Mario’s Picross

June 3rd, 2007

It’s always refreshing to come across a puzzle game that doesn’t involve sorting things that inexplicably fall from the sky. Picross has you using your brain to uncover a hidden picture.

Picross takes place on a grid. For every row and column on the grid, there is a series of numbers like “4 2 3″. These numbers tell you that there is a stretch of four continuous squares filled in, some amount of blank space, two more squares filled in, some more blank space, and then three squares in a row filled in. You have to use your ‘logic’ to determine which squares to fill in. Your result is a nice little picture of some sort.

Your only tools, besides your brain, are the ability to mark (or unmark) a square that you don’t want to fill in, and the ability to fill in a square. You want to make absolutely sure that you are filling in the right square, because every wrong square you chip away will remove precious minutes on the clock. You run out of minutes, and you get to start the puzzle again.

Oh, and for some reason, Mario’s an archaeologist. I kind of just don’t pay attention to that.

There is an insane number of puzzles to be had in this game. I spent several dozen hours with this thing, and only managed to complete about half of the puzzles. I still pick it back up every now and again to do a few more puzzles. It’s got some got some pretty good staying power, I’m just kind of disappointed that none of the other games in the series managed to make it to my collection.

Altered Beast

June 2nd, 2007

I’m not going to try to disguise it in the least, Altered Beast is a terrible game. It was terrible when it was new and now, over a dozen years later, it’s still terrible.

In Altered Beast you play a warrior. A dead warrior. A dead warrior who is temporarily revived by Zeus to save Athena from the forces of the underworld. So, you begin to walk to the right (you actually have no choice in this, the screen scrolls perpetually to the right, independent of your actions). Along the way you will fight throngs of evil… things, almost all of which can be dispatched by a punch or a kick. You may be an ancient Grecian warrior, but you don’t get any fancy swords, shields, or armor. You get to fight demons with naught but your bare hands and feet. Occasionally one of the thousands and thousands of identical enemies will drop some kind of power orb that allows you to power up. Powering up makes your guy stop, say, “Power UP!”, and get a sudden increase in muscle mass. Get 3 orbs and you will change into some kind of fearsome beast, suitable to take out the boss of the stage. This is convenient, since the boss will not appear until you are in crazy bloodthirsty beast form. After you beat the boss, the main bad guy, Hades, I guess, Neff (who?) steals your precious power orbs, leaving you as a weakling again. So you go to the next level and repeat the process over again, this time turning into a different animal once you grab the 3 power orbs.

That is, of course, if you can stand to play for that long. Two levels was certainly my limit.

Stunt Race FX

June 1st, 2007

The Super NES is not a 3D gaming powerhouse, but to be fair, it was never designed to be. It’s actually pretty amazing to think that the system was able to create a totally playable 3D experience, although fairly primitive by today’s standards.

Stunt Race FX was not the first 3D game to grace the venerable Super NES, that would be Star Fox. Star Fox and Stunt Race FX used a specialty chip built into the game to provide the Super NES with the ability to perform rudimentary 3D functions. Don’t worry, I won’t get into the particulars here. These resultant 3D scenes were small, featured no texture-mapping, and were not fluidly rendered, but none of that mattered. You were doing things that nobody thought the system could do.

Stunt Race FX puts you in control of one of a number of cars, complete with cartoony eyeballs, that race around a series of tracks. Your goal, as is the case with most racing games, is to reach the finish line in first place while not wrecking your vehicle, and you will crash your vehicle. Mostly, you’ll overcorrect every time you go around a corner, weave down the road, and slam into the wall. It’s inevitable, especially when you are using your Boost(tm). Thankfully, there are red globe-like things all over the place that will fix some of the damage that you will certainly incur (there are also some blue ones that refill your Boost meter). This is important, if your car gets too damaged, it will be knocked out of commission and lose.

So, where does the ‘Stunt’ part come in? Your vehicles can jump… and there are half-pipes. Stunts.

Okay, so the stunt part is kind of lame, but the game is actually decent. After you play for a few hours, you hardly notice the choppiness.

River Raid

May 31st, 2007

River Raid is an interesting game in a few ways. It was programmed by Carol Shaw, who is considered to be one of the first female game designers (or programmer, or both depending on where you get your information). It also featured massively long, non-repeating terrain, which was a pretty tough feat to accomplish on the marginal hardware of the Atari 2600.

But what was it? It was a shooting game (a.k.a. a Shoot ‘em Up, or Sh’mup) where you had to travel down a fictitious river, shooting down enemy ships, helicopters, planes, and bridges. You also had to keep an eye on your fuel gauge. Once it runs out, you = dead. So you have to make sure you hit the fuel tanks spaced throughout the river (which you can also shoot for points, natch). Your plane is pretty flimsy, it will crash if it takes a direct hit from anything but a fuel tank. Fuel tanks will give you gas. But, this is mitigated by the fact that the enemy vehicles and structures also become completely demolished with one shot.

Your goal, of course, is to get a high enough score to take a picture and send off for the super-sweet patch (the kind you sew on). I never managed to do that, though I did manage to destroy a bridge by hitting it with a plane. That counts for something, eh?

SimCity

May 30th, 2007

Who wouldn’t love to be mayor of a city? You would get to virtually play (a fairly limited) god and decide what and where to zone, plan transit systems, balance taxation with spending, provide for public safety, and all of the et cetera that goes along with it.

Limitless fun!

I don’t really know what it is, but taking control of hundreds of invisible simulated people inside your game is oddly compelling. You get to see how your control of your city’s dollars will affect your city’s growth, you gain an appreciation for how complex a web of airports, factories, ports, and residential high-rises all interact to entice people to move to (or from) a city. You also learn how to deal with an attack by a giant rampaging lizard-monster. Protip: get out of the way and build lots of fire departments to assist with the cleanup.

Your goal in this game is pretty much whatever you want it to be. You can try to get the biggest city, the Megalopolis, you can try to make a lot of money by playing the budget, you can experiment with mass transit vs. traditional roads, or you could run the city into the ground, the choice is really yours. Which might be why the game is so compelling. Or boring depending on how much freedom you like in a game.

Jordan vs. Bird: One on One

May 29th, 2007

I’ve never been a very big basketball fan, so I don’t really know why I ever played Jordan vs. Bird. It’s very possible that I ran out of both money and fun games to play.

Jordan vs. Bird is primarily a basketball game where you can take control of one of the titular characters, Michael Jordan or Larry Bird, in a one-on-one basketball contest. Since Bird is apparently known for his 3-point shots, and Jordan for his dunking ability, playing a game pitting the strengths of each of these pros should be pretty close: one player plays well close to the goal, and the other further away. However, Bird is able to dunk, while Jordan has pretty appalling performance from 3-point land, almost completely destroying the already tenuous balance between near range and far range.

Of course there are other things you can do, you can play as either Jordan or Bird in a dunking contest or a 3-point shooting contest respectively. Neither one was very fun, but the song from the 3-point contest is incredibly catchy, in the bad way.

This game is really only fun if you have two players… and you get to be Larry Bird. And even then, only just.

Toobin’

May 28th, 2007

I was never, uh… fortunate enough to play Toobin’ in the arcades, I had to wait until it came out on the various compilations of arcade games for the home. Now that I’ve gotten a few rounds of this game under my belt, I still don’t really know what the appeal of this game was supposed to be.

Toobin’ takes the… ’sport’ of lazily floating down a river in an inner tube, and seeks to recreate it in video game form. Now, just that would not make a particularly engaging game, so you have obstacles to avoid, flags to paddle through for points, and soda cans to collect. You can paddle left or right (or both at the same time for straight ahead action!) and use the cans you collect as weapons. If you can make it down to the end of the river without having all of your reserve inner tubes popped, you can continue on to the next, more difficult mission.

My main beef with this game, other than the completely inane concept, was that it was very difficult to control your character. being able to paddle left and right while fighting the currents and water hazards was just an exercise in futility.

Clu Clu Land

May 27th, 2007

I had never heard of Clu Clu Land during the heyday of the NES, and I wouldn’t until years after the system was out of favor with the masses and I unlocked it in my copy of Animal Crossing. Old NES games in Animal Crossing didn’t come with manuals, so I have to admit that I don’t really know what’s going on. I was able to piece some info together using my game playing knowledge and the description found on my Super Smash Bros. Melee Trophy, but I’m willing to admit that my understanding might be somewhat incomplete.

Bubbles, the protagonist, must navigate what looks like a game of Dots. The ‘dots’ in this case being objects that she can grab onto. She will go in a straight line forward unless she reaches out and grabs hold of one of the dots, or smashes into something to turn around. Grabbing onto the ‘dots’ will allow her to turn and go a different direction. Her goal, it would appear, is to search out and uncover shiny objects that will often be in the outline of a simple shape. She must do all of this while avoiding the sea-urchin things that are pursuing her. Find all the shiny things, move on to the next level where the sea urchins move faster and are more aggressively and the pattern that the shiny things are in changes.

I wasn’t ever able to get past more than about two waves, but I also didn’t really enjoy the game all that much to begin with. I’m not terribly disappointed that I didn’t get to play this during the NES’s lifetime.

Double Dare

May 26th, 2007

If you were a kid in the late 1980s through the early 1990s and had Nickelodeon, or knew someone that did, you were familiar with Double-Dare. I’m talking about the original show instead of the later, and not nearly so fun spinoffs. The show where two teams competed in trivia contests and (often messy) physical challenges in effort to win a sum of prize money and some ridiculous prizes. For those of you not familiar with the formula of the show, it goes something like this: One of two teams of two kids is asked a question, they can either answer it or ‘Dare’ the other team to answer it for ‘double the dollars’, the other team could either answer it or ‘Double Dare’ the first team to answer it, doubling the value yet again. The first team had to either attempt to answer the question or take a ‘physical challenge’ instead. The physical challenges were the real hook for the show, they let the kids do bizarro stunts and get extremely messy in the process.

For the most part, the game was pretty close to the actual show, you answered ridiculously easy trivia questions (with the occasional abnormally difficult one thrown in to almost guarantee a physical challenge). The problems come up when you actually try to play the physical challenges. Running around trying to catch a series of pies in your comically large clown pants just isn’t as fun with a controller as it is with actual pies and pants, and some of the invented challenges, like being shot out of a cannon through some holes in a giant wooden picture of spaghetti would have never made it on television.

Whichever team comes out of the first round with the most money gets to go to the Obstacle Course, which is a series of eight specialized physical challenges in a row that the team gets one minute to complete. Again, not as fun as actually doing the events in person. Also, the events were mostly of the ‘mash one or two buttons repeatedly’ or ‘wiggle the controller/joystick repeatedly’ to complete. One obstacle in particular was something that looked like a giant mound of marshmallow cream that you had to scale, and I could never figure out what combination of buttons and control pad directions that I had to press and wiggle to complete the obstacle. I have never managed to complete the virtual obstacle course to win the virtual crappy prize at the end.

Mario Paint

May 25th, 2007

Mario Paint isn’t really a game, although it did have a game of sorts in it. It’s more of a rudimentary multimedia production tool. Since it would be difficult to make a drawing that doesn’t look like it came from an unskilled Etch-A-Sketch user, it was packaged with a mouse and mousepad.

There were three basic activities you could do, drawing, animating, and composing music. At its most basic, you can use the assorted pens, fill tools, geometric shapes, and 16×16 pixel ’stamps’ to create your own scenes or to simply color a few existing pictures. Or, you could edit your own set of stamps to provide an extra level of detail in your drawings, or even to animate.

To animate, you pick from either three, six, or nine frames of animation, fill in the frames accordingly, and choose a path on your crafted scene for the animation to follow. You can optionally play a musical score.

Your music composition options are fairly limited: you can compose in either 4/4 or 3/4 time, can play up to three notes at a time, and can only place quarter-notes on the staff. Different instruments are represented by some of the stamps from the drawing-mode. Mushrooms and hearts provide some percussion, Starmen provide high-pitched xylophone-like sounds, and then there are the baby faces, cars, and geese that make sounds that those things don’t really make in real life.

And if you could somehow get bored creating all of this glorious multimedia, you have the option of playing the bug-swatting mini-game, Gnat-Attack. In Gnat-Attack you have to swat 100 bugs of varying degrees of deadliness with naught but your handy flyswatter. After you’ve swatted the 100 little bugs, you get to swat the giant mechanical fly that takes significantly more swats to dispatch (just like in real life!). Then you get to proceed to levels 2 and 3 that are slightly more difficult, and then it loops back to level 1.

Although I can in no way be considered an artist, I played around with this thing extensively. So much so, in fact, that I ended up wearing off a good deal of the textured surface of the included plastic mousepad.