Archive for the ‘Arcade’ Category

Centipede

Monday, 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.

Toobin’

Monday, 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.

Joust

Thursday, May 24th, 2007

I know I’ve mentioned it before, but it bears repeating, video games made in the 1980s were weird. It’s probably what drew me to them in the first place. Joust rates pretty high on the Weird List.

Joust takes the Medieval sport of jousting and replaces Mighty Steeds(tm) with Flying Ostriches. You, the mounted ostrich rider, must fly around and defeat the other riders (which greatly outnumber you), not by jabbing them with your pointy jousting stick, but by skillfully flying and landing on their heads, causing them to be trapped within egg, and then collecting the eggs before they hatches.

See? Weird! Although it does make a certain amount of sense within the confines of the game’s universe.

Pump it Up: Premiere

Saturday, May 19th, 2007

I cut my arcade pseudo-dancing teeth on Dance Dance Revolution, it was the first game of its kind that I played, and it’s the one that I have the most experience with. Like anything that’s remotely popular, this game has spawned imitators that have tried to expand and improve upon DDR’s formula of stomping on arrows in time to a silly song. One of the apparently more popular ones is the Pump it Up series, and recently I had a chance to play one of the games in the series: Pump it Up: Premiere.

Pump it Up: Premiere stays pretty close to the system introduced in DDR: arrows scroll up from the bottom of the screen and when they cross the line at the top of the screen, you have to stomp on the corresponding arrow on your footpad, in time with the music, of course.

Where the game diverges slightly, other than the almost unilaterally terrible selection of songs, is that the arrows are not the up, down, left, and right found in DDR, but they are in the four corners, up-left, up-right, down-left, and down-right, with a 5th button in the center. My understanding is that this helps people ‘be more expressive’ when they’re pseudo-dancing. I didn’t notice myself expressing myself more, but I did feel like I was a little more bow-legged than normal trying to stretch my legs to the four corners of the pad. I also noticed that since I was ‘trained’ on DDR that I couldn’t find the arrows most of the time, so I missed the steps quite a lot, and managed to fail after only one song.

I haven’t yet decided if I want to try and pay another dollar to play one more song, the price to entertainment time ratio was a little low for my taste. Well, that and the terrible covers of terrible songs.

Moon Patrol

Wednesday, May 16th, 2007

Lots of video games from the 80’s were set on or around the Moon, probably because it’s reasonably familiar, yet still just out of reach for most of us. I suppose, then, that developers looked to the near(ish) future and wondered what it would be like to live, work, or play on the Moon. Unfortunately, thus far it doesn’t appear that any of them has been particularly accurate.

I have recently learned, just minutes before writing this entry, that the pilot of the Lunar Buggy (that’s you!) is a Lunar Cop that works to keep the citizens of Luna City safe from Lunar thugs by going on Lunar Patrols in Sector 9 (home of some pretty tough customers!).

The top of the screen shows your progress, it looks like a zoomed-out view of the playfield, which is to say that it’s a line with a dot on it, I believe that these are called ‘mini-maps’ these days. On your patrol, you just drive in a straight line, from markers on the ground that are labeled from ‘A’ to ‘Z’, with checkpoints every so often. Littering the landscape are craters and rocks, and if you collide with either one, your buggy explodes. But don’t worry, you’ve come prepared.

Your buggy can jump over the craters and the rocks and can shoot the rocks (shooting the craters does very little good). You can also shoot straight up as well as straight-ahead, which comes in handy since the tough customers I mentioned before attack you from above… In their Lunar Space Ships.

So you have to get to the end of your patrol while:

  • Jumping over craters
  • Jumping over or shooting rocks
  • Shooting down spaceships and
  • Avoiding fire from enemy spaceships

Quite a series of activities that they packed into a game with a two-way joystick and two buttons, quite a feat for 1982. As you can imagine, it’s got a fairly steep learning curve. I could hardly manage to finish one patrol.

Do! Run Run

Tuesday, May 15th, 2007

Do! Run Run is the last original game of the Mr. Do! legacy, and perhaps is the most complex (although that’s not really saying much). I also found it to be tied for the worst game in the series, tied with Wild Ride. The best, incidentally, stands at Castle.

Mr. Do! finds himself on a multi-tiered playfield covered with dots and populated by monsters. Mr. Do! now has the ability to draw a line behind him, and if he completely encloses a group of dots within his lines, they turn into cherries. Cherries are worth more points, and facilitate regeneration of Mr. Do!’s ball. A ball which hasn’t been seen since the first game. You can use the ball or the precariously balanced logs to blow up or squish the monsters on the playfield respectively.

The problem I had with this game is that it tried to be too many things. Is it Pac-Man? Is it Qix? I don’t know, but I found it to be a mishmash of previously-explored game ideas that doesn’t really work.

Mr. Do’s Wild Ride

Monday, May 14th, 2007

I don’t think I’m going to pretend to understand the Mr. Do universe any more. Mr. Do, after both picking cherries underground and ridding his seven-story castle of monsters, makes his way to a series of roller-coasters. Roller Coasters with cherries and ladders. Functional roller coasters that Mr. Do must navigate and collect the cherries scattered about, all while trying to get to the exit (at the top of the coaster, of course) without getting squished by the cars.

I now understand that you don’t have to collect all the cherries to finish the course, which would have made the game slightly easier for my novice hands to make progress. Heck, this knowledge might have given me incentive to play this game more than once, but I seriously doubt it.

Mr. Do’s Castle

Saturday, May 12th, 2007

Mr. Do, after dispensing with his lucrative underground cherry-picking career, apparently decided to retire to his luxurious castle. A luxurious castle that is inexplicably filled with the same Mini-Dinos as his underground adventure. Mini-Dinos that have managed to grow horns and are now called ‘unicorns’. But, I’ve gone off on a secant. Mr. Do’s goal is to apparently rid his castle of these unicorns.

How? Excellent question.

He’s traded his power ball for a hammer, but that alone won’t do the job, each time you whack a unicorn, it just stumbles back slightly. Each floor has sections that will collapse if struck with the hammer. Squish a unicorn with the falling floor section, and it’s gone for good (well, until the next level). Of course, if you miss, there is a hole in the floor that you can try and lure the unicorns into, and they’ll be stuck for a few seconds, flailing around in the hole until they repair the floor. This gives you time to dodge, avoid and then squish them. Once you squish all the unicorns you get to go on to the next level where the unicorns come back, faster and more aggressive.

This was actually the first Mr. Do game that I’ve ever played, and the only one that I’ve ever managed to find in an actual arcade. I still find it to be the most fun game in the series. It’s got a catchy tune and some oddly compelling gameplay. Totally worth the quarter.

Mr. Do!

Friday, May 11th, 2007

Mr. Do! is a clown who apparently has a thing for cherries. Cherries that are underground in groups of eight. and that are guarded by these weird red monsters with big heads (evidently called ‘Mini Dinos’).

Mr. Do! is a fantastic digger. He can create paths in the dirt with relative ease in any of the four cardinal directions, but he has to take care to make them both easy enough to get the cherries (if you can get an entire group of eight all at once, you get extra points) and convoluted enough to befuddle the unicorns that are on your trail. You could use the inexplicably-placed gigantic apples to strategically crush them, or you could throw a ball at them (he’s a clown, of course he has a ball (sorry)).

If you collect all the cherries in the stage, you move on to the next one. Clear enough stages and you get a goofy little cutscene. The first cutscene appears after you clear three rounds… I’ve never managed to get to a cutscene, but it should be noted that I haven’t played the game since I was less than a dozen years old.

Pole Position

Thursday, May 10th, 2007

If you have a female’s voice that sounds like it’s coming out of a blown speaker that’s underwater and covered with that filler they put in stuffed animals saying, “PREPARE TO QUALIFY!” then you know you’re playing Pole Position.

Pole Position is technically a racing game, even though you’re only really racing against the clock and the score counter. You pick your track from one of the three difficulties, (more difficult = more curves, natch), and race around until you run out of time. You have a super high performance car with super simple controls: gas, brake, steering wheel, low gear and high gear. You get more time by finishing laps, and you lose time by touching anything that’s not ground. You lose time by touching another car or a billboard and having your car explode into a giant fireball. You’ll respawn without a scratch, but you lose your momentum and precious Time Units tick away. I’m never sure where these other cars came from. You’re alone at the starting line, but as you motor along the track, you’ll come across other drone racers that putter along right in your path at about 25 km/h (yes, it’s in metric).

It wasn’t until I was in my 20’s before I was good enough to actually finish more than zero laps around the course, and I still can’t manage to get the high score on the machine. I suppose it might be time to give this game up. Mostly because I can’t find it in an arcade anywhere.