Archive for the ‘Arcade’ Category

Teenage Mutant Ninja Turtles IV: Turtles in Time

Sunday, March 16th, 2008

I guess after three games Shredder finally decides to not kidnap April as a part of his evil scheme. What he does instead is to kidnap the statue of Liberty… (?) Fortunately, this is all broadcast on live television, and elicits one of my favorite quotes from a game:

Hey Shredder, bring that statue back, you bloated bean bag!

So the Turtles wait until 3:00 AM the next morning to go and try to get the statue back. They eventually make their way to the Technodrome to confront Shredder, but what’s this? For reasons that aren’t exactly clear your turtles are sent hurtling through time to fight waves upon waves of enemy robots. But this time they’re riding dinosaurs, or in pirate hats, or riding horses! So it’s a completely different game!

This game is actually a lot closer to its arcade counterpart than the older games had been. I guess that’s because the Super NES was a bit more capable of pushing the totally rad to the max graphics. Oh, and there’s the other thing. You can grab the weaker opponents and throw them toward the screen, which looks kind of lame now, but was actually pretty awesome when it came out.

I actually first played this game in the arcade, only one arcade in my town got it in. Well, it was less of an arcade and more of an ‘indoor miniature golf-course that had an arcade game in the back’. In fact, I didn’t even play golf there. The sole reason I went there was to play this game. The friend that went with me and I would end up spending about $25 on the machine to play it all the way through, but it was totally worth it at the time. I ended up liking so much that when the game came out for my Super NES I immediately bought it.

Once I got the game home and was able to actually hear the sounds in the game, I was immediately impressed, and I decided that I needed to have some way to listen to it when I didn’t have my Super Nintendo handy. So I experimented (for the first time) with making my own video game music mix tape. I didn’t actually have a computer or any mixing equipment or anything at the time, but I did have a stereo with RCA inputs and a stack of blank tapes. That, and the game had a built in sound test. And since there wasn’t any way for me to get any soundtracks from games at the time, I thought making my own was the best things to happen since Super Saturdays at Putt-Putt.

Teenage Mutant Ninja Turtles 2: The Arcade Game

Friday, March 14th, 2008

I kind of wonder how many people played the original Turtles game because they thought it was going to be based on the arcade game. They were probably more than a little surprised when they got it home, because the games are nothing alike.

The original game was an action-adventure kind of thing, and was super tough. The arcade game was a generic brawler. You know the kind: you take your turtle of choice up against wave after wave of semi-easily defeatable foes and every so often have to face a much tougher foe. It goes on like that until you beat all the guys there are to beat, and you win the game. Like fighting games that are all extremely similar with the exception of the roster, these games are very similar with the exception of setting.

One of the best features of the arcade version of this game is that four people could play the game at the same time, each taking on the role of one of the hero turtles. This made it a lot of fun to play with friends, and only a little less fun to play by yourself. The game, though, is designed to feast on quarters. You get a sparse amount of life points, and enemies will deplete them at a slow and steady rate for all but the best players. That’s not really a problem for an arcade game, but when it’s brought home and you don’t have the luxury of throwing days’ worth of lunch money at it, you start to run up against the challenge pretty quickly.

You’re also limited to one or two players instead of the four offered in the arcade game. This is probably due to hardware limitations of the NES, but I don’t know for sure, I’m not an NES programmer. But, we live with what we can get. And what we get is a series of ports of arcade games that have a numbering scheme that’s offset by one when they make it to the home systems.

And that’s not confusing at all.

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.

The House of the Dead

Wednesday, February 27th, 2008

Like a lot of games in my local arcade, The House of the Dead was turned down so low that I couldn’t really follow what passed for a story. I have a hunch, though, that it didn’t really matter. All I know is that two ‘agents’ (‘Rogan’ and ‘G’) have to fight their way in to a mansion, where they have to stop mad scientist Curien. This Curien fellow is apparently some kind of crazy biologist and he’s experimenting on people and other life forms, turning them into zombies, and creating other abominations.

You run through the courtyard and eventually through the lab(s) killing… er… re-killing everything that moves. You do this with your handy-dandy light gun.

The game is a rail-shooter, but with a bit of a twist. Depending on what you hit (i.e. how well your aim and reflexes are) you can go down different paths. Even though they all lead to the same end, they do give you a slightly different experience on your playthrough.

The only problem that I had is that my aim’s not that good. The game requires pinpoint accuracy, and I can only manage blunt pencil-point accuracy on a good day. But, like any good arcade game it can be beaten if you have enough credits. I’d say that this game was easily finishable if you had a fist full of quarters… and a pocket full… and a backup wagon full on standby.

Oh, and the incoherent story? I quit worrying about stories in video games making sense a real long time ago.

Police Trainer

Monday, February 25th, 2008

It’s unusual to see a game, especially an arcade game, that doesn’t feature you trying to guide your character to some noble goal: saving the world, rescuing folks in distress, or trying to survive in a futuristic maze of death. But Police Trainer doesn’t ask you to do any of those things. Instead it asks you to perform a series of exercises to become a police officer in Metro City.

All this game is is a series of drills designed to make you better at wielding a gun. Though the situations that are presented are strictly police-officer friendly, playing this game will actually make you better at other similar games. You’re constantly drilled on accuracy, speed, pattern recognition, analysis, and combinations of the above. The better you do, the better ranking you get, eventually making your way up to chief of police. And you’re really motivated to do just that, since the last six or so folks who did that are the only ones allowed to put their names in the high score table.

Police Trainer

I played this game an awful lot, regularly blowing through my ‘two for one’ token allotment and could actually see a marked improvement in games like The House of the Dead. It’s like investing in one was paying dividends in the other, which was a completely foreign concept to me.

But I think that my favorite Police Trainer moment was during one Saturday night at one of my local arcades. The off-duty police officer that was hired to keep the peace decided to play some games to pass the time, and he decided to play Police Trainer. His reaction time was a little low, but his accuracy was spot on, which is kind of cool, but the image I have of the police officer, in full uniform and in proper shooting stance, playing a video game about police officer training was just ‘meta’ enough to make this one of my all time favorite shooters.

Time Crisis 2

Wednesday, February 13th, 2008

I don’t really know what the story is behind Time Crisis 2. This is partially because I never played the original Time Crisis, but mostly because the game was always turned down so low that the parts that explain what was going on were completely inaudible. But what I do know is that you take control of one of two guys in their quest to rid the world of a militarized evil by running around and shooting everyone that moves… and some things that don’t really move all that much.

The game is a rail shooter, which is a fancy way of saying that you see through your character’s eyes and run along a predefined path, stopping occasionally to shoot lots of bad guys. What’s kind of different about this game is that each person has his own monitor, and his own view of the action. Which might not be very exciting, but it’s actually pretty nice not bumping shoulders with the person you’re playing with.

Unfortunately, I never had enough of whatever arcade’s currency to actually finish this game, or to make it very far at all. So I never got to find out what happened to the protagonists, or why the crisis was a ‘Time’ crisis anyway. I have a feeling that it was just a (not very) clever way of saying that the problem needed to be solved lickety-split. Or the last stage could have been full of clocks.

I could buy either explanation.

Xenophobe

Friday, February 8th, 2008

Xenos are apparently aliens and in this game you take charge of some kind of alien exterminator and have to kill lots of them. Why? They’ve invaded a series of space stations, that’s why!

There isn’t really much story to this game other than the above. You and up to two buddies have to make your way through a series of increasingly complex space stations and kill the marauding within, and you’re up against a time limit (self-destruct, don’t you know) it’s pretty generic as far as that goes, but what’s really kind of nice about this game is that though three people can play at the same time they don’t have to be in the same room at the same time. The screen is divided into thirds and each person is free to go wherever he wants.

xenophobe

This game is mildly distracting for a few minutes. It’s kind of fun running around shooting aliens, but it gains quite a bit more fun when you have one or even two more people working together with you to clear out the infestations.

And who says playing video games isn’t a social activity.

Rally X

Thursday, January 31st, 2008

What can you do with the concept of running around a maze, collecting things, and avoiding other things? Lots!

Rally X, as you probably guessed, is about driving around a maze, collecting flags, and avoiding enemy cars. You have a radar on the right that shows where your car is and where the flags and enemy cars are, but not the layout of the maze or where boulders are. But you’re not totally defenseless, you can fart out some smokescreens to befuddle the other cars, but it depletes your fuel meter. Run out of fuel or crash into something you can’t collect and you lose a car. So it’s part Pac Man, part Radar Ratrace, and part… smokescreen.

I didn’t really play this game that much. It’s kind of fun for a little while, and trying to increase your flag multiplier to get a high score without running out of gas is a fair challenge, but the arcade I found it in had several games that were more fun.

Sheriff

Friday, January 25th, 2008

The further you go back in arcade games, the simpler they got, and they don’t get a whole lot simpler than Sheriff. You, the sheriff, stand in the middle of the screen surrounded by bandits. You have to use your trusty six-shooter to kill the bandits without yourself getting plugged. Sound fun yet?

sheriff

I probably wouldn’t even know about this game, except that it’s an unlockable in the first Wario Ware game. But that still blows me away. Complete arcade games from yesteryear are available as unlockable bonus content in newer titles. That’s just mind-bogglingly awesome.

Pac Mania

Thursday, January 24th, 2008

For a long time you could hardly walk down the street without tripping over Pac-Man games, sequels, remakes, clones, and spin-offs. They were all pretty much the same: guide your pac-person around a maze, eat all the dots, avoid the monsters (unless they’re blue, then you eat them too), and generally try to keep doing this until you get tired, run out of lives, or crash the game.

The main difference here is that the maze is kind of tilted down so it looks more 3-D, and your Pac can jump (but the monsters can, too, don’t worry). Other than that, it’s the same as the old standby.

I’ll be honest, I saw this game at a local grocery store and was completely enthralled by the demo. I mean, Pac-Man, in pseudo 3D, jumping around! Yes! Double yes! Unfortunately, I was unable to weasel any quarters out of my mom that day, so I didn’t get a chance to play it. Then the store closed and I wouldn’t get a chance to play the game again until several years later. Once I finally did, the game was only just kind of ‘Meh.’ But Pac-Man can jump, which is nothing short of amazing since he doesn’t even have a neck, much less anything to actually ‘jump’ with.