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Abuse by Crack dot Com

User is offline   MrFlibble 

#1

As you know, Abuse is a side-scrolling platform shooter produced by former id Software employee Dave Taylor and released in 1995 for DOS, Mac, Linux, SGI IRIX, Acorn, Amiga and BeOS. It has been since ported to several other platforms and is nowadays available in various forms. However, it seems that websites dedicated to this game are disappearing, and related resources are not easy to find.

To my mind, this game deserves more attention, because it is very interesting for several reasons. First, it seems to have been from the start developed with a great emphasis on openness and moddability, which eventually resulted in the game being open sourced.

The first public release seems to be v0.32 beta for Linux and SGI IRIX on Aug 28, 1995 (announcement), followed by v0.33 for DOS on Aug 31, 1995. These releases were under a shareware license and included a tutorial and the first four levels of the game. What is more, the developers, Crack dot Com, included a built-in level editor, and encouraged the players not only to create and distribute custom levels for the game, but to submit their work for evaluation to the developers, with the possibility of the levels getting commercially published (the terms of distribution for user-made levels are outlined in the included GAMEDEV.TXT). This attitude is quite unusual, since most shareware developers would actually expressly forbid any distribution of custom levels or mods designed to work with the unregistered shareware releases of their titles, as such unauthorized add-ons would increase the replay value of the free portion of the game, potentially reducing the incentive to buy the registered version.

Secondly, a significant portion of the game was written in Lisp, allowing for a great degree of customization. Players could create and easily launch their own mods, either on their own or as a part of a level pack. Many of the game's options are also changeable via the LSP files, e.g. it is possible to remap control keys by editing LISP\INPUT.LSP, and change some options like switching to the newly picked weapon in OPTIONS.LSP.

The developers also played around with high-resolution modes. In the DOS version, depending on the system configuration, the game can run in up to 1600x1200 resolution, as well as several non-4:3 ratio modes. This feature was eventually reserved for the built-in level editor only, as higher resolutions prove game breaking by revealing more parts of the level to the player, but DOS v1.05 and below can be run in high resolutions with the command line parameter -size x y or with -size ?, which will display a selection of available graphics modes. Here's a shot of v1.05 in 640x480:
Spoiler
Additionally, there is a "doubled pixels" mode which is closer to the original screen proportions (although it does not keep the aspect ration of the standard VGA mode):
Spoiler
This mode is activated with the parameters -2 -size x y.

Here's a list of currently known shareware releases of Abuse (no link means file name known but no download available):
Spoiler
Version 2.00 is a shareware demo distributed by ORIGIN Systems/Electronic Arts. It has only three levels and a tutorial, as opposed to the earlier shareware releases, and the editor is disabled. However, this version is still capable of running custom levels and mods.

User-made levels
Soon after the release of the first shareware versions, some of the users took to creating new levels for the game. This FAQ mentions three single-player levels and a mod, created with v0.33. The community site www.abuse2.com (Wayback Machine copy) mentions quite a few levels, none of which seem to have been preserved by the Wayback Machine.

Another fan site however was archived with downloadable files: http://games.3dreview.com/abuse/index.html

The levels section includes some of the early levels dating back to v0.33 beta.

What is interesting though is that the shareware versions, including the more limited ORIGIN/EA one, are capable of loading and running even those levels that are explicitly marked as designed for the registered/commercial version of the game. It seems that the shareware version may replace missing registered assets (like registered-only weapon pickups) with shareware ones.

Source code release
On July 12, 1997, Crack dot Com released the source code of the game.

Quote

The Abuse engine, although almost two years old- an "ancient game" in this
industry- still contains some features that many games today have not
implemented, including a built-in LISP engine, a joinable peer-to-
peer network architecture, portability to multiple operating systems,
support for multiple screen resolutions, and an extremely advanced built-in
editor with a portable window system.
Source: official press release (Wayback Machine copy).

In addition to the source, all shareware assets (excluding music and sound effects owned by Bobby Prince) were released into public domain. However, the registered version levels and data remained proprietary as EA, Bungie and other publishers were still selling the commercial versions of Abuse at the time. The title also remained copyright of Jonathan Clark and Dave Taylor. More info on the game's legal status can be found here.

Open source version
With the source code and a substantial portion of game data available, the community set on to create a free full game in what could be the first ever free game content replacement project. The game was called fRaBs, which stands for Free Abuse. Because a title containing the word Abuse would violate the clause of the source code license which forbids the use of the copyrighted original title of the game, this acronym was used instead.

Crack dot Com endorsed the project and for some time hosted fRaBs pages on their website, with a mirror maintained by Jonathan Clark on his personal site (these pages weren't preserved by the Wayback Machine though). fRaBs replaces registered levels with community created works, and also adds a number of user-made modifications. The latest DOS build is v2.10, available from the archived website of the project (ans some other places as well).

Windows port
The source code was also used to create a Windows port of the game, which was accomplished by Jeremy Scott. For this project, Jonathan Clark and Dave Taylor have apparently allowed to distribute the registered data set, according to the readme. The files are currently available from SourceForge and other places. Jeremy Scott also worked on an enhanced Windows version called Abuse 2, but this project was apparently never completed.

Abuse-SDL
Abuse-SDL is a Linux port using the Simple DirectMedia Layer. This is probably the only related project still online. It also includes the registered data set, although the licensing is unclear. Earlier versions (Wayback Machine copy) just offered a copy of the files from Jeremy Scott's port, including the readme with the reference to Jonathan Clark's and Dave Taylor's permission, as a separate download. The latest release has apparently merged the engine, the registered data, and the fRaBs data into a single download.

iPhone version controversy
In 2009 a third party created a port of the registered version to iPhone, which was launched commercially on iTunes, without knowledge or approval from Dave Taylor. The entire story can be found in his blog.

This post has been edited by MrFlibble: 09 April 2016 - 06:27 AM

6

User is offline   Daedolon 

  • Ancient Blood God

#2

I noticed the same thing, sites are going offline with valuable information regarding the title. I started preserving data (mainly files) relevant to Abuse and some weirder games running on its engine (like Genocide), though a proper writeup like your post is how to go about it, thanks!
2

User is offline   MrFlibble 

#3

I forgot one thing. There's an addon called "More Abuse" (steven.zip) at Craig Redinger's archived site. The add-on was created by Steven Chan a.k.a. Sprite. While the original webpage of the author (http://home.earthlink.net/~lluivf/sc/) was not preserved by the Wayback Machine, there's a page online:
http://www.glorioust.../sprite-knp.htm

According to that page, Steven Chan had created some small games using the Abuse engine, similar to how the Pong demo was created in Lisp by Jonathan Clark. One of Steven's Abuse-based games apparently featured Dopefish:
Posted Image

BTW, the Pong demo is found in shareware v1.01 and v1.05 and can be activated by running the game with the command line parameters abuse -lsf addon/pong/pong.lsp.

Steven's add-on levels can be run in the shareware v2.00, even though it says the registered version is required. I have not yet figured out if it is possible to determine theoretical shareware compatibility by just the file format, with the exception for several levels created with v0.33 beta.

This version of Mike Perry's FAQ mentions three user levels made with v0.33. Tow of them, av1remix.zip and splunk.zip, can be found at Craig Redinger's website. It also seems, judging by the date stamps, that the levels in the roug.zip package could also have been created with a shareware version.
1

User is offline   MrFlibble 

#4

Linux and SGI IRIX shareware versions contain change logs which detail updates from v0.32 to v1.10:

Quote

Spoiler

It is not clear whether the versions between v0.33 and v1.01 were public releases or not. Version 1.01 was released somewhere around Sep 16, 1996, meaning that versions 0.34 to 0.36 were developed in span of about two weeks.

Additionally, the tech support page at ORIGIN website (Wayback Machine copy) mentions Demo v1.31, which is supposedly an earlier demo released after EA/ORIGIN picked the game for publication.

This post has been edited by MrFlibble: 17 December 2015 - 10:43 AM

0

User is offline   MrFlibble 

#5

DOS shareware v1.01 was found recently in zipped form among new CDs submitted to Hallfiry's collection:
http://kultcds.com/C...ax=2359948&o=da

Download: ABUSE101.ZIP

This post has been edited by MrFlibble: 17 December 2015 - 10:43 AM

1

User is offline   MrFlibble 

#6

View PostMrFlibble, on 23 July 2015 - 02:17 AM, said:

Linux and SGI IRIX shareware versions contain change logs which detail updates from v0.32 to v1.10:
Further to official changelogs, here's some observations on version differences (only for known DOS versions though):
  • v0.33, the earliest DOS release, does not yet have any kind of introduction screen. In v1.01 and v1.05, the scrolling intro text is as follows:
    Spoiler

    v2.00 changes this to:
    Spoiler

  • v0.33 comes with a short self-running demo that will start playing when the game is left idle on the main menu screen for a while. The level shown in the demo does not appear to be part of any of the shareware levels. There's an option in the editor to record a new demo in play mode, although it is apparently time-limited.
  • v0.33 has some extra features mentioned in the LISP files that have been removed in later versions. Apparently, the player was supposed to be able to morph into something (?) at some point of development.
  • the palettes are different between v0.33, v1.0x and v2.00.
  • in v1.05 and below, the user individually picks the least bright R, G and B colours for gamma correction when the game is first run. In v2.00 this is changed to a single slider showing shades of grey instead.
  • v1.01 and v1.05 include the Pong add-on.
  • v2.00 entirely disables high-resolution modes for normal gameplay. Only the level editor can be run in higher resolutions.
  • v2.00 contains three single-player levels and the tutorial level. All previous shareware releases have four single-player levels. The secret warp area of the tutorial (which allows to warp to any of the levels) has been modified in v2.00 to remove the teleporter that leads to the missing fourth level.
  • v2.00 demo adds music. Previous shareware releases only have ambient sound effects. None of the shareware/demo versions seems to store sound/music loudness settings.
  • The level editor is not accessible in the demo v2.00. However, it is still possible to run custom levels and mods with this version.
  • v2.00 can be played in German in French, in addition to English. The language is selected during installation.

0

User is offline   MrFlibble 

#7

I just read at Lord Soth's that Crack dot Com had released a preview screenshot pack with 10 images in PCX format. The file name was ABUSEPC2.ZIP.

I haven't managed to track it down yet but Google Groups has an archived message from Dave Taylor dated 17 June 1995 which mentions these:
Screen Shots :

        sshot1.pcx   800x600  - an example of what the game looks like in hi-rez
                               (very nice!)  will probably require a pentium to
                                  play hi-rez at a decent frame-rate.
        sshot2.pcx   320x200  - an action scene, not so pretty.. (don't use :lol:).
         sshot3.pcx   640x480  - development tools and 18 zillion windows.
                                  This level editor comes free with the game..
                                                        players can make their own levels.
        sshot4.pcx   320x200  - a scene with lighting and aliens.
        sshot5.pcx   640x480  - what sshot4.pcx will look like on a console machine
        sshot6.pcx   320x200  - a akiniod-like game that runs using the same engine,
                                this 270 line program was written in a day.
                                (try running the game : abuse -lsf pong/pong.lsp)
                                look at pong.lsp to see how simple this is.
        sshot7.pcx   320x200  - nice action shot with decent lighting
        sshot8.pcx   320x200  - just added this, color calibration makes sure you
                                see perfect graphics even on bad monitors.
        sshot9.pcx   640x480  - screen shot from the free paint program we are releasing
                                 which can be used to edit game artwork.
        sshot10.pcx  320x200  - shot showing gun rotations

0

User is offline   MrFlibble 

#8

antrad, who made the most recent SDL port, was able to track down some more user levels/add-ons via the Wayback Machine:

Quote

I was also digging through Wayback Machine few weeks ago and found that on abuse2.com you can find working downloads by going on the profile page of the users:
https://web.archive....embers/Messiah/
https://web.archive....com/members/jj/
https://web.archive....w_home=EitanTal
https://web.archive.....nl/p.buikstra/

I have not played those yet, but my guess is that anything that was worth saving probably ended up in FRABS. There are 32 single-player levels there. [source]

2

User is offline   MrFlibble 

#9

Looks like I've missed a few more or less recent projects:

Abuse 1996 - fork of the SDL port
Xenoveritas Abuse - another fork, with a recent update
Free Abuse 2 - a project to bugfix fRaBs

This post has been edited by MrFlibble: 30 January 2023 - 12:11 PM

0

#10

Thinking about this game again, are the open source version's levels more difficult than the commercial game's? For a lot of people, they only played those open source levels and never even knew there was a commercial version. (including me) Thinking back to those levels I can't help but think there were a lot of levels and areas centered around massive hordes of the not Xenomorphs, something that doesn't play like a lot of commercial titles of the time.
0

User is offline   MrFlibble 

#11

I haven't really played the game that much, I think the fRaBs levels are more difficult, at least to some people.

Note that the regular version of Abuse is free too, so you can check that yourself. Jeremy Scott received permission from Dave Taylor and Jonathan Clark to distribute the full game data with his Windows port, although this is not covered by the original Public Domain license, so the game cannot be made into a commercial project
0

User is offline   OpenMaw 

  • Judge Mental

#12

Who holds the rights to Abuse these days?
0

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