Archive for March, 2008

Super Mario 64

Tuesday, March 11th, 2008

I have to admit, I was pretty blown away by the Nintendo 64. I never really had a Playstation, and although Star Fox and Stunt Race FX were both pretty good, they suffered from a huge framerate issue. So to have a game that ran in full glorious 3D without without looking more like an interactive slideshow was pretty attractive to me.

I was looking forward to the Nintendo 64 release for months upon months. Ever since I played Killer Instinct 2 and heard the machine proclaim that it was coming to my home (glee!) in ‘1995′ I would seek out any and all information I could get about the system, and since there wasn’t much Internet back then, it didn’t take very long.

Eventually, though, my local Toys ‘R’ Us got several demo units in along with the flagship game, Super Mario 64. I, of course, had to investigate. It turns out that they had five units in the store to play on. I and three of my buddies monopolized four of them for the better part of the morning through early afternoon on multiple consecutive Saturdays. I suppose that might have been somewhat insensitive to the kids waiting in crowds behind us, but that’s one of the advantages of having a driver’s license: first dibs.

The game, though it seems kind of generic now, is to guide Mario through a series of worlds, all represented by paintings in the castle, to get a series of stars and keys. You need these to proceed since they open up new doors to go through.

The game itself is put together really well. It’s still very close to the style set forth in Super Mario World, which is a massive adventure with very little dialog to get in the way. You just hop in, and start trying to figure out how to rescue the Princess without thinking too hard, which, truth be told, is nice sometimes.

I would play this game a lot. So much, in fact, that I would end up wearing out the control stick on my first controller. The game is surprisingly long and the stars you have to find are each hidden in some unique places, most not exactly obvious. It’s kind of odd to think that a game that essentially has you running around a freaky world that doesn’t always make too much sense for the sole purpose of collecting things can be a load of fun, but it is.

And with that, I think I’ve gushed enough for one day… Where did I put those paper towels…?

Soul Blazer

Monday, March 10th, 2008

Sometimes I’ll be sitting around and I’ll happen to think of a game that I played some off time on rental or some such. I won’t really be able to remember the name of it, just a little about it, like what the screen looked like, or what you did in the game. For example, it came to me that I had played a game in which you ran around killing things and in doing so you rescued the souls. Then the souls went back to the towns and rebuilt it somehow. There was also this mechanic where you enter the dreams of some of the more reticent townsfolk and figure out their deepest, darkest secrets.

It turns out that the game I was thinking of was Soul Blazer.

It turns out that in this game you take on the part of an angel, sent to the planet in human form to rid the world of some kind of evil. This evil force has imprisoned the souls of the creatures of the planet into bodies of monsters, which you have kill. Kill the monsters and people spontaneously reappear in towns. Those people (or plants or mermaids or whatever) will open the ways to more areas to explore, so you go there to free more souls. And on it goes.

There’s nothing too tough about this game, it’s relatively straightforward. But it’s oddly compelling. It’s kind of interesting to see the cities slowly reform themselves as you repopulate them. And the dialog was reasonably well-written, and though it wouldn’t win any awards it was still entertaining.

The only problem I had with this game is that after one rental, starting the game one evening and having to have it back by the next evening, I managed to get all the way to the final encounter. I had absolutely no trouble getting to the last guy, but then, somehow, the game ramped up in difficulty so sharply that I couldn’t even come close to beating him. I didn’t think that wasting another few dollars just to fight a last boss was a wise use of my dollars… and I also didn’t have the dollars to use. So I took the game back, and never actually managed to finish it.

Of course, along with the person who pooled money to rent the game, we gave the main character the same name as Navin Johnson’s dog (no, not “Lifesaver”). So any time a ‘responsible adult’ walked into the room, we had to make sure that there wasn’t any dialog on the screen. And since that television was in the living room, that was a bit of a chore.

Or, like I like to think of it, a ‘mini game’.

Donkey Kong Country

Sunday, March 9th, 2008

Sometime late in the Super Nintendo’s life I got a video talking about some new Donkey Kong game. This was pretty significant to me since I hadn’t seen a Donkey Kong game in quite some time, (except that one). But this one was completely different from any Donkey Kong game that I had ever played.

This time, see, Donkey Kong is the protagonist. It turns out that his horde of bananas has been stolen by a group of alligator-like creatures (kremlings) and their buddies for reasons that are unknown to me. It’s worth noting that the Donkey Kong in this game isn’t the same Donkey Kong that was in the original games. That Donkey Kong is in this game as Cranky Kong, and is the ancestor of the Donkey Kong in this game.

Just try to not think about it too much.

Another thing to note is that this game was made with a (then) new technique of making graphics in full 3D and then taking what amounts to 2D pictures of them doing their various animations. This has a net benefit of making the game look fully 3D without actually needing to have a bleeding-edge system to pull it off. Pretty slick.

This game managed to greatly expand the Donkey Kong universe with some memorable characters and give the series a bit of a ‘reboot’ if you will. One that was, thankfully, reasonably well done and actually stuck.

A bit after the game was released, there were two video game competitions held at Blockbuster with Nintendo’s help. The games that they featured were Star Fox and Donkey Kong Country. After those contests were over, Nintendo collected some of the cartridges and made them available to subscribers via their Nintendo Power catalog. I wasn’t ever able to get my hands on the Star Fox cartridge, but I was able to snag one of the super-rare copies of Donkey Kong Country. It’s pretty much the same as the other game with the a few exceptions. It’s timed, and your goal is to rack up a huge point total in the allotted time. It’s a lot more challenging than the original game since you’re just making a mad dash through the levels to get a high score.

But still, even though I don’t own a copy of the whole game, I wouldn’t trade the competition cartridge for very many things.

Sorry about that.

Baten Kaitos Origins

Saturday, March 8th, 2008

The original Baten Kaitos game was a little on the weird side. That’s OK, I like weird. I actually only played it because I found Origins, which is its prequel (that came out later), at my local video game store, and thought it looked like a pretty good game. But I didn’t want to play the prequel/sequel without playing the original game first. So I hunted down and bought a copy of the original game, and liked it enough to think that Origins wasn’t going to be too big of a waste of money.

Origins takes place something like 20 years before the events in the original Baten Kaitos. So you kind of get a chance to see the characters (at least the ones that have been born) and what they were like before they were old and embittered. And a lot of the holes in the story are filled in for you. Though, if you never played the other game, that’s not really going to matter. You don’t have to have played through the old game to enjoy Origins, but you’ll miss out on some of the foreshadowing.

The game plays a lot like its predecessor, but there are some pretty important differences.

  • The voice acting sounds like it was done by actual voice actors instead of people dragged in off the street, and the recorded voices don’t actually sound like they were recorded in a tile bathroom on the other end of an iffy telephone connection.
  • You fight your battles with those silly cards (‘magnus’), but you return to full health afterward, so you don’t have to worry about carrying around food that goes bad after a while.
  • Enemies drop money when they’re defeated, so you don’t have to lug a camera around with you to take pictures of them to sell for money (which was a completely ridiculous idea to start with).
  • You only have three people in your party to worry about, and they all share the same deck of cards, instead of the half-dozen characters each with a deck with 50+ cards in it. So you spend way less time micromanaging your cards.

There are a few more changes, but those were the big ones for me. I ended up liking this game as much, and maybe a little more than the old one, but I was really glad to have played them both back to back like I did. Right after I saw the ending sequence to the the first game, I unwrapped and popped in this one. I think having it fresh in my mind helped me to see some of the elements that tie the two together a little more clearly.

One of the things that still puzzles me is a particular song that plays during the game’s fights with the boss character in the video above. He gets his own song in this game called ‘Chaotic Dance 2′ which is a remix of his song from the first game called (shockingly) ‘Chaotic Dance’. Now, I’ll let you try and rationalize how a guy has a song called ‘Chaotic Dance 2′ in a game that happened earlier than the one where he has one without the ‘2′ on it. But the first version of the song had some kind of unintelligible lyrics. Here, take a listen:

Chaotic Dance Clip

Now, I naively chalked up not being able to understand the lyrics due to the wacky distortion that the composer used. It turns out that’s not exactly the case. I’d like you to compare that clip with this one:

Chaotic Dance 2 Clip

With the distortion removed, I still can’t make out the words. I think it’s English; I hear what I think might be English words in there. But there’s other sounds in the song that might be words, but I can’t make heads or tails of them. It sounds like all of the consonants have disappeared from the words, and consonants are some of my favorite letters. I guess another explanation is that the songs are being sung in Simlish, which means that my attempts to decipher the words are going to be in the worst kind of vain.

But other than that, I got a lot of fun out of this game. It plugged up most of the holes in the original game, and left most questions answered. There are still a few ambiguities left, but I’ll let the Message Board Pundits(tm) debate those.

Jetpac

Friday, March 7th, 2008

I actually probably wouldn’t know anything about Jetpac if I didn’t play Donkey Kong 64. In that game, Cranky Kong tells you about a ‘real game’ you can play if you meet certain requirements. Do so, and you get… erm… ‘treated’ to one of the games from Rare’s storied past.

Jetpac tasks you with using your handy dandy jet pack to fly around a level infested with aliens. You have to assemble your ship, and then fuel it up by collecting fuel that mysteriously appears around the screen. There are also goodies to collect for points, and aliens to shoot for more points (which also has the side effect of thinning their numbers so they’re easier to avoid).

It should be fairly apparent that I don’t have some kind of bias against old games in favor of new games. I kept hearing about how awesome this game was, but it just didn’t click with me. Maybe those English folks have different tastes in games than I do, or maybe it’s a large elaborate joke that I don’t really get. But I played this game inside Donkey Kong 64 just long enough to get the requisite 5000 points to unlock whatever it was that I was supposed to unlock and then went off to play something that was a bit more fun, like Fold the Shirts From the Clothes Dryer.

Star Fox 64

Thursday, March 6th, 2008

I was never sure if Star Fox 64 was a sequel or a reimagining of the original game. They both feature you, as the titular Star Fox, along with your flight-buddies of a frog, a rabbit, and a blue falcon (no, not that Blue Falcon) have to save the solar system from an exiled (and criminally insane) evil-genius-monkey-scientist. I remember at the end of the original game blowing up a giant cube with Andross’s (the monkey) face all over it. I assumed that meant he was dead. But I’ve assumed lots of things in the past, mostly incorrectly.

The game goes along a lot like the original Super NES offering. You and your three buddies fly along a landscape. You end up doing all of the fighting enemies, finding hidden routes, and that kind thing. Your buddies are apparently way smarter than you and they don’t actually do much of anything. They very very rarely ever shoot anything, probably so they don’t raise the ire of the enemy pilots. Though sometimes an enemy will tail one of your buddies anyway and you have to rescue him before he gets shot down.

If you can manage to keep your friends alive, they don’t really help that much, but they do talk to you. Your guys are constantly chattering with each other and with the enemies. I thought that was pretty awesome, since I was led to believe by Sony’s hype engine that Nintendo cartridges wouldn’t have the room to have such things on them. Even though every review of the game bemoaned the fact that although there was a ton of voice-work in the game, that it didn’t sound crystal-clear (a.k.a. CD quality). To me it sounded more like staticy radio communications, you know, since they were talking over radios. So it was fine.

Also introduced in this game was a tank and a submarine to pilot. The tank being far less lame than the sub. In fact, I liked driving the tank around almost as much as driving the plane around. But the sub? I like to pretend that the lone submarine level doesn’t exist anymore.

What really gets this game going, though, is the multiplayer. You and three friends can get together and play with whatever combination of tanks and flying machines you choose and fight it out until only one is left standing. This makes for some pretty intense battles, if your friends are any good at the game at all. You also have the option of playing the mode while on foot and carrying bazookas, but that’s just dumb. You’re a smaller target, yeah, but kind of vulnerable without wearing an armored vehicle of some sort.

I would end up playing this game a whole lot. Which is kind of weird, since I normally don’t really like flying games. I suppose I was just entertained by the… ’snappy’ banter between the characters. That and the fact that they were actually talking instead of making generic animal noises.

Oh! And that it came with the new-fangled Rumble Pak that vibrated my controller whenever I took damage in game. That was pretty amazing at the time, though it’s pretty ‘meh’ these days.

Good thing that Rumble Pak had other uses later on.

The Typing of the Dead

Wednesday, March 5th, 2008

The House of the Dead 2 was a pretty good game. But along the way someone somewhere had the bright idea to combine the gory zombie shooting game with a typing tutor.

That might have been one of the best ideas ever had by anyone.

The game was already borderline ridiculous anyway, and this game is identical to its predecessor in every way… with a few exceptions. Instead of guns your guys have giant Dreamcast systems strapped to their backs and keyboards strapped to their fronts. They need these because the zombies that assault you have letters, words, and phrases welded to their fronts. You have to type the phrase on your ‘Dream-Blaster’ to neutralize the threat. The stronger the enemy, the longer and more complex the words and phrases are, and you’ll eventually work your way up to full sentences. Some are relatively normal, but some… I just don’t have the words.

The spectacularly entertaining horrendous voice acting is intact, which is a relief. Most of the enemies have been retrofitted to have pop hammers and lollipops instead of axes and such of the previous game, which just adds to the silliness. And sprinkled through the levels are powerups for big-headed zombie mode. It’s all just silly enough to be a really good game.

Typing of the Dead

This is one of the few games that I bought more than once on purpose. It seems to be ridiculously rare, but I stumbled over a copy for my Dreamcast, so I picked it up. And then a few months later I found a copy of the PC version (which seems to be even rarer) at one of my local toy stores when it went out of business, so I snapped it up as well. I spent a lot of time playing with both versions, so it was totally worth it.

And, as an upside, it made me a better typist, and it was a game I wanted to play. So, chew on that Mavis Beacon.

The House of the Dead 2

Tuesday, March 4th, 2008

The original House of the Dead game was a pretty fun game. I mean, what could be better than shooting hordes of zombies in a mansion? Why, shooting hordes upon hordes of zombies in a city, of course!

You take control of one of two new mysterious agents of the equally mysterious organization ‘AMS’ and have to figure out what’s going on.

The game is a whole lot like the older one. You run through the city, shooting most things that move (try to not shoot the innocents, m’kay?). There’s still the branching paths depending on who you shoot and who you save, no big deal.

But, oh man, the voice acting in this game is on a whole other level. I don’t think the people who did the voices in this game actually speak English. It’s like they were given a phonetic pronunciation guide for English words, and then were given some muscle relaxers before the recording session.

Yeah, the story makes absolutely no sense whatsoever, but the voice acting in this game clinches it for me. I can’t tell if the game is supposed to be serious or not. Due to the fact that I can hardly keep a straight face when the ladies in distress scream, “Don’t come! Don’t come!” make me think that it’s not supposed to be taken just too seriously.

SimCity 3000 Unlimited

Monday, March 3rd, 2008

I only really played the original SimCity game on the Super NES and really liked it. But I kind of forgot about the series for a while until I found a copy on clearance at a local game shop and simultaneously remembered that I actually owned a computer.

Apparently I missed a bit in the interim.

It’s still city building, with the same Residential, Commercial, and Industrial zoning. The same making sure that your little Sims have power, building and maintaining roads, taking care of police and fire coverage, that kind of thing. But you also have to worry about building landfills, making sure your Sims get water, and making deals with your neighbors. It’s actually quite a bit to keep track of.

It turns out that I make a really bad mayor of a town. Especially when I have to be the one actually building the plumbing network, the power grid, the transportation infrastructure, manage taxes, and about a hundred other things. Oh, but I have advisors! Advisors who sit around and tell me how wrong I am instead of actually doing anything constructive.

Despite all of that I still played this game a lot. It’s mostly because it’s just about the only game that my laptop that I had at the time would run. So it was either this game or Eric’s Ultimate Solitaire.

Furu Furu Park

Sunday, March 2nd, 2008

I really like games that are compilations of other, smaller games. I also like lots of games made by Taito. So when I found a title that promised your ‘favorite Taito games, bite-sized!’ I had to take a look.

And now I kind of wish I hadn’t.

The box was telling the truth. There are tiny, sub-one-minute versions of some… erm… beloved Taito classics. But they’re all just kind of there. There’s nothing to tie them together. You just start one, play it for a few seconds, then start another one. But you don’t have any real reason to do so.

Briefly, this is how your experience with this game will go:

  1. Start disc
  2. Choose game
  3. Load
  4. Learn how to play game during loading screen (you’ll be here for a bit)
  5. Play game for about a minute
  6. Enter your initials (if you set a high score)
  7. Load the menu
  8. Go back to step 2

The game does its fair share of loading, which is pretty annoying. What’s also annoying is that you have to enter in your initials every time you get a high score, even during the same play session. This might not be an issue for most people, but my initials are, in order, at the end of the alphabet, at the beginning, and in the middle. So when I have to do that over and over again, it gets pretty tedious in a hurry.

When I said that there was nothing tieing the games together, that’s not entirely accurate. There is a mode where you pick any five games you want and then you play them back to back. Then the cartoon pig in the game will give you an animal ranking, the lowest being a water flea, of all things. I assume that the ‘noble pig’ would be the highest ranking, since the pig trash-talks so much. I honestly don’t care to find out. I played this mode exactly one time and didn’t manage to make it out of the Insect Kingdom.

So yeah, the game’s a dud. And it’s laughably bad. But playing a game that’s just bad enough to be good is kind of what I do. They’re kind of like my personal version of Manos: The Hands of Fate.