Archive for the ‘Arcade’ Category

Kid Niki: Radical Ninja

Wednesday, May 9th, 2007

Ninja School… will help you! This is the cryptic beginning to the almost as cryptic game Kid Niki: Radical Ninja. Kid Niki, who is affiliated with the aforementioned Ninja school, takes his Spinning Sword and takes on a strange quest to run to the right and destroy Evil. Evil with uncreative names like Death Breath who can blow at you really hard, Spike who has lots of spikes, and the Green Grub who is a giant green grub.

While you’re running to the right, you are constantly assaulted by gaggles of enemies coming from every direction. Thankfully, one hit will kill them, but to be fair, one hit from them will kill you, too.

But all that’s OK because you have the inexplicable Spinning Sword. The Spinning Sword doesn’t spin in the direction you’re probably thinking it does. Its motion kind of looks like a lawn mower blade, which I’d be pretty scared of if I was in the enemy Ninja army.

The game is a quirky kind of fun, but the fragility of your character seriously ramps up the difficulty. You will need excellent reflexes to succeed at whatever it is you’re doing. “Help(ing) you”, apparently.

Puzzle Bobble

Sunday, May 6th, 2007

Puzzle Bobble (known in some parts as Bust-a-Move) is not your typical puzzle game, instead of building up a puzzle from the bottom of the screen, you have worry about a puzzle coming from the top of the screen, and once it crosses the bottom, you lose. Puzzle Bobble stars the dinosaurs from Bubble-Bobble along with some supporting characters. Their mission is to shoot the colored bubbles at the advancing wall of colored bubbles, with the eventual goal of lining up three or more to pop them. Why? It differs from game to game, but it’s usually to drive off the forces of evil. How does besting an evildoer in a puzzle game save his planet? I don’t know. I try to not wonder about these things and just play the game.

Crystal Castles

Sunday, 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

Saturday, 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.

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.

Mappy

Sunday, April 22nd, 2007

I’m not going to pretend to really understand what’s going on in Mappy. You have to guide the titular hero, an apparent member of the Micro Police, through a series of houses and get the goods within, presumably before the gang of cats does the same.

Although Mappy is a police officer of sorts, armed with a police-issue baton, the only defense you actually have against the cat gang is whacking them over the head with a door.

And there you have it, one of the arcade games of 1983 distilled down to a couple of paragraphs. And I still don’t really understand it.

Burgertime

Friday, April 20th, 2007

There are few things more stereotypically American than burgers, except for maybe apple pie. But since there hasn’t yet been a game called Apple Pie Time, we’ll have to make do with this one.

Burgertime takes the concept of making burgers and instead of taking this concept to its logical extreme, the game takes it to its completely illogical, crazy extreme.

I was never able to figure out if your character was a tiny chef or if the food was just gigantic, but I suppose it doesn’t really matter. what does matter is that you have a series of ladders with buns, meat, an lettuce on them. Your job is to assemble the giant burgers by walking along the pieces and making them fall down one level, and eventually create completed burgers.

Hindering you are foods that are the same size as our hero: Mr. Egg, Mr. Pickle, and Mr. Hot Dog. They will chase you down and if they touch you, they’ll kill you. Your only weapons are a shaker of pepper with an extremely limited amount of shakes (this will stun the enemy foods) and the actual giant hamburger components (these will squish and temporarily incapacitate the enemy foods).

Your goal is to just last as long as possible, create as many burgers as you can, and get lots of points. Oh, and to try and not go crazy watching the undulations of an ambulatory tube steak.

Klax

Tuesday, April 17th, 2007

In the 90’s it was time for a new puzzle game, it was time for Klax.

At least that’s what the tag-line told me. I couldn’t really fathom how this game was different from most puzzle games, since it involved sorting things, but that’s what the game told me, so it must have been true.

Klax prominently features a large conveyor belt with a mobile sorting apparatus over a 5 x 5 bin. Multi-colored tiles march down the conveyor belt, and it’s your job to catch the tiles and drop them in the bin in such a way that at least three of the same color tile match up and disappear. This maneuver is called a Klax. Your goal is to complete a specific number of these Klaxs, or to fulfill some other ridiculous requirement, like making a ‘Big X’.

There are a couple of things that are striking about the audio in this game. The tiles scream when they fall over the edge of the conveyor belt, presumably to their doom. Each color of tile makes a distinctive sound as it is coming down the conveyor belt, providing the only ambient sound in the game, there is no ‘puzzle music’. And when you finally lose the game a crowd exclaims, “Awww!”

Klax is also unusual among puzzle games in that it does have an end, level 100. What happens if you complete level 100? No idea. I’m not that good of a Klax player.

The NES version of Klax comes with a ‘game’ called Blob Ball. It’s less of a game, and more of a ‘thingus’. You have a blob, some spikes, a moving platform that looks like it came straight out of Pong, and a blob-like ball-thing. You can control the platform and try to deflect the ball away from the spikes, you can control the blob and bounce around and try to hit the spikes, or the platform, or the walls. The ball screams when it hits the spikes. The whole ‘game’ is very odd, and I didn’t spend very much time on it. I get the impression that it was thrown in to take up room on the cartridge.

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.

City Connection

Sunday, April 15th, 2007

I’ve tried, and I can’t really wrap my head around the story behind City Connection, or at least what I can glean from playing the game.

Let’s assume that you have a big cylinder. On this cylinder you have a series of parallel broken lines with a solid line at the bottom, each of which is a road that is being viewed from the side. Your goal is to get into your car with the super-amazing ability to jump and paint at the same time, and paint all of the roads from one color to another. The police officers, obviously, don’t want you to do this. They chase you down to stop you from your vandalizing ways. Your only recourse, other than avoidance, is to collect cans of oil that you can throw at the police cars, spinning them out and making them temporarily vulnerable.

Inexplicable plot aside, this game is good old-fashioned fun. For a few minutes, at least. Then it devolves into good old-fashioned tedium.