Archive for the ‘GameBoy’ Category

Qix

Thursday, April 26th, 2007

Admit it, you don’t know what a Qix is. It’s OK, most people don’t. That’s what I’m here for, I’m here to help.

Qix is both the name of a game and the name of an entity in said game. It’s an early puzzle-type game that’s deceptively simple. The Qix is a thing made up of roughly parallel lines that moves erratically around a large square. You posses the ability to lay down straight lines to try and stake out a claim on the area not currently occupied by the Qix. Your goal is to bring a certain percentage of the area under your control by drawing lines while simultaneously avoiding the Qix and the Sparx (other enemies that follow the perimeter of the screen and eventually the lines you’ve drawn).

You can draw two kinds of lines, Fast and Slow. Your marker is vulnerable to the Qix while drawing, making it much riskier to utilize the Slow Draw, but you get more points (such choices!). Once you claim enough of the area, the stage is reset, the enemies move faster, and you have less time before you get chased by the Sparx. It’s a game of endurance and planning, with a little bit of reflexes involved. Amazingly enough it still holds up after over 25 years. Well, it holds up to the extent that I wouldn’t mind spending a quarter on it now and again.

Denki Blocks

Wednesday, April 25th, 2007

As you may have noticed, I’m a sucker for a good puzzle game. I’m not particularly good at them, but I like playing them, especially if they’re a little more off the wall than ’sort the things falling from the sky by color’. No, Denki Blocks is different. You get to slide multi-colored bricks around a playfield to sort the colored blocks.

See? Way different.

To conceptualize Denki Blocks, pretend you have a large, square plate. On this plate you have different colored blocks that only stick to blocks of the same color. If you tilt the plate in one of the four cardinal directions, all of the blocks on the plate move in unison in that direction, and like colors stick together. Your goal, then, is to make all of the blocks of each color stick together, as doing so will clear the stage.

Stages get progressively more difficult as you move along through the game, which really means that the starting points and the shapes of the blocks gets more ridiculous, which in turn means that the solutions get much more circuitous. I managed to make it about halfway through the game before I had to hang my head in shame and walk away from the game forever. I now understand that I quit just before the game got interesting, with such crazy items that change blocks’ colors, blocks that don’t stick to anything, one-way gates, blocks that stick to the ground. And of course, by interesting I mean mind-bendingly difficult.

I like to think that by no longer playing this game that I’ve saved my GBA from being smashed into a few dozen pieces.

Pipe Dream

Monday, April 16th, 2007

Pipe Dream (a.k.a. Pipe Mania, or about a thousand different clones), I’m constantly surprised that more people haven’t heard of it.

Pipe Dream is a puzzle game that does away with the standard ’sort things and make them disappear’, and instead has you creating a network of pipes from random pieces to contain the flow of a mystery liquid. What the liquid is changes in each incarnation, but it really doesn’t matter what it is.

The liquid will start flowing shortly after the stage starts, with the length of this initial delay diminishing as the levels progress. Depending on the version and the level, you will have one or two goals to achieve: make the liquid flow through a certain number of pipes, and make the liquid flow through a certain number of pipes while making it to the end pipe.

It sounds easy enough, but you can quickly start to panic as you realize that the liquid is slowly but surely progressing and you aren’t getting the piece you need to connect the two halves of your pipe network.

Not that that’s ever happened to me.

Polarium

Wednesday, March 21st, 2007

Puzzle games are easy to conceptualize: you make the player do some (usually fairly simple) repetitive task over and over until some force makes him stop. The goal being to either not stop for as long as possible, or to solve a series of puzzles, and sometimes both. Polarium satisfies all of these criteria, and brings to light one of the bigger failings with puzzle games: although they are easy to conceptualize, they are hard to make engaging.

Polarium seems to be a puzzle game based around the Nintendo DS stylus, you’re given a grid with squares that are either black or white. It’s your job to make all of the tiles in one line are one color (either black or white). You do this by dragging your stylus from one side of the playfield to the other. You can meander all you want within the playfield, but your start and end points must be on the sides (one on each). Complete a path and all the tiles that your stylus passed over will flip and change color.

The game sounds sufficiently generic enough to be a decent puzzler. It’s got the requisite simple task, the endless mode, and the puzzle mode. But for some reason, or possibly a combination of reasons, this game wasn’t that fun. I might have had something to do with the fact that my hand kept obscuring my view of the play area, or maybe I suddenly don’t like games that require manipulation of colored tiles (not likely). I think the single biggest reason that I didn’t like this game is that it just seems barren and lifeless.

A game like Meteos wouldn’t nearly as fun without the modicum of presentation present. Too bad it’s so completely missing from this one.

Shadowgate

Tuesday, March 20th, 2007

About a week ago I found out that Shadowgate started life as a game for the Macintosh. I was probably unaware of this since I never actually owned a Mac or used one for more than about an hour. Shadowgate is one of those games that I saw in just about every NES video game guide. The game seemed to be at least marginally interesting. Shadowgate is a point-and-click adventure, which is really just one step up from a text adventure, and all that means is that instead of just getting a description of the room you’re in, you get a description of the room you’re in and a picture of the room you’re in. A picture you can poke, prod, and explore.

Shadowgate tasks you, some guy whose name I forget, to enter some wizard’s castle, whose name I also forget, to solve puzzles in a precise sequence to simultaneously prevent him from summoning some crazy netherworld beastie and become king of the land. And trust me, when I say precise sequence, I mean precise sequence. More often than not, if you do the wrong thing then you = dead, which makes the game slightly more frustrating. Try to get the dragon’s treasure without having a shield = you dead. Break the wrong mirror (there are three) = you dead. Go through a trap door without tieing off a rope to lower yourself down = you dead. Don’t have the mundane item that’s the answer to the obtuse riddle the sphinx-lady gives you = you dead. You let your torch go out = you dead.

You die. A lot.

That’s partially understandable, if you didn’t die and restart from your last save so often, the game wouldn’t seem very long. The constant deaths and restarting the game increased replayability at the cost of broken controllers and sleepless nights spent wondering what to put in Bottle 3.

Knowing all of this, I still wanted to give the game a try, but to this day I’ve never seen the NES incarnation ‘in the wild’. Fortunately, a Game Boy Color port (Shadowgate Classic) was released some years after the NES faded into history. I played it almost constantly for about a week, trying to catch up on the several year old story, before the puzzles became too obtuse for me to solve without resorting to online assistance.

Was it everything that I psyched myself up to believe it was? No, not really. Was it a good game? Up until the part where the clues range from non-helpful to nonexistent, then it became slightly annoying. But I was too invested to put the game down, so I hinted my way through the last 5% or so of the game. It was worth it.

Tetris Attack

Saturday, March 10th, 2007

Puzzle games in general have one thing in common: they are conceptually easy to grasp. The better puzzle games are deep enough to compel you to keep playing to learn new strategies.

Tetris Attack is one of those games. The credits of Tetris Attack say that the game was inspired by the original Tetris. I’m pretty sure this is a… slight fabrication. As far as I can tell, the only thing that this game has in common with the original Tetris is the title. It seems to me that they just tacked the word ‘Tetris’ onto this game to sell more copies from name-recognition. Slightly underhanded, but that’s fine. This is a good game on its own merits.

Like a good puzzler should, Tetris Attack has an easy-to-grasp concept: multi-colored blocks rise from the bottom of the playfield, you have the ability to move them left or right, and you make them disappear by lining up three or more of the same color. Easy. And indeed, you could play this way and have a good enough time. Keep playing and you’ll discover that with careful arrangement of your pieces you can set up chain reactions or groups of far more than three to be cleared at a time, both critical moves to know in multiplayer mode.

Perhaps the thing that makes puzzle games compelling is that there is no defined end. The game lasts until you can’t last any more. You can always do just a little bit better, and are really competing with your self for the high score. Unless you’re playing multiplayer mode. Then you’re competing against someone who desperately needs to be taken to Tetris Attack school.

Yes, I like this game. I like it enough that I have four versions of it for four different platforms. And if there’s ever a Wii version, I’ll probably have that too.

Quarth

Tuesday, March 6th, 2007

I know that look. You don’t know what Quarth is. It’s okay. Not very many people have even heard of Quarth, much less know what it is. That’s what I’m here for. To help.

Quarth is an arcade game (with a port to the original Game Boy) that’s an interesting combination of vertically-scrolling shooting game and a puzzle game. Your ship is in a fixed location across the bottom of the play field, and various shapes of blocks descend inexorably toward your ship. If they cross the line at the bottom of the screen, you lose. What do you do? Thankfully, your ship is equipped with armaments that shoot smaller blocks. You use these smaller blocks to fill in the gaps in the larger pieces. Once you have built a piece into a square or rectangle, the piece is eliminated from the play field and is no longer a threat.

That’s it. Simple, fun, and addicting. Until you accidentally fire one too many blocks down the middle of a U-shaped piece, and then frantically move to build up the rest of the shape to match.

But that’s only if you panic.

Two Sentences or Less: Vol 1.

Saturday, March 3rd, 2007

I’ve played a fair amount of games, some of which I really wish I hadn’t. Here are a few that don’t deserve more than a quick glance before chucking them back into the closet.

Cameltry On the Ball (Super NES)- Guide your ball through the maze by rotating the maze. Interesting concept, but got old fast.

Plok (Super NES) – I don’t remember what the story of the game was, but you were this weird red and yellow thing that shot its arms and legs at enemies. Not as fun as it sounds.

Blowout (GameCube) – You’re a space… guy that has to clear out space stations that are filled with space aliens… in space. Manages to take that completely awesome premise, and fail miserably as anything fun.

King James Bible (Game Boy) – Just what the title says, it’s the King James Bible in electronic format on your Game Boy. Extra bonus, you can play games to test your knowledge of the books!

The Simpsons: Bart vs. the World (NES) – The only Simpsons-licensed game that I’ve managed to complete. The effort involved doesn’t really make it worthwhile, though.

Wordtris (Game Boy) – This is by far the worst Tetris spinoff. It’s somehow less entertaining then playing Scrabble by yourself.

Hatris

Thursday, March 1st, 2007

During the Tetris phenomenon of the late 80s. Puzzle fanatics were clamoring for the ‘next big thing’ from its creator, and he needed to come up with something to satiate their appetite. Unfortunately, over twenty years later we’re still waiting for the ‘next big thing’.

But at least we can play Hatris.

Hatris charges you, the player, with sorting the groups of hats that fall from the top of the screen in pairs. Hats of the same style stack well, while hats of differing styles do not. Stack five hats of the same style on top of each other, and they disappear (are sold) and you get points (money).

The problem? It’s just not fun. It’s difficult to plan ahead in any fashion, the gameplay is shallow, and stacking hats in video game form is every bit as exciting at stacking hats in real life

Nothing has quite matched the ubiquity of Tetris to date, and if spinoff games like Hatris are indication, nothing will.

Gunstar Super Heroes

Sunday, February 25th, 2007

Several years ago it became necessary for my circle of friends to choose different brands of consoles. Partially out of personal preference, but mostly because we each could only afford one console each. This worked out well, since we could play the games on the proverbial ‘other side of the fence’ on the cheap. Since I was destined to become a Nintendo person, I took every opportunity to exchange time on the Super NES for time on the Genesis. One of the games that I distinctly remembered from these exchanges was a fantastic game called Gunstar Heroes. Of course, now that I’m older and actually have a Genesis and the means to buy back pieces of my childhood, I set out to locate the game, and quickly discovered that I’m apparently not the only one that thought this game was totally rad, as the asking price is borderline pretendous.

Imagine my surprise when the team responsible for the game (and, curiously, the fantastic Super Castlevania IV) got back together and produced a sequel for the Game Boy Advance. I was fairly excited about that, but then promptly forgot about it until about three weeks ago. I was trolling around my local Toys ‘R’ Us for bargains and happened on a stack of them for $9.98.

While not completely identical to the original game, it’s a suitable surrogate. It is a sequel, after all. The controls are a little wonky, but once you get used to them aren’t too bad. I especially had trouble standing in one place and shooting, for some reason.

The story and graphics are very similar to the original game: You, as either special agent Red or Blue have to save the planet from various villainous characters named after the colors of the rainbow and their hordes of disposable minions. It’s decently fun and challenging. The only thing missing is the two player option. The original was a good one-player experience and even better with two-players. But it’s good for a few hours, at least.