Archive for September, 2007

Super Monkey Ball

Monday, September 10th, 2007

Here are some impressions of this game that I wrote for my main site back in 2002. Amazingly, the game still holds up very well after all this time. The thing about the game is that on the face of it, it’s super simple, the only control you have is the analog stick. But the game quickly taxes your reflexes, your resolve, and your understanding of physics. It’s polish is masterfully done.

In fact, watch the video below. It’s pretty amazing what you’re able to do within the boundaries of the game.

Apologies for the quality of the movie, but it’s the only one that I could find without an obnoxious soundtrack dubbed over the top of it.


Where do I begin? Super Monkey Ball is a very peculiar game. To take a quote from the manual, you have to “guide the monkeys in the balls to the goal.” That simple description really is all there is to the game, but the game it really a lot more fun than that sounds.

The controls are very similar to those Labyrinth games where you have to roll a marble through a maze, only you control the maze instead of the marble. The same is true here. The only controls you need are the control stick and the A button to control the zoom on the handy little map in the corner.

Although the control scheme is simple enough, this game is HARD. They suck you in by putting some pretty easy levels on Beginner mode, but once you start on Advanced, the levels ramp up in difficulty fast. I tried Expert just to see how hard it was, level 6 defeated me and all my continues (I even took the warp from level 1 to level 5), and that mode goes all the way up to 50.

To sum up, this game is a lot more fun than you might expect because of the cute graphics, but it is not easy. If you grab yourself a copy, be prepared to engage in some stress reduction exercises. This game is maddeningly difficult.

World Series of Poker: Tournament of Champions

Sunday, September 9th, 2007

World Series of Poker: Tournament of Champions is one of the three games that I actually worked on during my brief stint in the video game industry. So, it almost goes without saying that I spent a lot of time with it. A LOT of time.

This game is a video version of poker’s poster child: Texas Hold ‘Em. It’s got other modes, too: Omaha, Razz, Seven Card Stud, and HORSE. Don’t know how to play poker? No problem! There are several tutorial videos that will take you through the basics, hosted by Chris Ferguson (and encoded by yours truly).

Since I did some work on this game, I won’t comment on whether or not I thought the game was good or not, but I will point out a few things that I thought were pretty neat:

  1. Not only can you play the XBox 360 version on Live, but it’s compatible with the Vision Camera, enabling you to actually see what your opponents are doing, and most interestingly, put your own face on your avatar. With a little creativity and patience, you can end up with results like this:

    WSOP Poker Face

    One of my jobs was to try and break the face creator. This face, however, I made in the completed version of the game. There are a few more ways to make… nonstandard faces in this game, but I can’t divulge all the secrets, can I?

  2. The PS2 and PSP versions of this game are interoperable. You can unlock pros in one game and then transfer them to the other game. Almost like Activision’s version of Pokémon, we’ll call it PokérMon. Heck, you can even play online with your PSP against folks on their PS2s. Swank.

Unfortunately, I’m not going to go into any kind of scandals that went down while we were making this game, mostly because there weren’t any. It was a fairly typical as far as development goes, so far as I know.

If you like your poker to be in video game form and fully licensed, then this might be the game for you. Or if you feel the need to purchase something with my name on it, then this also might be the game for you. But then again, I might be a bit biased.

Jill of the Jungle

Saturday, September 8th, 2007

I had never actually heard of Jill of the Jungle until years after its heyday. Turns out that it was reasonably popular and helped propel the company behind it, Epic, to newer and greater heights.

To be honest, I only played the shareware version of this game, and of that I only played one level. It seemed to be a rather standard affair, Jill runs around the huge levels, collecting things, making her way to the end.

I suppose it should be noted that the protagonist is a female, which was still quite the rarity when this game was released in 1992. But other than that, I found it to be a rather standard game. It was a real middle-of-the-road kind of game. Which really means that I didn’t quite enjoy it enough to purchase it. Though I understand that if I ever decide to, the game is still available.

Frogger

Friday, September 7th, 2007

Video games don’t have to make sense to still be fun. I kind of wish that there were more games these days that were a little more off-the-wall, games where you had to suspend truckloads of disbelief to enjoy the story. In other words, the story is immaterial.

Frogger is a game about getting a frog across a street and across a river to the docks on the other side. The street? Full of traffic. Successfully dodge and weave your way around the cars and trucks or you’ll be squished. Then you make it to the band in the middle where you get a brief reprieve. You then have to navigate floating logs, and the backs of turtles who will dive at a moment’s notice because your frog, for reasons yet unexplained, can’t swim. Pick up the hot female frog and catch the fly for bonus points. Oh, and don’t get eaten by the alligators, dogs, or snakes.

Why can’t the frog swim? Why was the frog across the busy freeway to start with? Who cares? The game is fun anyway.

Wetrix

Thursday, September 6th, 2007

Wetrix might be one of the more… interesting puzzle games to come down the pike. It’s tough to explain what it’s all about without seeing it in action, and even if you do see it in action, you’re probably not going to know what you’re looking at. I’ll do the best I can to describe it:

You have a flat piece of dirt. Various pieces fall from the sky in differing configurations, called ‘uppers’ and ‘downers’ that will raise or lower the ground respectively. You use these pieces to construct lakes to hold the water that will also fall from the sky. Your immediate goal is to contain the water, if it drains away your drain meter will fill and you’ll lose. You can empty some of the water in the drain meter by dunking a fireball into one of your lakes, evaporating the water within and scoring points.

Here’s a video of the tutorial mode.

The learning curve for this game is quite steep. I never made it past being acceptably mediocre at this game. One thing about it I really liked, though, was that at the end of your game you’d get presented with a code that you could enter in the developer’s site and verify your score. Pretty handy for verifying scores if you ask me. But, since the developer, Zed Two, is no longer in business, this feature is significantly less useful.

I enjoyed this game for a bit, it certainly has a bit of that novelty factor that I like so much, but other games quickly came along that wrested my interest away.

For an added bonus today, I’m offering up some of the music in this game in handy MP3 form.

Wetrix Classic Music
Wetrix Pro Music

Jet Grind Radio

Wednesday, September 5th, 2007

Leave it to those wacky folks at Sega to take an innocent pastime like skating and using spray paint to vandalize private property and turn it into a video game involving kidnapping, the military, and eventually demons.

No fooling.

Jet Grind Radio (a.k.a. Jet Set Radio just about everywhere else in the world) starts out with a guy (Beat) who has a burning desire to start his own inline-skate gang. He quickly recruits a couple of folks hanging out on the street (Tab and Gum), and gets to work carving out a niche for his fledgling group.

He does this by skating around the different parts of the city (Tokyo-to, the names in this game are very creative), using the spraypaint scattered everywhere to tag a certain amount of objects. “Tagging” in this game is “street” for “putting your gang’s logo on it”. Tag enough things in a rival gang’s territory, and two things will happen:

  1. The local police force will send out increasingly-deadly means to stop you, one detective → squads of cops in riot gear → helicopters → tanks and heavy artillery. It seems a bit excessive to me, but I’ve never been in charge of ridding the streets of rampant graffiti activities.
  2. Your group will challenge another group to a race of sorts. You skate around a circuit with three members of the rival gang. Your goal is to catch up with them and tag them in the back with your gang’s logo. Then you get to control their area of town, somehow.

Central to all of this is the pirate radio station, run by Professor K. He does the exposition between acts and is supposedly the one feeding the music into the gigantic headphones that some of the characters wear.

The actual story of the game is completely indecipherable. It involves pieces of an evil record, a corrupt organization, and demons in a shape that roughly resembles a hippopotamus.

No kidding.

Perfect Dark

Tuesday, September 4th, 2007

I am a member of a very exclusive club. I bought a Nintendo 64 and didn’t buy Goldeneye. I did play it, but I could just never really get into it. Fast forward a couple of years and a ’spiritual successor’ or sorts came out in the form of Perfect Dark. I didn’t buy it either until it had been out for some time and I could get it for about $18. By that time I was pretty bored, there was nothing on the horizon that I wanted to get, and my friends all told me how great of a game it was.

Perfect Dark stars super-stealthy secret agent Joanna Dark that you have to guide on a series of missions, each more improbable than the last. The game takes place in the future, and quickly evolves from a standard ‘raid some building/complex, kill all the baddies, and rescue [object]‘ to quite the sci-fi story. I won’t give it away, but ‘Elvis’ does make an appearance.

The game is, at its heart, a shooting game with objectives. You run around shooting things, collecting things, avoiding being shot, and and making your way to the point that triggers the next story sequence. One thing I was particularly impressed by was the sheer level of voiceover work in this game. Every cutscene is voiced, well, the ones I managed to see, at any rate. Just about the time I decided to temporarily shelve the game. I fully intended to go back to it some day, but it’s looking less likely as time goes on, unfortunately.

It’s not a bad game by any stretch, but I couldn’t get into it. It might have been the brutal level of difficulty (not likely, I’ve finished other Rare titles before and since), or it might have been due to the bizarre storyline (again, probably not, I’ve played through weirder games before), but, really, I have to attribute it to not being able to muddle through the control scheme. The Nintendo 64 controller just was not the most ideal for playing this type of game.

Paper Mario

Monday, September 3rd, 2007

In honor of Labor Day here in the States, I’m going to do as little labor as possible, and repost a review I wrote for Stage Select back in 2003.


Paper Mario. This is one of those games that comes along and you can almost hear the collective “Huh?� when it’s released. Usually it’s for a variety of reasons, but this time it’s mainly for the visual style. Now, if you’re reading this review, you likely have one of four stances on this game:

1. You are intrigued by the graphical style and want to know more,
2. You’ve played it, liked it, and want to know what I have to say about it,
3. You played it, but couldn’t get past the look of the game, and decided you hated it, or
4. You decided you hated it even before you played it, because 2D characters in a 3D world looks stupid and any game that would do that is stupid.

So let’s start off with the aspect that has generated the most chatter about this game: the graphical style. To put it short, the characters in Paper Mario are (primarily) 2D characters and the world is in 3D. The characters literally look like they were cut out of pieces of paper. When they turn around, they flip over; when Mario hops into bed he floats down like a sheet of paper, etc. The sprites themselves are extremely well done. If you liken cell shading of 3D characters to looking like a 3D cartoon (which I do), then the characters in this game look dead-on like a 2D cartoon. The characters are discernable, and animated to the point that the battles look nearly like something that you’d expect to see on Saturday morning. The rest of the visuals are done very well, also. Each area in Mario’s world looks distinct. They all have an appropriate ‘feel’ to them when you venture through them.

Battling and Leveling
Battling is at the heart of any RPG. The player will be spending the greatest amount of time in the battles, so they deserve significant consideration. The battle system (and the level system) is a bit of a departure from other RPGs that I’ve played. You start off with a low amount of Heart Points (health), Flower Points (think Magic Points), and Badge Points (let you equip badges that endow you with special abilities). Most every time you defeat an enemy, you get Star Points. Get 100 Star Points, gain a level. When you go up in levels you get to pick what attribute you want to go up, HP, FP, or BP, forcing you to plan, at least a bit in advance how you want your Mario to turn out. When you are in battles, you may notice that the amounts for damage (given and received) are very low. It stays that way for the entire game, towards the end, I was doing 4 HP of damage per turn (the enemies only had about 12 HP, save for the bosses).

Partners
Mario has several partners that help him out in this game. Each one has a special ability that you will have to use to solve certain situations. It’s nothing mind-numbingly difficult, hop on the back of the Cheep-Cheep to swim around, use the Bob-omb to blow up a cracked wall, stuff like that. They also help out in the battles, acting as sort of a compliment to Mario’s main onslaught. Although you can only have one partner active at a time, you can switch between them as often as you like. They add an interesting element to the battles, but they don’t have any HP (which works out OK since they rarely get attacked anyway) if they take damage, they have to sit out the number of turns equal to the number of damage they took. Good thing we are still sitting in the Realm of the Low Damage.

Storyline
This game won’t win any awards for storyline. It’s pretty straightforward and accessible. This isn’t necessarily a bad thing. This game is meant to be played by anyone with the ability to read, so there are very, very few places where you don’t know what to do next. I think I got stuck once in the game for about 15 minutes (because I forgot to talk to a main character… Oops). There’s very little new here. It’s not bad by any stretch of the imagination, but it is just adequate. The story is also extremely linear. That isn’t to say that there aren’t any side quests, because there are, just not many. The game definitely has a “Go here, do this� thing going on throughout, which will be a boon for the younger/inexperienced crowd.

Dungeons
What kind of an RPG doesn’t have dungeons? No kind of RPG that I’ve ever played. The dungeons in Paper Mario are relatively straightforward, and the puzzles are pretty easy to figure out. The designers want you to finish this game, they put a save point and a restoration point outside of every boss room. The levels, while not overly difficult, look absolutely wonderful. I really don’t think enough can be said about the visuals in this game. When you’re in a castle, it looks like you’re in a big cartoon castle; when you’re in a haunted mansion, you realize that it’s exactly how a haunted cartoon mansion should look.

Sound and Music
Sound effects and music are critical to a good RPG, especially those in the battles, since we’ve already established that that’s where the player will spend most of his (or her!) time. The battle music in this game fits well, as does the rest of the music in the game. Nearly all the music is the bouncy “Mario-ish� music that one would expect to be in a Mario game. The area specific songs fit them well. There’s even some remixes of some classic tunes hidden in the game. The sound effects are nothing to shout about. They are appropriate, and they don’t sound bad by any stretch. There are even some special Badges that change up Mario’s attack sound effects (but those get old quickly).

Length
I managed to complete this game my first time through in slightly more than 21 hours. Your mileage may vary.

Overall, Paper Mario is a solid game. It gives beginners a good place to cut their RPG teeth, and it gives veterans a break from the Final Fantasies and the Dragon Warriors, plus it’s a game that the whole family can (potentially) enjoy.

I give Paper Mario an 8 out of 10.

Q*bert’s Qubes

Sunday, September 2nd, 2007

If you have a game that’s as successful as Q*bert, what do you do to keep the cash flowing in? Barring some kind of catastrophic market crash you make a sequel, of course.

So you take the blocks from the original game, separate them and make them rotatable, add a new character or two, and you have a new game.

Q*bert’s Qubes

The goal in this game is still to hop on cubes, though now there is a slight twist. When Q*bert hops off a cube, it rotates in the direction he hopped. Getting the cube to match the orientation on the top-left of the screen makes the cube turn black. Get a tic-tac-toe (four in a row in any direction) and you win! Then you go to the next stage where things move faster, the enemies are more plentiful, and the blocks get more difficult to orient correctly.

I was never able to actually play this game until recently, due to never being able to find it in my area. But it turns out to be so similar to the original game, that vets should feel right at home. Over 20 years after it came out and I was finally able to play it, I did reasonably well, but I don’t feel any great desire to play it again.

Q*Bert

Saturday, September 1st, 2007

Though Q*Bert has starred in exactly 2 games (three if you count the unreleased prototype of his third game), he’s still very recognizable. Maybe it’s because he has a very memorable appearance: Orange ball with legs, eyes, and a big hose-like nose. Maybe it’s because his game came out at a time when video games were in their peak level of popularity in the early 1980’s. Or maybe his game was simple to learn and difficult to master, which made it accessible to nearly everyone.

Q*Bert lives in a world consisting of a series pyramids floating in empty space. His goals are: hop on the tops of the blocks of the pyramids, changing their color, collecting things that are green and, avoiding everything else.

Changing the color of the tops of the blocks starts out simple enough, a single hop changes them to the right color, but eventually it will require more hops to get to the right color, with the colors changing back if you hop on it after it has the correct color on it, forcing you to use your noodle a bit.

This video’s a little small, but was the best one I could find that had the voices

There are some enemies in this game, red balls that meander down the pyramid, purple balls that meander down the pyramid, but turn into a coily snakes that persue Q*Bert when they reach the bottom, purple pigs and gremlins (Ugg and Wrong-Way), and little green guys (Slick and Sam) that hop on the blocks and change them back to their original colors. All of the enemies are deadly to touch except for Slick and Sam. They’re green, so you can collect them. There’s also a green ball that you can collect to temporarily stop the action, it’s the only actual powerup you get.

One of my favorite things about the arcade version of this game is that it uses a rudimentary speech chip to produce voices. The voices sound really weird, and almost sound like reversed speech, but not quite. Q*Bert’s speech when he runs into an enemy character is expressed in a word balloon as, “@!#?@!”. Could the word be a veiled nod to a curse word that some players may express when they play the game, or is it just onomatopoeia for the weird alien-like language he speaks? My other favorite thing about the arcade version is that the machine was fitted with the knocker that’s in pinball machines, the one that typically goes off when you win a free game. This knocker would go off when you would fall off the pyramid, simulating the sound of Q*Bert smashing unceremoniously into the bottom of the cabinet. Cheesy, but a nice touch.

Q*Bert is one of those games that I forget about for a few years, and then go back to test my skill (which was never particularly great, unfortunately). I’m pleased to say that it holds up after over 20 years.