Archive for April, 2007

Jazz Jackrabbit: Episodes 2, 3, and 4

Tuesday, April 10th, 2007

Imagine if you will that Sonic the Hedgehog is Green instead of Blue, is a rabbit instead of a hedgehog, is heavily armed instead of unarmed, and fights an giant turtle with his turtle army of turtles across a series of planets instead of a vaguely egg-shaped scientist and his army of animals turned into robots across one planet. You might then have a general idea of what Jazz Jackrabbit is all about. Or you might be confused. Terribly, terribly confused.

Jazz Jackrabbit is a green jackrabbit that carries around a bazooka and runs around real fast, shooting turtles… In space. The game describes itself as the rivalry between the tortoise and the hare taken to its futuristic extreme.

Episode 1 of the Jazz Jackrabbit saga (known to me as the Shareware Episode) was installed on just about every computer that I came across in the early 1990s. The goal, as was the goal with all shareware, was to give out discs with a small part of a game which you would take home and install. You’d then play the game and like it enough that you’d eventually call the manufacturer and demand the rest of the game (or in this case, episodes) at a reasonable price.

I still have yet to actually meet someone who’s actually bought the full version from trying the shareware trial.

Imagine my surprise many years later when I walk into my local K-Mart and find that they have a disc that not only has Jack Jackrabbit on it, but that it has episodes 2, 3, and 4 on it exclusively. I presume that they dispensed with putting episode 1 on it due to the ubiquity of the shareware. I was only partially shocked to learn that episodes 2, 3, and 4 were almost identical to the shareware episodes with the exception that they took place on different ‘planets’. What that means is that the background of the levels looked a little different.

Jazz Jackrabbit is a reasonably good time-waster, but if you’ve played the shareware edition, and there’s really no reason that you shouldn’t have, then you’ve seen all that this game has to offer.

Mystic Towers

Monday, April 9th, 2007

Once upon a time the company now known as 3D Realms (formerly Apogee) put out piles of computer games, with hallmarks of being fun, engaging, and put together well. They also somehow managed to put out Mystic Towers.

I’m sure that to someone somewhere Mystic Towers is not a terrible game. I, unfortunately, am not one of those people. The game goes something like this: You take control of Baron Baldric, a wizard who also happens to be an old man (this is important). You are tasked with saving the land by venturing into a series of Mystic Towers, solving their secrets, and making the world safe for another day.

The towers are teeming with monsters, and the Baron, who is an accomplished wizard, has a handful of magic spells to take out the vermin. These towers are also, thankfully, well stocked with food, water, and additional magic spells. The Baron, it happens, needs to make sure he stays fed and hydrated. He doesn’t use the restroom, but he is an old man so he does break wind occasionally (and by occasionally, I mean all the time) with a smirk on his face which takes care of the food, but I don’t know where the water goes. Perhaps he sweats constantly into his large green robe, I don’t really know.

I was never able to endure much past the first tower, the ‘easy tower’ if you will. Easy, in this case, meaning a tower that took about two hours to complete, with one life while carefully balancing food and water intake and killing indigenous creatures. It was too much work for too little reward.

Roland’s Ratrace

Sunday, April 8th, 2007

Before I played this game, I had no idea who Roland Rat was. After I played the game, I still didn’t really know. I always assumed that he was some character created specifically for this game. Many years later I would discover, via the wonders of the Internet, that Roland Rat is a British puppet that happens to be somewhat of a television celebrity in his own country.

I almost never got to play his game, since it exhibits a quite unusual quirk: to play the game, you must disconnect the Commodore 1541 disc drive from your system, otherwise the game would hang immediately after you start. For months, I thought it was broken.

On the occasion that I finally figured out how to make this thing go, I was greeted with some of the catchiest music to come out of the SID chip, and one of the most unusual games I’ve ever played.

Roland navigates the sewers armed with nothing but his patented Glue-Pac, and must track down and assemble the pieces of a door for reasons not readily apparent (we got this game second hand, so we didn’t have a manual). You are pursued by ambulatory pairs of boots and the occasional train, and according to the Internet both of which can be temporarily immobilized with a shot from your Glue-Pac. I only ever tried to stop the boots, I thought trying to stop a train with a spot of glue was silly.

If you can manage to bring all of the pieces of the door to the… door’s archway, and manage to eat the blue glowing fruits to keep your health up (getting hit by a train hurts). You will have completed this game.

I couldn’t manage more than about half of it.

Hustle

Saturday, April 7th, 2007

Anyone that’s had a crappy cell-phone in the late 1990s is familiar with the old Snake game. The game where you control an ever-lengthening line (a.k.a. the ’snake’) with the ultimate goals of: eating all the food (which makes you longer) and not crashing into yourself or the edges of the screen. Hustle is, essentially, this very game.

Hustle puts you in charge of a snake-like thing that meanders around the screen. Your goal is to get the highest score possible by colliding with the boxes that randomly appear on the screen. These boxes will have a point value on them, granting you the amount of points shown. The points might be positive, negative, or the triple question mark, which you won’t know the actual value of until you collect it.

Sounds pretty boring, right? Granted, single-player isn’t all that fun. That’s why we have multiplayer. In multiplayer mode, the game is exactly the same, except that you go head-to-head with another person controlling another snake-like thing in a competition to get the highest score while simultaneously not crashing into the yourself, the edges of the screen, or the other player. It actually made for some decent competition, as there was skill, strategy, and a little bit of luck involved.

You just have to look past the public-domain songs that they chose for the music. Either that or turn the television down.

Great Qin Warriors

Friday, April 6th, 2007

Great Qin Warriors is a game that is so ludicrously bad that, if I didn’t know better, I’d swear was a giant practical joke put on by the developer, Epie Games, because a game cannot be this bad by accident.

The story is convoluted, and I know that I wasn’t able to fully wrap my head around it from the intro movie, but here’s what I think I learned: In the Mysterious Future humanity has built this crazy-powerful super weapon, which has inexplicably created a second earth that’s the opposite of the real earth, i.e. the new earth is evil. So, obviously, war breaks out between the two earths and their armies of giant battle robots. In the ensuing battle, a hole is ripped in time and sends the robots back in time to feudal China where a giant land-war is taking place. Robots from each side of the conflict join opposing sides of the war, and are christened the Great Qin Warriors. At least that’s how I remember it. I don’t feel the need to watch it again.

After the completely bizarre intro, we’re thrust into the game proper. I was only able to force myself to play the first stage. This stage consisted of a gigantic square-shaped open snow field with a building plunked in the middle, which I think was a Chinese temple (the back of the box proudly proclaimed something to the effect that this game was the finest digital representation of Chinese culture and buildings yet created). Scattered around the level are evil people in evil giant robots and evil gun turrets on the (I assume) neutral temple. Both the evil robots and the evil gun turrets have the ability to shoot and hit you from a distance so great that you can’t even see them to fire back. Your goal, although not explicitly stated in any place that I could find, seemed to be to destroy everything hostile on the map without letting your giant robot get destroyed.

This shouldn’t be so hard of a goal, but the level is absolutely enormous. If the robots were people-sized, then the level would be the approximate size of a 4×4 grid of football fields, except not quite as flat and without the lines drawn on the ground.

Another problem is that the levels are incredibly sparsely populated. The absolutely enormous level should be teeming with enemies, with plenty of foliage to hide behind to provide a sense of immersion. What the level actually has is about a dozen enemies hidden in the corners furthest away from you. You can’t see them, but they can sure see, shoot, and kill you.

Also, hidden somewhere within the level is something that looks like a portal that provides a minuscule influx of new evil robots. I was not able to destroy the portal directly, but I was able blow up all of the evil robots that came out of it, thereby destroying it.

The level took me nearly an hour, and the bulk of that time was finding the lone robot in the corner of the map that I didn’t fully decimate. I had damaged the thing, but it was stuck in the corner waiting for me to come back and finish the job instead of chasing me for any length of time. Then I uninstalled the game and decided to never play it again.

There is no part of this game that is fun or makes sense. Even at $1 it was seriously overpriced.

Yar’s Revenge

Thursday, April 5th, 2007

It amazes me that at one time video games had not only nearly completely inscrutable plots, but that the developers developed an entire mythos to explain what the game’s story. A backstory that, in all likelihood, had more text than the actual game’s programming. One such game is Yar’s Revenge.

I’m not going into into the depths of the Yar’s Revenge universe, but suffice it to say that you pilot a ship that’s shaped like some kind of wasp-thing. Your goal is to destroy the Evil Alien Ship on the right side of the screen. Your little pea-shooter won’t actually destroy anything but the blocky force-field surrounding the Evil Ship, so you have to use your Super Weapon. You charge the super weapon for one shot by either touching the Evil Ship, presumably charging the weapon and destroying the ship with its own evilness, or by eating a portion of the force field, thereby charging the weapon and destroying the ship with the power of your ship’s digestive tract. give the ship the ability to become an indestructible Swirl of Death and hurl itself at you, an indestructible ship shaped roughly like a hyphen that relentlessly pursues you, and a ’safe zone’ about in the middle of the screen and you have something resembling a game.

3D Tic-Tac-Toe

Wednesday, April 4th, 2007

Let’s just suppose for a moment that you wanted to jazz up the tired old paper game Tic-Tac-Toe and bring into the age of video games. Let’s also suppose that it’s the 1980’s, so you don’t have a machine that’s really capable of doing a whole lot more than drawing vague shapes on the screen. What do you do? One option might be to move the whole games into the realm of three dimensions.

Drawing a a tic-tac-toe board so that it looks like it leans back in the distance is pretty trivial once you know a bit about perspectives, vanishing points, and… chiaroscuro shading. Now if this were just regular standard tic-tac-toe in three dimensions it would be pretty awesome, but the developers decided to take it two steps forward.

Step 1: Playing on a 3×3 grid is so last century. They updated the standard grid up to 4×4.

Step 2: Why stop at just one 4×4 grid? Let’s stack four of them on top of each other. Futuristic.

The game plays pretty much like regular old boring tic-tac-toe, except that you can win the game by getting four in a row across, down, or in a straight line through the grids (like a mark in the top-left corner of all four grids, or one in the top-left of the top grid, one in the second-to-left square in the top row on the second grid, etc.).

Does all of this sound fun? If so, you can use a pencil and paper to draw your own grids and recreate the experience. I think about five or so minutes will sufficiently recreate the level of fun you could ever get from this game.

Lunar Outpost

Tuesday, April 3rd, 2007

Lunar Outpost is an interesting game. It’s a weird hybrid of shooting game and strategy game. It’s been an extremely long time since I’ve played this game, so I don’t really remember the story very well. What I do remember is that in the future (natch) humans have built an outpost on the Moon. You, the driver of a Lunar Tank, must protect the Lunar Buildings from a Lunar Invasion by extra-Lunar aliens.

The aliens want to destroy the sweet buildings that have been built on the lunar surface. These buildings, it so happens, recharge your tank’s batteries, allowing you to move. You play the game by navigating the Lunar Surface, which it turns out is a large rectangle, and shooting the Lunar Invaders with your Lunar Tank-mounted Lunar Cannon. You do this by patrolling the surface and keeping tabs on invaders via the radar in the corner. You seek out the blips that are a different color than your blip, and show them the business end of your Moon Missiles.

Actually engaging the enemy takes you to a screen that looks kind of like Space Invaders with the exception that you and your adversaries could move forward and back as well as left and right. Hey, it was 1984, that was ludicrously advanced.

The goal of the game was to stave off your attackers for a specific number of Lunar Days that you pick from the outset, with the eventual goal of surviving an entire Lunar Month (a.k.a. 28 days). Alas, I was never able to survive the entire Lunar Month, but I did manage to survive about a Lunar Week before my tank’s batteries gave out when I was equidistant from two power stations. That was right before I decided to retire this game.

Mario Paint

Monday, April 2nd, 2007

Mario Paint isn’t really a game. It’s not really educational either. What exactly it is might be a little tough to actually define, but I think ‘creativity tool’ might be as close as anything.

Mario Paint, which was bundled with the Super NES mouse, was a glorified paint program for your Super NES, but you could do more than just doodle on the screen. You could: be the aforementioned screen doodler, create limited animations, color, make simple songs, create 16×16 pixel ’stamps’, and combine all of the above into a project. Oh, and you can swat flies.

The fly-swatting is a tutorial on how to use the mouse disguised as a mini-game. Flies of differing sizes, shapes, and dangers will appear on the screen, and it’s your job to swat them. There are a scant three stages, each with multiple waves of flies that culminates with a battle with the crazy-big mechanical boss fly thing (you have to swat it a lot before it breaks, just like real crazy-big mechanical boss fly things!). Once you win, it starts you over again from the beginning and the flies are a little faster and a little meaner.

By far the most fun part of this package is working within the limitations of the program to try and produce a scene utilizing the drawing, a repeating six-frame animation, and short 4/4 music segments.

Super Pac-Man

Sunday, April 1st, 2007

Pac-Man has become quite the icon, and like any good video game icon, he’s been in his share of spinoffs, sequels, and clones. Most of these didn’t deviate too far from the standard formula: guide your favorite Pac-person through a maze, avoid the ghost-shaped monsters, eat everything in the maze, proceed to next maze.

Although Pac-Man’s traditional food is dots, in Super Pac-Man you eat actual foods. The problem is that these foods are behind locked doors. How do you open these doors? Well, there are two ways. The obvious way is to eat the keys scattered throughout the levels, each key opens one or more doors letting you get inside. The other way is to eat one of the two giant ‘Super pellets’ in each level (which are conveniently behind locked doors). Unlike traditional power pellets that turn the monsters blue so you can eat them, the Super pellets turn Pac-Man about double his actual size, allowing him to break down the doors, collide with the monsters without getting hurt, and utilize bursts of super speed.

And that’s it. Eat the foods, clear the levels, and move on to the next stage. Continue in that manner until you manage to run out of lives. Fun times.