Road Runner Death Valley Ralley

June 13th, 2007

In the 90s you could hardly turn on a television without seeing a commercial about Sonic the Hedgehog, the standard bearer for the Genesis. His main claim to fame? He moved real fast. The competition, the Super NES just couldn’t keep up, so they said.

So one day someone at Sunsoft decided to make a video game starring a cartoon character who is also known for excessive speed, the Road Runner (of Warner Bros. fame), and put it on the system that, if the advertising was to be believed, just couldn’t make him as fast as he should go.

If that’s the case, then some system engineer must have worked some kind of voodoo, because the Road Runner can go quite fast.

The story to the game is a relatively tepid affair, and doesn’t stray from its cartoon roots: Wile E. Coyote wants to catch and eat the Road Runner. It’s your job to ensure that experiences comic failure by evading capture and sabotage.

The Road Runner uses the fantastic power of Birdseed to power his fantastic extreme speed. He can run forward, back, up, down, and jump all over the roads (and the road-like structures) to get to the end of the, with the coyote always in some kind of pursuit. Each set of levels will culminate in a large machine needing to be dismantled/sabotaged in some way by you, which will fail, the coyote will get hurt, and the Fat Lady will come out and attempt to sing (har, har). The coyote stops her, and you go on to the next themed area.

You will notice, pretty much right away, that this game is HARD. This is partly due to the limited amount of lives you get, but also is a side effect of the collision detection between the Road Runner and the platforms. It’s tough to explain, but the gist of it is that when he jumps, he spreads out his legs so that he looks quite like a hyphen, but he will go right through a platform unless the center of his body touches it. So, even though his feet touch the platform, you go right through it. Fun!

Hit detection issues aside, the game is kind of fun, but brutally hard. I did manage to finish it a few times, but that was after months of playing from the minute I got home from school until dinner time (I did homework at school, don’t worry).

Crime Fighters

June 12th, 2007

Crime Fighters is nothing more than a street fight. A several levels long street fight, but a street fight nonetheless. You and your team of identical brothers (save for differing pants color) must go along and beat up a bunch of generic thugs until they’re dead.

It’s a touch violent.

You have at your disposal the ability to punch and kick your enemies until they fall down and then kick them some more. Occasionally your character will be kicked in a very tender area, with the appropriate ringing sound, or smacked around by one of the weapons that the thugs decide to bring to the party: lead pipes, switchblades, and pistols. You can punch the Bad Guys and they’ll drop the toys for you to use, although when you get punched and drop whatever you’ve picked up it disappears as soon as it hits the ground.

Each stage ends with an disproportionately deadly boss character who will bash you repeatedly, often resulting in the death of several of your quarters. You then go to the next stage for some more carnage.

The game is pretty fun, hardcore cartoony violence aside, until the very end. At the end of the game you get to fight all the boss characters from all the stages again, all at the same time. That stage hurts. A lot. If you plan on playing the game, I’d suggest bringing lots of quarters. That or a posse.

Space Invaders

June 11th, 2007

When I think back to the dawn of mainstream video games, I can’t help but think that they were largely terrible, and then I’m amazed that the industry wasn’t killed off before it was really born. I’m especially dumbfounded at some of the games that achieve ‘classic’ status merely by being old.

Perhaps I’m being a bit harsh. I could be looking back at some of these games with my Curmudgeon Goggles, since I didn’t really like some of these games when they were new. A perfect example is Space Invaders.

Space Invaders features you in a ship protecting the planet (presumably Earth) from throngs of invaders, ostensibly from Space. The invaders are in tight formation and will move slowly in one direction until one of the ships on the edge hits the side of the screen, then the entire formation will drop down slightly and go the other way. This continues until: all the alien ships are destroyed, the alien ships touch down, or you run out of ships. If you destroy all of their ships, they reappear faster and deadlier. If they manage to touch down, they kill us all. If you run out of spare ships, the aliens will touch down and kill us all.

There are four weird little shield-things that will soak up some shots from either you or the aliens, and UFOs occasionally scoot by that you can try to shoot for bonus points, but I just couldn’t get into it. Even when it was relatively new, I couldn’t get into it, and I typically skip right over it when it’s included in some classic game compilation or other.

Konami Collector’s Series: Arcade Advanced

June 10th, 2007

Our trip down memory lane continues with this review from July 2005. Enjoy!


It seems like game companies, when strapped for new ideas, will take some scoops out of the pile of their old steaming crap, package them together with something recognizable, and then release it as a ‘retro’ collection. Konami Collector’s Series: Arcade Advanced comes with six games: Frogger, Gyruss, Time Pilot, Scramble, Yie Ar Kung-Fu, and Rush’n Attack. Each of these games is identical to their arcade counterparts, for good or ill. By putting in the Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A) you can access something different in each game, ranging from Improved Graphics(tm) to Extra Lives(tm). If you’ve played any of these games in their arcade forms, then you know full well what to expect here. The only difference here is that you don’t have to bring a stack of quarters with you to play.

Frogger

I’ve never liked Frogger. I’ve played several versions of this supposed classic, and I just can’t get into it. I understand that there are fans of the game out there, and if you are one of them, then you might consider getting this collection for this game alone. If you’re like me, however, you’ll look for something else. Your goal in this game is to get your frog (who can’t swim) across a busy highway and then across a busy river, picking up girl frogs and flies along the way. Fairly simplistic by today’s standards, but so were most of the games at the time.

Gyruss

For those who’ve never heard of Gyruss (don’t worry, I never heard of it either until I got this collection) the game plays a lot like Galaga with the exception that your ship can move along all four sides of the screen. Enemy ships will come out from the center in waves, eventually landing in a formation where they will peel off and attack your ship. While playing the game, I couldn’t shake the feeling that I had ‘been there, done that.’

Time Pilot

In Time Pilot, you have to take your craft through the unfriendly skies shooting down enemies and rescuing parachuters. Do this enough times, and you can go along to the next era of war and get updated ships. I found the game to be a little slow for my tastes.

Scramble

What is up with the flying games? In the third flying game, your goal is to go through a tunnel and shoot the enemy missles, ships, miscellaneous gee-gaws, and fuel tanks. Shooting the fuel tanks will replenish your fuel supply (obviously) and will allow you to continue on your quest to rid the caverns of their missle problem. This game tries really hard to be fun. It has the constantly-draining fuel mater, the ability for you to shoot in two directions (straight ahead and in an arc downward), and wave upon wave of easily destructible foes. The main problem that I found with this game is the lack of action. The missles come from the ground fairly slowly, and the enemy ships just kind of hang out in their predetermined flight paths. The game just turns tedious right away.

Yie Ar Kung Fu

Proto-fighting game Yie Ar Kung Fu should be one of the stand-out games of this collection. It should be one of the games that makes this package, but it’s probably the game I spent the least amount of time with. Perhaps it’s my lack of experience with the game talking here, but I couldn’t find very much to like about it. I cut my fighting-game teeth on Street Fighter II, so perhaps I’m spoiled. The moves in this game are fairly easy to pull off (e.g. push a direction and press a button) and the fighters control well enough. I was just left wanting more.

Rush ‘N’ Attack

Rush’n Attack is one of those classic action games. Your goal is simple and to the point: “Save the Prisoners of War!”. You are a soldier who can take one hit going up against waves of heavily armed enemies (who, thankfully, also can take only one hit) in your quest to protect freedom for another day. This game is sickeningly hard (or I’m sickeningly bad at it) since enemies are placed such that if you don’t have perfect timing/precision, you’re toast. The amount of cheap kills in this game is staggering. This game (along with Yie Ar Kung-Fu and Frogger) is one of the primary reasons to own this collection.

The only extra feature worth mentioning is the multiplayer. You can play multiplayer versions of the games provided that you have another Game Boy and a link cable (only one copy of the game is required). These games are definitely more fun when you can get someone else in on the action and they’re simple enough that it’s extremely easy to just jump in and play if you’ve never tried any of them before. Once again we have a compilation that takes some mediocre, mixes it with some stuff nobody’s heard of, and manages to throw in a couple of extras. Had this collection been more than Konami’s B-list arcade games, it might not have been so bad, but as it stands, it’s just OK.

Game Name: Konami Collector’s Series: Arcade Advanced
Platform: Game Boy Advance
Purchased from: EBGames
Amount of money I wasted on it:
$4.99
One word summary:
Passable

Crash Bandicoot: Wrath of Cortex

June 9th, 2007

Just for fun, I thought I’d pull out one of the old reviews from my $10 and under days. This has nothing to do with a critical planning error on my part, and not getting a proper post done. Nothing in the slightest. Oh, and the pictures don’t work for now. Sorry about that.


For a time, Crash Bandicoot was Sony’s flagship character and spokesperson… er… spokesmarsupial(?). He went so far as to film commercials in Nintendo’s parking lot cracking wise about their console. Given this staunch opposition to all things Nintendo, you’d probably surmise (much like I did) that nothing resembling a Crash Bandicoot game would ever materialize on any of Nintendo’s consoles. Well, we were both wrong.Now, to be quite honest, I’ve never actually played a Crash Bandicoot game before, so I had absolutely no idea what was going on when I flipped this game into my Game Cube. Thankfully, there was a very lengthy video sequence that set up the game. I didn’t time it, mostly because I didn’t want to sit through it again, but it was long enough for me to wonder if I had bought a game or Crash Bandicoot The Motion Picture. There’s nothing particularly groundbreaking about the story behind this game. Bad guys are concocting a plan to off the hero by releasing ancient evils upon the world. To thwart this evil, you must go through various stages and gather the crystals hidden within. Typical stuff.It’s fairly obvious from looking at and listening to this game that literally several dozen dollars went into its production. The characters are acceptably rendered, and the stages all manage to look fine. They even managed to wrangle some quasi-celebrity talent to provide some of the voices. Before traipsing through a select few stages, some of the Ancient Evils appear to talk smack to you to help keep you motivated. I had to put down the controller and walk away from the Gamecube (and this game) once I heard the voice of R. Lee Ermy coming out of the Water Elemental Mask, Wa-Wa. While at first it appears that there is some variety to the stages, many of them feel suspiciously similar; run around on a predetermined course in a 3D area, grab all the fruits/crystals, optionally bust open the boxes and head toward the exit. Occasionally you’ll control Crash’s sister Coco or pilot the odd vehicle, but those stages are the exception rather than the rule. From what I can gather, this is all typical Crash fare.

This probably won’t come as a large surprise to longtime followers of the Crash series, but Crash is about as durable as a house of cards in a tornado. Touching a seal (or a bat or anything else that moves in this game) spells instant death for our protagonist. This is offset by the ludicrous amount of lives you acquire throughout the game. By the time I got to the seventh stage I already had well over 20 lives in reserve and was in absolutely in no danger of running out in a tough spot; I couldn’t find any. The game isn’t particularly challenging. It’s possible to achieve success by persistence alone, which made for a tedious experience. Eventually I just gave up and decided to move on to Crash Blast, the game that you can download into your Game Boy to supposedly unlock secrets. The game really isn’t anything more than a shooting gallery. The only secret I managed to unlock was an advertisement for an upcoming Game Boy Crash title. Meh. So we have a game that looks OK, sounds OK, and plays OK. What does that leave us with? A game that’s just OK. There’s very little in this game that made me want to keep coming back for more.

Platform: Game Cube
Purchased from: Best Buy
Amount of money I wasted on it:
$4.99 One word summary: Vanilla

Lunar Pool

June 8th, 2007

Normal pool is normally not particularly exciting to play or watch, and often doesn’t translate well to the video game medium. That’s not entirely true. Technically, it translates just fine, but pressing buttons just doesn’t really feel like pool. So steps might be taken to jazz up the game. Steps to play with the fundamental rules of the game and the laws of the universe. Steps that would end up giving you Lunar Pool.

Lunar Pool is a lot like regular pool. You have a cue ball and lots of differently colored balls. It’s your job to whack the cue ball around in such a way that it smashes into the other balls and knocks them into the holes into the table, but is not itself knocked in. Lunar Pool differs in two key areas: table layout and basic physics.

In normal, non-lunar pool the table is a rectangle with holes in the four corners and in the middle of the long sides. In Lunar Pool the sky’s the limit! Within the confines of the NES’s ability to render graphical splendor, you’ll find tables that are square, oblong, round-ish, or shaped like a tangram puzzle, with pockets that might be against the rail, in the middle of the table, or possibly behind bumpers. It’s kind of like mini-golf, but without the putters.

In boring normal pool, you are a slave to friction. This makes the balls behave predictably, and eventually stop rolling. In Lunar Pool you can turn that pesky friction up for a greater challenge or down for a… greater challenge. You could even turn it all the way down to ‘off’ and the balls will not stop until they are all off the table, which isn’t really all that fun since you only get to hit the balls once and then you lose, even though it does take a while.

I was never able to figure out where the ‘lunar’ part came in.

Bad Dudes

June 7th, 2007

“The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?”

This is one of my favorite video game related quotes. It perfectly conveys the sensibilities and priorities of the times: the nation’s nearly paralyzing fear of a sudden uprising of ninja activities, and reliance on streetwise martial artists to save the day.

Taking control of the martial artist of your choice, both equally generic but wearing different colored sleeveless shirts (for maximum badness, no doubt) and inexplicably trained to be exceptionally deadly. So much so that one hit will kill most of the ninjas that will swarm on you.

And swarm they will. The ninjas of the Dragon Ninja clan constantly come at you from every nook, cranny, rock, tree, and they even run up on the side of the semi you’re riding down the freeway. They’re relentless. If you can manage to slog through the piles and piles cookie-cutter, nearly completely ineffectual fodder, you get to fight the stage boss, who will put up more of a challenge. He’ll take several hits to kill off, and is much more maneuverable than our heroes. But you will not be thwarted, you must save the president!

If you can manage to make it through and murder the thousands of ninjas in your way to rescue the president, he shows his gratitude by inviting you to go out with him to get a cheeseburger. The game wraps up with the president holding a cheeseburger and smiling in your general direction, obviously approving of your derring-do. If there’s anything more American, I don’t know what it is.

Lemonade Stand

June 6th, 2007

There have been many, many Lemonade Stand-esque games, but the first one that I played was on the Commodore 64. These days, however, I can’t find much info on it, so I’m probably mis-remembering some of the details, but here we go anyway.

What kid doesn’t want to own a lemonade stand over the summer? Aside from all the normal kids, that is. As much as I wanted to earn money by selling ridiculously overpriced glasses of lemonade, I didn’t because I didn’t want to sit in front of my house in the scorching heat while nobody ever walked by. Thankfully, the old C-64 was able to provide me with an adequate simulation that I could run in the comfort of my house.

In Lemonade Stand you are the proprietor of your very own lemonade stand (duh). You have a sum of starting money, a weather report, and a shopping list. You need to determine how many lemons, how much sugar and how many cups you need to buy, as well as what what you want to charge for a cup of your swill.

It’s all a balancing act, you can sell more sweet lemonade than unsweet, but you can’t sell any lemonade without cups. You’ll sell more lemonade as it gets hotter, whether it’s sweet or not, and not so much in the rain, but the weather report may or may not be accurate (just like real life!). Your goal is to reduce expenditures and expand income in an effort to maximize profit… in a game geared toward children… that was actually fun.

Brilliant!

Dig Dug

June 5th, 2007

Dig Dug has a problem, he has to clear the monsters out of the ground by any means necessary. The means that he has available to him are: smashing them with boulders, and using his air pump to inflate them until they explode, sounds pretty gory.

Dig Dug can dig (and, by extension, dug) through the ground either up, down, left, or right and needs to make his way toward the pockets of monsters, and to carve out traps to make use of the strategically-placed boulders. The only weapon he has, other than his fantastic cunning and smart white jumpsuit, is an air pump. He can send out a line, lodge it into a monster, start pumping away, and the monster will inflate and burst.

The monsters start out pretty stupid, but they quickly remember that they have the ability to travel through the dirt, where there are no paths, straight to Dig Dug, who is likely going to be immobilized because he’s busy inflating something or other. Then he dies.

I may be being a tad harsh on the game, it’s actually fun for a few levels, before the ridiculous amounts of enemies surround you before you can form a plan. But that may be just me.

Centipede

June 4th, 2007

Centipede is one of the old classic games that people hold in abject reverence. Everyone and their grandma has heard of Centipede, and they will likely tell you that it’s one of the best games of the 1980’s. I played it, and I didn’t really like it.

Centipede is a game about destroying centipedes in a garden of mushrooms. You play the part of some kind of thingus that can move around on the bottom portion of the screen and shoot toward the top. At the top of the screen are centipedes of various lengths and colors that work their way down the screen. They descend slightly when they either hit the edge of the screen or hit one of the mushrooms. Your goal is to shoot all the segments of the centipede and proceed to the next level. You have two problems: you shoot the head segment and it turns into a mushroom, making the centipede descend a level, and if you shoot the middle, the middle part turns into a mushroom, the centipede splits into two where you shot it, and both parts come down independent of each other.

Compounding this problem are the spiders that flit around on the bottom part of the screen at irregular intervals. They touch you, you = dead. Of course, you get more points the closer the spiders are to you when you shoot them, but their erratic movements make them particularly dangerous.

Later on, there are fleas that drop from the top of the screen, littering it with more mushrooms, which makes the centipede descend faster. And scorpions that poison mushrooms. A centipede that touches a poison mushroom will immediately head directly toward the bottom of the screen. What fun!

The game was designed to use a trackball, and is really the only way to play it, joysticks don’t really do the game justice. That’s assuming, of course, that you can actually want to play this game.