more equipped with a better mindset to tackle Mech Platoon.

I am still baffled by the variation of units the game has which is about 36 unique units. That's a decent amount of variation on different stat spreads & damage types to experiment with.

Some interesting gameplay quirks I discovered during my playthrough. All ranged attacks are handled similarly to maybe how Age of Empires II handled arrows and siege shots. Where they actually have travel time and either land or missed based on a map-tile system, checking if a unit is on that tile when it lands. Meaning your units with fast movement speed can actually actively dodge ranged attacks if your micro is decent enough. The way they made melee work under the GBA limitations is interesting, a unit that is hit by melee will have their movement action cancelled. So if you're trying to retreat a slower unit and they are hit by a melee attack, they essentially get stun-locked and issuing new movement commands will only lead to them being hit again and stuck. It was neat seeing them intentionally have melee be able to "tie-up" ranged units like in other RTS.

Unit pathing is abysmal and maybe my only true gripe with the game? I had to micro individual movement so much because of how easy it is for workers & units to get stuck on every possible thing in their path.

EDIT: Oh my god, I found in the system menu there is a setting to set unit commands from "Renew" to "Continue". Renew meaning every time you issue commands to a unit/group it automatically deselects them after. Continue keeps the unit/group selected letting you issue multiple commands for micro. I played the entire game not knowing about this feature lmaoooo

The campaign was fun for what it was, the mission variation was nice even though they felt sort of restrictive and never let you do normal RTS game things like focusing on tech upgrades. You usually just macro out units if possible and can handle whatever the objective is. Having to salvage parts from fights during missions added some extra unneeded stress to unlock more units.

After getting 100% on my unit database for use in Skirmish/Multiplayer I had to go try out a Skirmish against the CPU. Finally a normal paced match where I can explore unit upgrades a bit more and try out some composition strategies. The way they leverage the CPU similar to how some RTS games give the CPU a resource or production advantage, Mech Platoon handles this by giving the CPU a natural start next to resources while your workers are forced to start somewhat away from your natural resource points. A weird way to handle it but sure. On my first attempt, the CPU actually two-factory rushed me with fast units and it got a good chuckle out of me. On my second attempt I went into unit production much quicker and beat the rush out, leaving their workers vulnerable to attack, which also caused the CPU to break and essentially give-up. I might use the mode to test some unit things out but as you'd expect the CPU is fairly manipulatable in this mode. One neat thing with skirmish is that even on the same maps, the resource points are randomized each time to keep things different which I thought was a nice touch.

It is tantalizing thinking about what deranged strategies could come from two humans trying to play this game against each other. I'd really like to explore the multiplayer and see what is possible, what units are good, what strategies emerge, but alas finding people willing to engage with this game earnestly, let alone for multiplayer is a large ask.

It might be a fun future personal project to try and recreate Mech Platoon in Godot and give it some much needed love like redrawn sprites and better unit pathing.

u/Unlikely_Return6669 — 24 hours ago

Danger Zone 一線生機 (1995) / A gleam of hope / One chance to survive

https://www.youtube.com/watch?v=co6qHYG0gj8

1995 Taiwan clone of Dune 2 with cutscenes and voice acting and a very complex storyline.

Not much information about it even in chinese languages. No even new materials about the difficulty above easy.

u/asgof — 4 days ago
▲ 153 r/ObscureRTS+1 crossposts

My favorite Starcraft clone has to be the Korean RTS Vital Device: Entrapped by the Queen released by Cenozoic Entertainment in 2001.. The action takes place inside a human body!

u/ZaxZone — 6 days ago

WoWRevived - The Definitive Preservation Project For Jeff Waynes 'The War of the Worlds' 1998 RTS PC Game

Over the past year or so I have been slowly reverse engineering this game, building tools to fix broken assets, digging through assembly in order to fix bugs and fixing assets to enable modern widescreen resolutions to function.

Unit selection now stretches 2048x2048 rather than 640x640 meaning you can select a lot more units at once.

The project includes an almost full suite of modding tools capable of extracting the games files as well as replacing them. Very nearly and may eventually become a full blown SDK.

This includes fixing things like missing pixels in assets and making widescreen specific backgrounds as well as little things like adding the coast of Europe to the Martian war map.

All five original language releases are supported by the project and the game can now be played at 1920x1080, alt-tabbing no longer crashes the game when in fullscreen, fullscreen users can scale the game to any resolution supported by the monitor, entirely future proofed.

Custom Smackw32.dll that allows for upscaled cutscenes, no longer do you have to watch the crunchy 640x480 videos sat in the top left corner of the screen!

Dynamic scaling to any resolution, including letterboxing to ensure the aspect ratio remains correct.

Custom WINMM.dll so that music now plays from local files rather than from the disc!

Custom launcher which has the same aesthetic as the original games launcher and provides access to lots of new settings and the toolkit, as well as a higher resolution version of the image used in the original launcher sourced from the games installer.

Optional enhanced assets which can be enabled through the launcher.

Multiplayer support is now being implemented through a custom build of the executable supplied to me by someone who used to be in contact with the developers.

Fixes for crashes in the base game, such as when lights are disabled and the player uses the 'infiltration' skill which used to lead to a hard crash to desktop.

Fixes for crashes that occur when viewing the Credits from the menu or finishing the game when at resolutions above 640x480, this used to crash before the end movie even had a chance to play! But now my code intercepts the broken subroutine, prevents it from executing and replaces it with a functioning credits scroll.

Persistence added to the "In-Game Music Enabled/Disabled" and sound options through the WINMM shim, previously these settings didn't get saved to the registry by the executable and so they had to be set every time you launched the game.

Added functionality to allow or disable music playback to continue when the window loses focus or is minimised, available in the launcher.

And a lot more! But check it out for yourself and see.

https://github.com/Thor110/WoWRevived

Slowly but surely the final version of the preservation portion of the project is nearly done.

With just three things left on the main to-do list, it won't be long now!

u/Thor110 — 4 days ago

Crimson Wars 1999, a game not forgotten somehow

I ran into this fan website through My Abandonware

https://crimsonwars.net/

The things you find online is truly amazing, the guy also seems to have gotten in contact with the composer, might be interesting for someone to try and reach out to the site creator and the composer to see if maybe some more can be found out, since there's basically nothing on the game apperantly, even the few press releases the guy tried linking are now dead links (internet decay strikes again)

youtube.com
u/Greatdictator — 6 days ago

Welcome to r/ObscureRTS!!

Hey everyone! I'm u/ZaxZone, moderator at r/ObscureRTS!

What to Post:

This is a place for the odd, unknown, unpopular, and forgotten side of Real Time Strategy games! Post about and discuss all of your favorite lesser-known RTS titles.

Obscure mods and foreign advertisements for more popular titles are also welcome here!

Thanks for being part of this community and let’s see some of those forgotten gems!!

u/ZaxZone — 7 days ago
▲ 13 r/ObscureRTS+1 crossposts

Far Gate (2001)

I stumbled across this game today and its genuenly amazing how every time i think ive found all the obscure RTS games, theres just ANOTHER one lol

youtube.com
u/Greatdictator — 13 days ago