Abuse

aka: Abuse Classic, Alien Abuse, Them
Moby ID: 389
Linux Specs
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Description official descriptions

It is the unimaginably distant year 2009. You are Nick Vrenna, falsely locked inside a high security prison. The genetic experiments conducted in the prison, combined with a full-scale riot that took place recently, caused all guards and inmates to be transformed into insane, aggressive mutants. Your job is to escape while stopping the genetic plague from transforming the whole world.

Abuse is a side-scrolling platformer with a lot of shooting. It's a nonlinear game, as the levels often have a few exits that lead to different areas. Your character is a cyborg equipped with various weapons; initially, you only have a weak laser rifle with unlimited ammo, but you can find more powerful guns later on, such as grenade launchers, flamethrowers or lightsabers. You move through a building complex, fighting any enemies you might encounter on the way. The enemies are mostly the mutants, but also the defense systems (such as stationary missile launchers).

While you move with the keyboard, you can aim with your mouse, so you can shoot at any angle no matter what direction you are running. On your way, you'll find elevators, teleporters, cracked walls that can be destroyed and more.

Apart from ammo and health, you can also find upgrades which have a number of beneficial effect - increasing your running speed, for example.

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Screenshots

Promos

Credits (DOS version)

39 People (38 developers, 1 thanks) · View all

Programming
Graphics / Artwork
Sound
Production
Co-Producer
Network Setup & Test
Additional Network testing and technical assistance
Music
Quality Assurance Controller
Project leader Quality Assurance
Quality Assurance
[ full credits ]

Reviews

Critics

Average score: 74% (based on 24 ratings)

Players

Average score: 3.7 out of 5 (based on 80 ratings with 7 reviews)

Let's deliver some abuse inside a prison

The Good
In the year 2009, rebel leader Nick Vrenna is captured and taken to a high-security prison where illegal military experiments have created bloodthirsty genetic mutations. All inhabitants of the prison, except Nick, become infected. A prison riot inside the complex goes horribly wrong, and, having found out that he is uninfected, Nick must escape the prison while blasting away monsters.

Those who have played Abuse consider it the Doom of platform games. Rather than just having four weapons you can use to destroy monsters, you have up to seven weapons, which is the maximum amount of weapons that you can have in Doom. Each weapon (which features classics as the shotgun, homing missiles, grenade launchers, and flamethrowers) trigger quite an explosion when they come in contact with a monster.

Abuse has a dark theme to it, therefore the game is meant to be played with the lowest gamma correction setting. You can still make out the game's scenery, and some of this scenery includes alien nests, factories, and even windows that you can look out through to view the city. This dark theme enhances the gameplay. The gray background, which you most likely see, fits the prison setting rather well.

Nick is drawn nicely. As he is running around, you can see that he actually has robot legs and he looks funny running around in these. The enemies look good and have excellent AI. Some of the monsters hang on the ceiling and wait for you to flip a switch before they make their attack. A whole bunch of them even jump out from holes in the wall. There are about twenty levels. Some only require you to get through them, while others are a puzzle, requiring you to flip a series of switches to open certain doors or to deactivate barriers.

What I like about Abuse is the built-in editor which you can use to your advantage. With the editor, you can turn on invincibility, but the main power of it is giving you the ability to customize the levels as you progress for it. The level editor is simple to use. (It took me less than ten minutes to learn it.) You can add or delete part of the backgrounds or remove certain objects from the level. If you find an obstacle that you can't get past, for example, you are free to remove it. If you want to jet yourself up to an area but can't find the appropriate power-up, then add it into the game. You can also load levels and play them if you do not want to play the game in sequence.

The music in the introduction sets the game up. This piece of music is in stereo sound, the first time that I noticed. Some notes pan from your left speaker to your right speaker, and vice versa. The sound effects in the game sound as if they come straight from Doom, with certain enemies making grunting noises when they are waiting for you, and sounds as they approach you or get killed.

The Bad
What sets Abuse apart from other platform games is that you have to use both the mouse and keyboard to shoot. You use the keyboard to move Nick and jump, and the mouse to aim upwards, fire, or put your power-up to good use. This is not the way that I play platform games, using two input devices at once. When I aim at a monster and fire, it is very likely that I lose a lot of health as a monster right beside me is giving me quite a pounding. Using two devices also wastes a lot of time.

Although there is some nice scenery in the game, the graphics get rather boring all of a sudden. No matter where you are, almost everything seems gray. There are symbols on each power-up that indicate what they do, but since there is no writing on them, I couldn't make heads or tails with these. The only way that I knew was to bring up the object list in the level editor, see what the object names are, and place them on the map.

You are required to have the MPU-401/Roland sound cards installed in your machine to hear the music in the game. Sound Blaster is not supported as a music type. So if you haven't got MPU-401, then you're out of luck.

The Bottom Line
In Abuse, you must escape a prison while you blast away monsters and flip switches in order to gain access to certain areas. The plot differs from the commercial and shareware versions of the game. I believe that this is the first platform game ever to force you to use two input devices at once, and you may find it difficult just to do this. This is the first game that Crack dot Com released, and we knew what we could expect from them in the future. It is just too bad that the company went bankrupt when they finished this game, but at least it has been released in the public domain.

DOS · by Katakis | カタキス (43091) · 2006

Pure fun, in small doses

The Good
First of all, it's innovative. Years after 3D platform games proved that 2D platform games are mostly dead, this game, in my opinion, still ranks up there as "an interesting platform game".

The graphics are extremely beautiful in all their low-resolution glory. I really like the look of this game, some areas and backgrounds are absolutely cool. Also, most of the ambient sounds are very nice, good enough to give all sorts of shivers and actually create a believable atmosphere.

It's a fun game too. Sometimes frustrating, but fun. Simple-minded job of blasting uglies has probably never been more fun.

This is probably the first game I've seen that features "live" modding of the game (The Cube Engine being the second, and that was out like 8 years later). The moddability of this game was a very interesting concept - shame that the modder turnout wasn't too huge.

Also, great thanks to Crack dot Com for making the game public domain and all of the future modders - SDL port sure helps me to play the game these days.

The Bad
Basically, the game has a tendency to get boring easily. It is, if I'm to borrow a metaphor, kind of like a game equivalent of holding breath: if you play too much of it, you pass out. This is raw, merciless slaughter in beautiful pixely futuristic environments. Not that there's anything wrong with that... It's exactly the kind of game that you probably play a few hours every year, but no more.

Also, the modding is kind of tricky. There's little documentation for anything; only the level editor is somewhat well documented. The Lisp code looks puzzling to me without proper tutorials - and I'm not a stranger to Lisp. There are a few rather silly examples out there, hopefully, if anyone is to make a real mod.

The game would be pretty damn fun online but finding people who play it is pretty near impossible since there aren't server browsers.

The Bottom Line
Basically, the game is a beautifully detailed 2D platformer, with independent weapons aiming (move character with keyboard, aim with mouse), very nice graphics, and tons of gritty "dark sci-fi" feel.

There's no plot to speak of - actually, the story was changed between the shareware release and the final release, and barely no one noticed. Your job is to kill strangely Alien-like mutants. Tons of them. They can shoot back. There are also less frequent robotic enemies (huge robots that throw grenades, small flying robots that shoot lasers, tunnel boring machines), and traps and environmental hazards. You have arsenal of zillions of nice weapons at your disposal, everything from lasers to flame throwers and energy beams.

Then, there's also multiplayer mode, ability to write fairly unusual mods in Lisp, a simply Tab-togglable map editing mode, and other fun stuff. This game is pretty much a very geeky concept, and I love it. Maybe its unusualness made it less popular than it deserved to be. I think it's still an extremely innovative and fun game, as long as you don't play it all day long.

DOS · by WWWWolf (444) · 2004

Stunningly mediocre

The Good
I give the author credit for using a custom Lisp interpreter for scripting (Abuse is not, as is mentioned in another review, fully written in Lisp; there's far more C code than Lisp code). The control scheme is novel.

The Bad
It plays like a typical jump around and find the buttons platform shooter. Nothing new here.

The Bottom Line
If you've played any of the hundreds of platform games for the NES, SNES, or Genesis, you'll be unimpressed. If this is your first exposure to the genre, then you may enjoy it.

DOS · by James Hague (10) · 2000

[ View all 7 player reviews ]

Trivia

Cancelled ports

In January 1996, Crack dot Com contracted Reflex Entertainment to do the SEGA Saturn and Sony PSX versions of Abuse. In May 1996, Crack learned that Sony would not allow a PSX version of Abuse because it wasn't 3D and it was a port.

Changed plot

The game's plot (shown in the opening screen) was changed at some point. Originally, the player was to take the role of a special agent infiltrating a base in order to stop an alien invasion by "the ants". The 1.x shareware version still features this back story, whereas the retail game and 2.x shareware both have the new "mutants in prison" plot. The original story's text is:

The Ants were fearless, efficient killers. The Unified Underground's only opening was that the Ant defense systems were designed by engineers too arrogant to consider the threat of an individual. It was enough to justify the covert Abuse Missions.

On August 31, 2021, eight bytes were zeroed in a computer, and Nick Vrenna's identity was erased. A suit of armor cradling his smoking auto rifle stood in shadows appreciating the stench coming from the first retired Ant of the day. The armored soul feared the effort would end up as pathetic as the Terran Surrender Terms, but humanity had nothing else.

Copyright infringement

The iPhone version caused quite a stir when Stephane Portha released the ported game using the title Alien Abuse on March 17, 2009. The original development studio Crack dot Com released all the shareware bits of Abuse to the public domain when it went out of business, but kept ownership of the Abuse trademark, the registered levels, and Bobby Prince kept ownership of the sound effects.

Unable to come to any sort of agreement with Portha and unable to get Apple to take down the game, despite a DMCA notice, one of the original developers, Dave Taylor went out and had the game ported to have an official version of the game available using the name Abuse Classic. It was released in August 2009. Soon after, Alien Abuse was pulled, either by the original developer or by Apple.

Development

The game was largely written in C, but it also featured a Lisp interpreter. Most of the character logic and AI was written in Lisp, and it was possible to write mods simply by defining new game characters and game characteristics in Lisp code. Early shareware versions included a complete Breakout clone example game (somewhat misleadingly titled "Pong"). Regrettably, there were many changes between versions, and mods for 1.x shareware versions don't necessarily work without changes in 2.x retail version.

Macintosh version

The main improvement from the Macintosh version over DOS and Linux versions was that it had better graphics; the entire thing was worked to work perfectly in 640x480 resolution, as opposed to the VGA 320x200 used by the DOS version. (The DOS and Linux versions can be made to run on higher resolutions, but the game itself isn't scaled to those resolutions!)

Level editor

The game has a built-in level editor, and you can make levels for the shareware version. An interesting feature is that it can be made to work in sync with the actual game engine. If enabled at the command line, the editor is accessible at any part of the game which allows you to test flags and triggers in real time for your latest creation, or alternatively, modify parts of the game's included levels on the fly (ie: can't find the key for that pesky door?? Then remove it!)

Naming

We chose Abuse for our first game name because the game involved knowing full well that pressing the buttons in all those rooms was going to bring down hoards of howlers, but you would do it anyway, abusing yourself. It also went well with Crack. An alternate name considered was "Them."

References

Crack dot Com must have been Nine Inch Nails fans -- the clear namesake for protagonist Nick Vrenna is onetime NIN drummer Chris Vrenna.

Source code release

On Jul 12, 1997, Crack dot Com announced the release of the game's source code to the public domain alongside the shareware game data. Registered version levels were not released because the game was still sold at the time. Crack dot Com could also not make the game's sound effects public because they were owned by Bobby Prince.

While the code and most data assets of Abuse became public domain, the title remained a trademark held by Jonathan Clark and Dave Taylor. Using the title (e.g. to create a derivative game called Abuse 2) without licensing it from the original developers is thus not allowed.

Additional information contributed by Arson Winter, B.L. Stryker, Pseudo_Intellectual, Roger Wilco, Sciere, WWWWolf and Zovni

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Related Sites +

  • Abuse
    game page at Crack dot Com's website, preserved by the Wayback Machine
  • Abuse FAQ
    Explains much of the game. Required reading if you love Abuse.
  • Abuse abuse
    Dave Taylor's story about the iPhone version of the game
  • Abuse by Crack dot Com
    game page at the Origin/EA website, preserved by the Wayback Machine
  • Abuse for Windows/DirectX
    website of Jeremy Scott's original Windows port of the game, preserved by the Wayback Machine
  • Alien Abuse story
    Stephane Portha's side of the story regarding the iPhone version of the game
  • Craig's unofficial Abuse Website
    Wayback Machine copy of an unofficial website with user-made levels, add-ons etc.
  • abuse-game.com
    Fanpage with download of the open source release and user levels

Identifiers +

  • MobyGames ID: 389
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by emerging_lurker.

GP2X, GP2X Wiz added by 666gonzo666. BeOS, iPhone, Macintosh, Acorn 32-bit added by Kabushi. Amiga added by Игги Друге.

Additional contributors: Trixter, Sciere, Pseudo_Intellectual, Crawly, Patrick Bregger, lethal_guitar, MrFlibble.

Game added November 6, 1999. Last modified March 19, 2024.