I've been waiting decades to see someone record a video of this full gameplay of Alpha Waves (Continuum). I've never seen the ending until now. Thanks for sharing this very nice run!!
Just beat this game legit (original Atari ST version), and i have some words. First of all, big thanks to you for routing the map. It saves me a lot of time. For the versions. Atari ST version is much better. PC port is broken, original game gives you MUCH more time for different actions in rooms. I didn't count exactly, but approximately x2 times more than PC port, maybe x2.5. I think, they just completely remove this mechanics during making PC port, and didn't event test it, as always. But! Instead, they did a different ending! Yes, PC port has different ending. On ST there is a small animation, than mobile starts floating in the air with no gravity, and the word "end" appears on the bottom of the screen, timer starts to drop fast to initial value, and in the end labyrinth resets and you can beat this shit again. I was playing in 16 Mhz machine, framerate was pretty good. Visibility and view in platforming was also better for me (but still not enough in a lot of cases). Magnetic mechanics works better. Your route works very well in ST, there are only two differences: no way from Brain Racking to Forecast, and no way from Maze to 4th Dimension. ST version does not have a visible counters for Crystals and Keys, i think PC version has another bug in that department, because you definetely collected all keys. Ending is triggered the same way - by collecting all Crystals. Maybe the Spider (rotator) mobile works a little better in PC port, but it is a very small advantage. I was also testing Amiga version 5-6 years ago, it was crashing here and there - that is the only thing i remember (and i dont want to run it again now). For the walkthrough. All versions subtract 1 min from time for the Memory Save, but they don't subtract 1 min for the Disk Save. So, the only way to beat this game legit - abuse of Disk Saves. Exactly what i was doing for the first 1/3 of game. Than, i became confident about much more "+1 min"s in ST version and started to use Memory Saves. After 1/3 i was with 59 mins on timer, and in the end i was with 43± mins. Yes, I only lost 16 minutes on timer by using Memory Saves in the last 2/3 of the game. And i was overusing them near the end. So, you can compare the difference in time allocation by only these numbers :) If you (ah ah) will want to beat ST version some day - Hatari emulator and clear dump (not cracked) work pretty well. For the game... The game is shit. Even the original ST version. It can be technically called the first 3D platformer, but that's all. Core mechanics just doesn't work. Slowdowns/Spedups during even single room just kill it. You see two same jumps, but they are not the same, because of different framerate in different parts of the room. So, it's not a platformer, it's just a shit for memorizing and save-abuse. Hitboxes are also a weak part. Sometimes you stand on platform by visually 80+% of your mobile, but you still dont hit it by some stupid reason. Visibility is another problem. And another problem is the length. Its good, that game developer was seen recently in comments, i will write him some words :)
It makes me very happy that you used my map -- and it was useful! I'm glad you took the journey and showed the original Atari ST version some love. People forget that the ST had the best versions of some games. Amiga, PC, and ST all shine in their own way. There is also something special about beating games that nobody seems to care about or that have been forgotten. It's a little fun and spooky not knowing what's around the next corner.
Absolutely brilliant. I have a 9 page map that has been taped together of every board and elevator. It's awesome. The changing of ships allowed for some crazy moves and using the "creatures" to your advantage. Took me 10 years to beat this game. Absolute gamer you are. I see those moves. Maybe a challenge one day
I'd love to compare notes. The clone crystals were driving me crazy. Also were you able to collect 16 keys? My score seems to indicate I missed a bunch of keys. here is the map I made docs.google.com/spreadsheets/d/1J0ApiONZLQnDVIO7EvkW3dWO917u8-r6WkEHm1LH9Kk/edit?usp=sharing
Man, that's a really interesting thought. however @sergeyspolan5644 down in the comments just beat the Atari ST version of the game -- maybe he is better than me
Thank you so much for this. I was never able to get very far, even as a kid, because the timer moved too fast. This is an important record to see the whole game!
This is a underrated gem, I played it for a bit and really enjoyed it. I love the aesthetic, it looks like the creator was inspired by those precision flip screen platformers from back then, the ones with rooms that each have a name, not sure the term for them. I like how it transfers that concept into 3d, very nicely done. It’s also unique, just shows what creativity limitations can sometimes give you. What is the closest there is to a modern remake of Alpha Waves? I’d love to see it!
Closest thing to a remake might be a one-to-one version using the original source code which was released to the public a few years back. Higher resolution and framerate probably wouldn't hurt the look and feel that the game already has, in my opinion. I like minimalist games of which there are loads of in the Indie space. I'm talking about games like Untitled goose game, super hot, manifold Garden. Someone ought to do a modern touch up of alpha waves
@Computer Game Videos That was for the atari st version, though? I've heard the original creator started a new PC port a while back but didn't finish, as I read on a blog post somewhere. Yeah, it would look pretty good for newer hardware. That would be cool to see, or a similar game that expands its ideas. I mean, it already does have lots of mechanics and gimmicks considering it's the first 3d platformer! Did this game have a story of some kind? I feel like it really has potential for one!
@@Tromite Being a French game I'm sure it would have a pretty creative story. None that I'm aware of. I'm imagining something like the story for the game "mind walker" 1986 "A mentally disturbed professor must enter his own brain to repair it"
@Computer Game Videos Ahaha that's very fitting, yeah saw that game. If I were an indie developer, that's what I'd give it! Those indie titles you said are good. It's a shame 3d platformers have died out mostly. Nowadays most of them tend to be set on jumping on platforms suspended in the sky, which is what I'm tired of seeing, instead of a cool labyrinth. The only exceptions are those 1st person puzzle exploration ones, like antichamber, superliminal, Stanley's Parable, which are the closest I can think of to this game. Speaking of which, I'd like to see the code for the dos version be dumped some day. The started one I mentioned that is on Sourceforge is unrelated. Imagine this game with a level editor.
Remarkable. In May 2021, I remembered this game, looked it up, and set about mapping it for myself, having found no evidence that anyone else was willing to try playing it for more than a minute. I left it with some gaps that I couldn't find my way to. I picked it up again this week and figured out what I was missing, so I finished filling in my map. Then I checked TH-cam and found your video, which contains many surprises that invalidated most of my remaining notes. I had no idea about the linked crystals, except for the only example that isn't on your map: Either of the two north corners of Awaken. A trivial choice, of course, as the rooms are identical and right next to each other. But there are more mysteries: There is supposed to be a key in Energy that unlocks a gate between Power and Ends of Earth! I can't imagine what in your run obviated it. And I am sure that when I solved the Temple, I had to pick up all three separate keys. Anyway, I'm very grateful to see a completion run, because I sure wasn't close to being able to do it.
The mystery that boggles me is the total number of keys on the map screen. I did cheat my way with save states on dosbox. The effort to record the game was enough of a challenge. I stood in front of a CRT for about 3 weeks mashing hotkeys in obs and dosbox. I made critical errors and had to backtrack, painfully rerecording parts of the longplay. It was fun to see it all but a bit of a grind to make the video. If I come back to this game it will be to play it without cheating while making use of the built in "memory recall" feature, to get a feel for the way the game was intended to be experienced. It punishes the player with a minute scraped off the clock per fresh recall and I think that would add a fun bit of urgency to the gameplay. new goal: alpha waves 16 crystal Speedrun?
@@yopachi It certainly is. I had been mapping the game myself and messing around with Cheat Engine and editing game saves in a desperate attempt to make a playthrough more palatable, but now I don't have to.
@@yopachi Also, I'm in the process to beat this game and after a while I got kinda confused as to where to go (as it's my first time beating Alpha Waves). Any advice or guide you could give me? I especially wanna know the locations of all light crystals
@@roostergamerbubsy3d I made a map that shows where I traveled ;) docs.google.com/spreadsheets/d/1J0ApiONZLQnDVIO7EvkW3dWO917u8-r6WkEHm1LH9Kk/edit?usp=sharing
There is a camera mode that tilts the camera from side to side when you move 🤮 I always turn it to fixed camera. Back in the early days of 3d nobody knew what they were doing because nobody had done it before :)
@@yopachi I like the camera in Alpha Waves, but Bubsy 3D (my favorite game ever btw) has a better one than this. It's still impressive how AW has a way better camera than Super Mario 64 and many other early 3D platformers from the mid-to-late 90's though.
@@yopachi I wonder if there are glitches in this game being useful for speedrunning, besides the strats like boosting yourself from enemies like the ones shown in the vid; being boosted from that 3d worm to go high and land on the goal that's near from the ceiling.
14:57 a speed run, would most likely take advantage of the mobile known as speedy. It’s got the longest range, but the slowest turn speed. You can get jenky jumps off of some of the enemies were the physics breaks like you pointed out
This is a great walkthrough of this rare and unknown gem! Thank you for this, you did some insane jumps with those mobiles. Does your mobile have some sort of health, can anything actually kill you in this game?
No health. If you run out of time on the clock it's game over. Time is earned by discovering new rooms or collecting gems. You loose time recalling a saved state for the first time. There is only one penalty per loaded save. Abuse of save and reload will burn up the clock.
@@OwenWilliams0 CTRL-F11 in dosbox will decrease the speed. Old games like these run as fast as the computer will let them. CTRL-F12 increases cycles. Play around with that till it feels comfortable. When this game came out people were comfortable playing it at about 15 frames per second which is unbearable by today's standards. Just boot up Star Fox on the Super Nintendo to see what I mean, it's choppy!
I've been waiting decades to see someone record a video of this full gameplay of Alpha Waves (Continuum). I've never seen the ending until now. Thanks for sharing this very nice run!!
Tah-dah! It took a lot of time and focus to finish. Thank you!
What was stopping you from doing it yourself?
Just beat this game legit (original Atari ST version), and i have some words.
First of all, big thanks to you for routing the map. It saves me a lot of time.
For the versions. Atari ST version is much better. PC port is broken, original game gives you MUCH more time for different actions in rooms. I didn't count exactly, but approximately x2 times more than PC port, maybe x2.5. I think, they just completely remove this mechanics during making PC port, and didn't event test it, as always. But! Instead, they did a different ending! Yes, PC port has different ending. On ST there is a small animation, than mobile starts floating in the air with no gravity, and the word "end" appears on the bottom of the screen, timer starts to drop fast to initial value, and in the end labyrinth resets and you can beat this shit again. I was playing in 16 Mhz machine, framerate was pretty good. Visibility and view in platforming was also better for me (but still not enough in a lot of cases). Magnetic mechanics works better. Your route works very well in ST, there are only two differences: no way from Brain Racking to Forecast, and no way from Maze to 4th Dimension. ST version does not have a visible counters for Crystals and Keys, i think PC version has another bug in that department, because you definetely collected all keys. Ending is triggered the same way - by collecting all Crystals. Maybe the Spider (rotator) mobile works a little better in PC port, but it is a very small advantage. I was also testing Amiga version 5-6 years ago, it was crashing here and there - that is the only thing i remember (and i dont want to run it again now).
For the walkthrough. All versions subtract 1 min from time for the Memory Save, but they don't subtract 1 min for the Disk Save. So, the only way to beat this game legit - abuse of Disk Saves. Exactly what i was doing for the first 1/3 of game. Than, i became confident about much more "+1 min"s in ST version and started to use Memory Saves. After 1/3 i was with 59 mins on timer, and in the end i was with 43± mins. Yes, I only lost 16 minutes on timer by using Memory Saves in the last 2/3 of the game. And i was overusing them near the end. So, you can compare the difference in time allocation by only these numbers :) If you (ah ah) will want to beat ST version some day - Hatari emulator and clear dump (not cracked) work pretty well.
For the game... The game is shit. Even the original ST version. It can be technically called the first 3D platformer, but that's all. Core mechanics just doesn't work. Slowdowns/Spedups during even single room just kill it. You see two same jumps, but they are not the same, because of different framerate in different parts of the room. So, it's not a platformer, it's just a shit for memorizing and save-abuse. Hitboxes are also a weak part. Sometimes you stand on platform by visually 80+% of your mobile, but you still dont hit it by some stupid reason. Visibility is another problem. And another problem is the length. Its good, that game developer was seen recently in comments, i will write him some words :)
It makes me very happy that you used my map -- and it was useful! I'm glad you took the journey and showed the original Atari ST version some love. People forget that the ST had the best versions of some games. Amiga, PC, and ST all shine in their own way. There is also something special about beating games that nobody seems to care about or that have been forgotten. It's a little fun and spooky not knowing what's around the next corner.
loved the music and art direction of this back then...and now. I was 9 in 1990 ;_)
I was 3! Found this one later via google
you are 41 years old
Absolutely brilliant. I have a 9 page map that has been taped together of every board and elevator. It's awesome. The changing of ships allowed for some crazy moves and using the "creatures" to your advantage. Took me 10 years to beat this game. Absolute gamer you are. I see those moves. Maybe a challenge one day
I'd love to compare notes. The clone crystals were driving me crazy. Also were you able to collect 16 keys? My score seems to indicate I missed a bunch of keys. here is the map I made docs.google.com/spreadsheets/d/1J0ApiONZLQnDVIO7EvkW3dWO917u8-r6WkEHm1LH9Kk/edit?usp=sharing
I'll let you know when I look up my map
2:50 You are the best. I'll bet there is no one left on this earth plays this game better than you.😆
Man, that's a really interesting thought. however @sergeyspolan5644 down in the comments just beat the Atari ST version of the game -- maybe he is better than me
Thank you so much for this. I was never able to get very far, even as a kid, because the timer moved too fast. This is an important record to see the whole game!
This is a underrated gem, I played it for a bit and really enjoyed it. I love the aesthetic, it looks like the creator was inspired by those precision flip screen platformers from back then, the ones with rooms that each have a name, not sure the term for them. I like how it transfers that concept into 3d, very nicely done.
It’s also unique, just shows what creativity limitations can sometimes give you.
What is the closest there is to a modern remake of Alpha Waves?
I’d love to see it!
Closest thing to a remake might be a one-to-one version using the original source code which was released to the public a few years back. Higher resolution and framerate probably wouldn't hurt the look and feel that the game already has, in my opinion. I like minimalist games of which there are loads of in the Indie space. I'm talking about games like Untitled goose game, super hot, manifold Garden. Someone ought to do a modern touch up of alpha waves
@Computer Game Videos
That was for the atari st version, though? I've heard the original creator started a new PC port a while back but didn't finish, as I read on a blog post somewhere.
Yeah, it would look pretty good for newer hardware. That would be cool to see, or a similar game that expands its ideas. I mean, it already does have lots of mechanics and gimmicks considering it's the first 3d platformer!
Did this game have a story of some kind? I feel like it really has potential for one!
@@Tromite Being a French game I'm sure it would have a pretty creative story. None that I'm aware of. I'm imagining something like the story for the game "mind walker" 1986 "A mentally disturbed professor must enter his own brain to repair it"
@Computer Game Videos Ahaha that's very fitting, yeah saw that game. If I were an indie developer, that's what I'd give it!
Those indie titles you said are good.
It's a shame 3d platformers have died out mostly. Nowadays most of them tend to be set on jumping on platforms suspended in the sky, which is what I'm tired of seeing, instead of a cool labyrinth. The only exceptions are those 1st person puzzle exploration ones, like antichamber, superliminal, Stanley's Parable, which are the closest I can think of to this game.
Speaking of which, I'd like to see the code for the dos version be dumped some day. The started one I mentioned that is on Sourceforge is unrelated. Imagine this game with a level editor.
@@Tromite loved antichamber
Remarkable. In May 2021, I remembered this game, looked it up, and set about mapping it for myself, having found no evidence that anyone else was willing to try playing it for more than a minute. I left it with some gaps that I couldn't find my way to. I picked it up again this week and figured out what I was missing, so I finished filling in my map. Then I checked TH-cam and found your video, which contains many surprises that invalidated most of my remaining notes.
I had no idea about the linked crystals, except for the only example that isn't on your map: Either of the two north corners of Awaken. A trivial choice, of course, as the rooms are identical and right next to each other. But there are more mysteries: There is supposed to be a key in Energy that unlocks a gate between Power and Ends of Earth! I can't imagine what in your run obviated it. And I am sure that when I solved the Temple, I had to pick up all three separate keys.
Anyway, I'm very grateful to see a completion run, because I sure wasn't close to being able to do it.
The mystery that boggles me is the total number of keys on the map screen. I did cheat my way with save states on dosbox. The effort to record the game was enough of a challenge. I stood in front of a CRT for about 3 weeks mashing hotkeys in obs and dosbox. I made critical errors and had to backtrack, painfully rerecording parts of the longplay.
It was fun to see it all but a bit of a grind to make the video. If I come back to this game it will be to play it without cheating while making use of the built in "memory recall" feature, to get a feel for the way the game was intended to be experienced. It punishes the player with a minute scraped off the clock per fresh recall and I think that would add a fun bit of urgency to the gameplay.
new goal: alpha waves 16 crystal Speedrun?
A feat of genuine heroism. Thank you.
Thanks for the complement! The game is harder than it looks
@@yopachi It certainly is. I had been mapping the game myself and messing around with Cheat Engine and editing game saves in a desperate attempt to make a playthrough more palatable, but now I don't have to.
Great gameplay and good, yet incredibly challenging game! Also, the ending of this game is a masterpiece xD
I was not expecting such a fantastic party for collecting all the crystals 2:46:06
@@yopachi Hands down best video game ending ever
@@yopachi Also, I'm in the process to beat this game and after a while I got kinda confused as to where to go (as it's my first time beating Alpha Waves). Any advice or guide you could give me? I especially wanna know the locations of all light crystals
@@roostergamerbubsy3d I made a map that shows where I traveled ;) docs.google.com/spreadsheets/d/1J0ApiONZLQnDVIO7EvkW3dWO917u8-r6WkEHm1LH9Kk/edit?usp=sharing
@@yopachi Cool thanks!
I played the hell out of this as a kid and got absolutely nowhere
How does this have a much better camera than Bubsy 3D??
There is a camera mode that tilts the camera from side to side when you move 🤮 I always turn it to fixed camera. Back in the early days of 3d nobody knew what they were doing because nobody had done it before :)
Bubsy 3D had a really good camera (and one of the few 5th gen cameras that didn't suck ass)
@@yopachi I like the camera in Alpha Waves, but Bubsy 3D (my favorite game ever btw) has a better one than this. It's still impressive how AW has a way better camera than Super Mario 64 and many other early 3D platformers from the mid-to-late 90's though.
Still waiting for speedruns of this game to exist
“All crystals” would be a good vanilla category
@@yopachi I wonder if there are glitches in this game being useful for speedrunning, besides the strats like boosting yourself from enemies like the ones shown in the vid; being boosted from that 3d worm to go high and land on the goal that's near from the ceiling.
14:57 a speed run, would most likely take advantage of the mobile known as speedy. It’s got the longest range, but the slowest turn speed. You can get jenky jumps off of some of the enemies were the physics breaks like you pointed out
@@yopachi ok cool. Are there other possible categories that could be in the game's speedruns besides the "all crystals" that you mentioned or no?
100% all crystals all zones. So basically what I did in a long play as fast as possible.
What happened to the game around 1:07:12? Did it skip ahead or was this spliced? Still cool tho
Probably headed a few rooms in the wrong direction and had to load a save state. There are a few edits where the music and score don't line up.
Before mario world too!
3 years before Star Fox :O
This is a great walkthrough of this rare and unknown gem!
Thank you for this, you did some insane jumps with those mobiles.
Does your mobile have some sort of health, can anything actually kill you in this game?
No health. If you run out of time on the clock it's game over. Time is earned by discovering new rooms or collecting gems. You loose time recalling a saved state for the first time. There is only one penalty per loaded save. Abuse of save and reload will burn up the clock.
@@yopachi yeah, and the enemies in the game just knock you back :)
Heya, do you still play this?
I did a little on twitch a few nights ago for #DOSember my channel name is "yopachi" I get on at around 1am pt
@yopachi Nice, I followed you
@Tromite if you hop on in and request, I'll play alpha waves 👋
@@yopachi Definitely, any content related to it I crave for 👀
how were you able to to play without any screen tearing?
Good question! I used "DOSBox SVN Daum." I read in a forum that Alpha Waves works well with that svn build.
@@yopachi how do you make the timer go at the right speed instead of super fast? cpu slowdown options?
@@OwenWilliams0 CTRL-F11 in dosbox will decrease the speed. Old games like these run as fast as the computer will let them. CTRL-F12 increases cycles. Play around with that till it feels comfortable. When this game came out people were comfortable playing it at about 15 frames per second which is unbearable by today's standards. Just boot up Star Fox on the Super Nintendo to see what I mean, it's choppy!