Bejeweled

May 4th, 2007

I do not like Bejeweled in the slightest, and I can’t really fathom why some people do. Bejeweled is purportedly a puzzle game, but it’s a very basic one. You have a grid, and this grid is full of jewels of various colors. You can swap two jewels either horizontally or vertically, if and only if (and this key) they complete a grouping of at least three like-colored jewels in a row. If it doesn’t make a match, too bad! You don’t get to make that move. If it does, then great! They disappear and new jewels fall from the sky to take their place.

My biggest beef with the game is that it’s nigh-impossible to plan for anything. Since semi-random pieces fall from the sky, two things tend to happen when I play: 1. in the first couple of levels I clear the whole stage from making one or two clears, the pieces that drop in create an accidental Super Combo. 2. The later levels get next to impossible, mostly due to the fact that all of the clears are gone and the pieces that drop from the sky are no longer able to be cleared easily without a ludicrous amount of forethought. Exacerbating the problem is that if you are idle for more than about 20 seconds, pondering your next move, is that the game will show you a legal move, presumably to kickstart your brain if you can’t find the next match. The only problem that I found is that it’s usually the wrong move to make, ensuring that my game will be thankfully short.

All of that’s a shame, because I do enjoy a good puzzle game, and the popularity of Bejeweled made me think that it might be a good game. Unfortunately this is not the case.

Hook

May 3rd, 2007

I’m sure that there are several people out there, perhaps up to a dozen, who will remember Hook as that crappy movie from the 90’s that featured a grown-up Peter Pan. Slightly fewer people will remember the movie tie-in.

And for good reason.

Hook (the game, I never actually saw the movie) is terrible. It was so horrendously bad that I couldn’t make it past two stages before I gave up completely. You take control of Peter Pan (you know, that kid that can fly) and have to go through the various stages that comprise the island in search of various items. Presumably this is for the climactic showdown with Captain Hook, the game’s titular character. In the movie, Peter Pan was played by Robin Williams. In this game, Peter Pan looks more like Ben Stiller dressed up as Eddie Munster.

Your Pan is well-armed to fight off the gigantic insects, wild animals, and pirates wielding swords that are as long as they are tall. He has a dagger. A dagger that’s not so much a ‘dagger’ as it is a ‘dulled letter opener’. When you ‘thrust’ the ‘dagger’ at the ‘enemies’ you really just kind of show them your letter opener. You’re not a threat to much of anything other than the delicious food that is scattered around the island for one reason or another.

I managed to collect the requisite amount of Quest Items in the first stage of the game to move on to the second. Right after immediately I got frustrated at the inability of Peter to not crash headlong into every sharp thing he walked by. About halfway through stage 2 I began to walk directly into the pirates’ scimitars, and then decided to never play this game again.

Plaque Attack

May 2nd, 2007

Most of the games for the Atari 2600 were some degree of odd, and Plaque Attack has got to be one of the oddest.

Plaque Attack takes place inside a gigantic mouth with eight gigantic teeth. Your job, as an impossibly-tiny tube of toothpaste is to stop the squadrons of flying foodstuffs from decaying and eventually destroying your beautiful teeth.

Just like real life food, the flying foodstuffs in this game can be brought down and completely obliterated by shots from your tube of toothpaste. If you miss shooting the food, it gloms to a tooth, and will eventually destroy it.

I only played this game one time, and at the time thought it was pretty lame. It was way too easy, and the concept was just silly (and not ’silly in a good way’). However, I now know that it’s a semi-rare game that is sought after by collectors. I can’t fathom why they would want it. I thought it was terrible when I was eight years old, and odds are fairly slim that it’s gotten better with age.

Pinbot

May 1st, 2007

Video game versions of pinball games, for whatever reason, are hard to get right. A lot of times they just ‘feel’ wrong. Pinbot feels adequately like a real pinball machine, and for the most part feels like the real machine that it’s based on.

I’m not really sure what the story behind Pinbot is supposed to be. There’s this giant robot grafted to the middle of the table that has five buttons on his chest. You hit each of the buttons five times and the robot’s visor opens. You shoot the balls into his eyes to lock them in place. Once you get the balls into his eyes he can ’see you’ (the game actually speaks the words “Now I see you!”) While in multiball, you get the chance to advance to harder tables.

And this is where the game starts to depart from and semblance of reality. When you go to a harder table, the current table fades away and is replaced by a harder table (it’s a different color, it must be harder), and enemies begin to appear. Enemies that chew up your ball and spit the pieces down the drain. Enemies that shoot missiles at your flippers (one hit makes the flipper turn grey and slow, and a second hit will destroy it). Enemies that grab the ball and carry it away, off the table.

But that’s not all.

The game is set in space, and you make multiple ‘trips’ around the solar system, make enough trips and your balls change shape, from spheres to triangles to cubes. And each one moves slightly faster and bounces slightly weirder.

I’ve never actually managed to play the pinball game that this game is based on, but given the the physical limitations of the machine, I’m not sure that I want to.

Battletoads

April 30th, 2007

As I’ve alluded to in the past, video games from the 80’s were weird. Most of those game couldn’t hold a candle to the weirdness that’s in Battletoads.

The story goes something like this: There’s this group of anthropomorphic toads, Rash, Zitz, and Pimple (yes, they’re named after skin disorders), who are led by an anthropomorphic bird, that are dedicated to defeating the forces of evil. Evil in this case being Silas Volkmire (some weird skull-headed thing, he doesn’t actually appear in this game), the Dark Queen (who looks kind of like Elvira) and their army that consists of Psyko-Pigs, giant rats, and other assorted riffraff. Anyway, Pimple, the largest Battletoad, and Princess Angelica, the princess of… something are out for a cruise in a space car and they get kidnapped by Evil. It’s then up to the two remaining ‘Toads to go down to the planet, beat the Evil into a smear on the landscape and rescue the kidnappees.

With me so far? Excellent.

It’s up to you to take the remaining ‘Toads, who for the purposes of this game happen to look identical save for slightly differing shades of skin tone (one’s a greenish-brown and the other’s brownish-green), through a series of levels with wildly differing themes, goals, and objectives, that are each more impossible than the last. I’m not kidding, this game is unforgivingly, brutally, controller-smashingly hard. It’s partially due to the fact that each level is very different, but it’s mostly due to the various forms of Insta-Death(tm) sprinkled around every level coupled with your paltry allotment of extra lives.

By now you’re probably wondering why anyone would want to play this game. Aside from the engrossing story, varied gameplay, and strangely alluring antagonist. I can think of two reasons: bragging rights, and cartoon violence.

Bragging rights is a given. Being able to make more than a modicum of progress in this game is reason enough to make all but the most modest gamers pound their chest in victory. The real reason (read “the reason I played the game) is the cartoon violence.

The Battletoads have an assortment of ‘finishing moves’ that they can use to deal varying forms of pain to the armies of miscellaneous badness that you have to slog through. Hands that turn into giant fists, feet that turn into giant boots, and having your character turn into a giant wrecking ball injects a little bit of silliness into what is otherwise a game that is an exercise in frustration.

Crystal Castles

April 29th, 2007

Bentley Bear has a problem. He has an unhealthy need for gems. Gems that just happen to be scattered around castles. Castles made from crystal, crystal castle, if you will.

Of course, Mr. Bear can’t just go picking up gems willy-nilly, that would be seriously boring and not much of a challenge. So throughout the castles are crystal ball enemies that eat gems, ambulatory trees that eat gems, and Gem Eaters that… eat gems. There are reportedly other enemies as you progress through the levels, like swarms of bees, skeletons, ghosts, and Berthilda the Witch. The bees, well they like the honey that shows up on some of the levels. The witch? She likes making you lose lives. But as long as you have the Magic Hat, you’re invincible and therefore OK.

I’ve heard rumors that this game actually has an ending, but I never could get that far. The furthest that I ever got was wherever the warp in the first stage took you, and I only discovered that by complete accident.

Marble Madness

April 28th, 2007

Arcade games in the 80’s were weird. Let’s take Marble Madness for example. Your character is a marble and it’s your job to guide it through a series of ‘races’ within a time limit. Extra time you have on the clock carries over to the next race, so it’s in your best interest to get to the finish line as quickly as possible.

Beyond the normal hazards that one would expect to find in a racecourse in that exists in a nondescript space (like hills, precipices with no walls, and hovering platforms) you also have to contend with bizarro enemies like marble-dissolving acid puddles, marble-eating green tube monsters, and aggressive black enemy marbles.

Oh, sure, the game seems short, with its six stages and simplistic goal, you might expect to breeze through this game in a matter of minutes, but you would be mistaken. Sorely. The difficulty level in this game blows way past brutal and borders on sadistic. I would presume that the massive difficulty is to compensate for the shortish game. It’s so hard that it just seems crazy-long.

Adventures of Lolo

April 27th, 2007

Lolo is a strange creature. He is a blue sphere with hands, feet, and disproportionately large eyes. His mission? Save princess Lala from the top of a tower consisting of a series of floors that each contain a series of puzzles. His weapons? His wits and the occasional magic shot.

Scattered throughout each room are ‘framers’: heart framers that you must collect (some of them give you magic shots), and emerald framers that you can push but not pull. Also in the room is a collection of enemies, most of which start out asleep. Once you collect all of the heart framers in a room, the sleeping monsters spring to life and attempt to stop you from getting the jewel out of the treasure chest that’s also in the room. Getting this jewel will cause all of the monsters in the room to vanish and the door to open, allowing you to go to the next room, and eventually to the next floor.

Solve all the puzzles, beat the boss at the end, and you will have won the game! The only problem is that the puzzles get very hard very quickly. Oh sure, they start out easy enough, and there’s only 50 levels, but the puzzles get mind-bendingly tough after a few floors.

I wasn’t able to get very far… until I figured out that by swapping the second and fourth letters in the passwords that I could skip several levels, and that’s how I finished The Adventures of Lolo without the help of a guide on the Internet.

Qix

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

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.