Super Glove Ball

March 5th, 2007

In the late 1980s and through the early 1990s, there were dozens upon dozens of weird gimmicky accessories and addons for Nintendo’s grey box. Almost all of them were lame in amazing new ways, but the Power Glove particularly caught my eye. It was a glove (obviously) you wore that (it was said) would allow you to control games just by moving your hand. Big shock: it mostly didn’t work, and the game that it was bundled with to show off its capabilities was terrible.

You had sensor bars for your television that roughly resembled a giant ‘L’. Presumably you would place these on your television (across the top and down the side) and they would be able to translate the glove position and send that to the game, in this case Super Glove Ball.

I don’t really remember that much about Super Glove Ball. As young and gullible I was, I could tell that the controller didn’t work and the game was terrible. Super Glove Ball is kind of like Breakout, in that you have a wall of bricks that you have to destroy by hitting them with some magic space ball. You control this ball by grabbing and throwing it with a giant hand-shaped apparatus, which looks uncannily like your brand new controller.

Playing the game with the controller that designed to play the game was an exercise in frustration. It was kind of fun on the off chance that the controller actually worked. More likely you would move it too fast, or outside the range that the sensors could detect, or at all. Then the game would freak out and you would lose.

The developers were at least kind enough to provide support for ‘normal’ controllers which predictably made the game ridiculously easy. So easy in fact, that it was incredibly boring. Maybe if you really enjoy breaking bricks by throwing a ball at them you might get some kind of joy out of this game.

Don’t count on it.

Pinball Quest

March 4th, 2007

Although they seem to have fallen out of favor in recent years, there was a time when the console game landscape was absolutely laden with video pinball games. The only possible explanation for this is because you could to things in video pinball games that you can’t really do in traditional pinball games, like putting water hazards, tiny clowns, or bowling pins on the table. Either that or include an RPG mode.

Pinball Quest has the standard tables with the aforementioned unlikely features, but the real reason to pick up this title is the RPG mode. The RPG mode lets you take on the role of a citizen of a kingdom populated by pinballs, out to save the princess from evil. This evil force is holed up at the top of the kingdom, which is conveniently composed of a series of vertical areas outfitted with bumpers and flippers. Your goal is to defeat the monsters in each area, power up yourself and your flippers, and get the princess back. This pinball game has all of the traditional features of a ‘normal’ role playing game: gold pieces, killing monsters to gain power, shops you can steal from, and an actual story (such as it is). That alone makes it worthwhile to pick up, if even to only play once.

Two Sentences or Less: Vol 1.

March 3rd, 2007

I’ve played a fair amount of games, some of which I really wish I hadn’t. Here are a few that don’t deserve more than a quick glance before chucking them back into the closet.

Cameltry On the Ball (Super NES)- Guide your ball through the maze by rotating the maze. Interesting concept, but got old fast.

Plok (Super NES) – I don’t remember what the story of the game was, but you were this weird red and yellow thing that shot its arms and legs at enemies. Not as fun as it sounds.

Blowout (GameCube) – You’re a space… guy that has to clear out space stations that are filled with space aliens… in space. Manages to take that completely awesome premise, and fail miserably as anything fun.

King James Bible (Game Boy) – Just what the title says, it’s the King James Bible in electronic format on your Game Boy. Extra bonus, you can play games to test your knowledge of the books!

The Simpsons: Bart vs. the World (NES) – The only Simpsons-licensed game that I’ve managed to complete. The effort involved doesn’t really make it worthwhile, though.

Wordtris (Game Boy) – This is by far the worst Tetris spinoff. It’s somehow less entertaining then playing Scrabble by yourself.

Adventure Island

March 2nd, 2007

Quick, without searching the Internet, do you know who Master Higgins is? I’m willing to bet that the majority of you don’t, or you think you don’t. Master Higgins is the shoeless, shirtless, hero of the Adventure Island games.

The first Adventure Island game is the only game that I’ve ever played in the series. It stars Master Higgins as the hero, running to the right to rescue his girlfriend from the evil witch doctor. Master Higgins, you will discover has a life bar. However, Higgins like most video game characters, is incredibly fragile and will expire in one hit. So, why does he have a life bar? My best guess is to power his feet.

Yes, you read that correctly.

Master Higgins’ feet are constantly in motion… unless he’s on a skateboard. When he walks, his feet move so fast that they’re a blur. All that movement takes precious bars off his life meter. Well, that and tripping over rocks. You refill the bar by eating the fruits that are floating in the air all over the island, or from inside giant invisible dinosaur eggs. Incidentally, the eggs can also contain things like more powerful weapons or the aforementioned skateboard (complete with safety helmet). Did I mention this game is weird?

I played this game off and on for a period of several weeks. Eventually, after logging several dozen hours of play time, I managed to get to the dreaded witch doctor, and to vanquish him. Instead of getting to watch the ending sequence after all my hard work, I was treated to Area 2. I would later learn that I had spent all that time to experience one eighth of the game’s content.

I haven’t played the game since.

Hatris

March 1st, 2007

During the Tetris phenomenon of the late 80s. Puzzle fanatics were clamoring for the ‘next big thing’ from its creator, and he needed to come up with something to satiate their appetite. Unfortunately, over twenty years later we’re still waiting for the ‘next big thing’.

But at least we can play Hatris.

Hatris charges you, the player, with sorting the groups of hats that fall from the top of the screen in pairs. Hats of the same style stack well, while hats of differing styles do not. Stack five hats of the same style on top of each other, and they disappear (are sold) and you get points (money).

The problem? It’s just not fun. It’s difficult to plan ahead in any fashion, the gameplay is shallow, and stacking hats in video game form is every bit as exciting at stacking hats in real life

Nothing has quite matched the ubiquity of Tetris to date, and if spinoff games like Hatris are indication, nothing will.

The Adventures of Dino Riki

February 28th, 2007

I’m not sure what drew me to this game. The game masquerades as an adventure starring a big-headed kid in a brown leotard that throws Implements of Doom at prehistoric flora and fauna. However, the game is a shooter starring a big-headed kid in a brown leotard that throws Implements of Doom at prehistoric flora and fauna. The difference is small, but it’s vital.

Shooting games (Shoot ‘em ups) typically star your character piloting some kind of vehicle, typically one that flies. This gives the game an excuse to constantly move the screen forward: no forward momentum, you crash. Dino-Riki, on the other hand, just moves inexorably up until he either kills or gets killed by the giant dinosaur waiting for him at the end of his path. Why does he walk toward the dinosaurs instead of going the other way? What drives him? If I had a manual and knew his backstory, would that have made the game better? Probably not.

There really isn’t too much memorable about this game except for its mediocrity. It’s not bad enough to avoid entirely, but not good enough to seek out, either.

Blaster Master

February 27th, 2007

Blaster Master for the NES is one of the finest games for the platform. The catchy music from the first stage alone is enough to bring back memories to any NES aficionado worth his salt. The story for the Americanized version of the game is supposedly demonstrably different from the original Japanese version, but finding accurate information to corroborate that statement is itself an exercise filled with high-adventure. As it stands, then, we are saddled with the story of Jason, Jason’s frog, a box of nuclear waste in Jason’s back yard, and a sink-hole that reveals a tank and power suit.

Pure gold.

Backstory insanity aside, we have a pretty solid, and fairly challenging game. Like many games your tank starts out with just enough firepower to gun down errant mutated mosquitoes, but by seeking out and destroying giant brains, giant frogs, giant crabs, and giant… mobile blocks you gain the missing components of your tank. Toward the end of the game, your tank becomes actually somewhat useful. It can scale walls, hover, dive underwater, and… unlock doors. However, getting to that point is so ridiculously difficult that most people will never achieve it. You get 3 lives and 5 continues, 15 chances to navigate a meandering maze of insanity.

The different areas are all distinct and have a different feel. As long as you don’t question why there are forests, giant technology centers, and sky in a supposed sinkhole in some kid’s backyard, then it’s quite enjoyable.

Sequels and spinoffs were made for the Genesis, Game Boy, and PlayStation. Of those, I’ve only played the Game Boy sequel, which certainly tried hard to capture the feeling of the NES original, but fell short for some reason that I can’t quite grasp.

Fable: The Lost Chapters

February 26th, 2007

I’ve been intrigued by the work Peter Molyneux has done on games since I first saw Black and White, a game where you take on the role of a deity who oversees your followers. It was interesting in that your actions in the game directly affected your appearance and the development of those around you. Unfortunately, I never actually played Black and White or its expansions and sequels, they weren’t quite my style, but I was interested in the good vs. evil subtext going on behind the scenes. Fast forward a couple of years and a game called Fable appears on the XBox that has this same kind of character development, but more in an adventure setting. I’ve never actually owned an XBox, so I didn’t really seek out any information about this game until a couple of years after that when the game was expanded (i.e. finished) and released on the PC.

I picked up the PC version on the cheap in the Summer, and though it wasn’t as expansive as I would have liked, it was still an enjoyable experience.

One of the most talked about features, at least in the reviews that I read, was the good vs. evil thing going on. In a nutshell, every time you do something good, you get Good Points, and every time you do something bad, you get Bad Points. The points move your reputation along a spectrum, the further you go in one direction, the more ‘good’ or ‘evil’ you become. It’s interesting in concept, but my experience showed that people just react to you differently depending on your position on the spectrum. Well, that and the appearance. Just like in Black and White, the more good or evil you become will affect how your character looks in game: lean toward good and you’ll get light hair and a faint halo, lean toward evil and you get dark hair and faint horns. On top of that, however, virtually everything you do has an affect on your character’s appearance. For a time my character didn’t wear a helmet (they’re all pretty ugly), and he got smashed in the face with a large rock. It hurt, and my character had a gash across his face. It healed into a pronounced scar that would fade slightly, but would always be visible.

I found the story to be good, with some nice twists, but even with the additional content it felt a little short. In fact, it was extremely obvious where the old content ended and the new content began. The game felt like it was over and then, oh wait, here’s four more hours of stuff to do.

As short as it felt, the game was enjoyable enough to warrant a complete play though, maybe two to experience both ends of the good/evil spectrum.

Gunstar Super Heroes

February 25th, 2007

Several years ago it became necessary for my circle of friends to choose different brands of consoles. Partially out of personal preference, but mostly because we each could only afford one console each. This worked out well, since we could play the games on the proverbial ‘other side of the fence’ on the cheap. Since I was destined to become a Nintendo person, I took every opportunity to exchange time on the Super NES for time on the Genesis. One of the games that I distinctly remembered from these exchanges was a fantastic game called Gunstar Heroes. Of course, now that I’m older and actually have a Genesis and the means to buy back pieces of my childhood, I set out to locate the game, and quickly discovered that I’m apparently not the only one that thought this game was totally rad, as the asking price is borderline pretendous.

Imagine my surprise when the team responsible for the game (and, curiously, the fantastic Super Castlevania IV) got back together and produced a sequel for the Game Boy Advance. I was fairly excited about that, but then promptly forgot about it until about three weeks ago. I was trolling around my local Toys ‘R’ Us for bargains and happened on a stack of them for $9.98.

While not completely identical to the original game, it’s a suitable surrogate. It is a sequel, after all. The controls are a little wonky, but once you get used to them aren’t too bad. I especially had trouble standing in one place and shooting, for some reason.

The story and graphics are very similar to the original game: You, as either special agent Red or Blue have to save the planet from various villainous characters named after the colors of the rainbow and their hordes of disposable minions. It’s decently fun and challenging. The only thing missing is the two player option. The original was a good one-player experience and even better with two-players. But it’s good for a few hours, at least.

Secret of Mana

February 24th, 2007

I received a copy of Secret of Mana for Christmas in 1993. By December 31st was calling Nintendo’s Game Counselors because, though I had managed to complete everything else, I couldn’t figure out how to win the final encounter. I explained this to the person who answered the phone and all he could muster was a, “You got that for Christmas, and you’re already there?”, before he told me what I needed to know. In retrospect, the solution was rather obvious (I won’t post it here for spoiler reasons, although after 13+ years, it should be old news).

I would end up playing through the game at least half a dozen more times that year. Each time I was impressed not only by the depth and breadth of the story, but also by how the game as a whole came together. Okay, I’ll admit the story isn’t anything particularly groundbreaking: unlikely kid turns out to be predestined to save the world from an evil empire (complete with its own resistance movement!). But it is lengthy. It introduced me to a wide variety of characters, and taught me the word ‘aegagropilon’. The word is so obscure that I could only find out a definition by using the school-owned, six-inch-thick, unabridged dictionary of Crazy Words You Never Thought Existed(tm).

Fun Fact: With a multitap, you can have up to three people play this game at the same time. However, it’s my experience that having more than one person in control of a character drastically slows down your progression.

The graphics at the time were quite impressive, each character was distinct, colorful, and well animated. They still hold up well today. The soundtrack is nothing short of amazing. Nearly every track is memorable, and they all ‘fit’ exceptionally well. This is one of the best examples of the kinds of sounds that the Super NES was capable of producing.

These days finding the game in any condition is nothing short of amazing. Even assuming you can find a copy, the cost is going to be borderline ridiculous. This means that the game is either rare, sought after, or both. It’s certainly worth seeking out to play, so long as you can find a copy within your price range.