Archive for March, 2007

Radar Ratrace

Sunday, March 11th, 2007

Way back in the 80’s you would be hard-pressed to find a video game with a plot. What passed for a plot in those days was usually no more than a line or two explaining some improbable situation, and if you were lucky you would get some instructions. Case in point: Radar Ratrace.

Radar Ratrace is a game of cat and mouse. You, a mouse, must navigate a maze and collect cheese while avoiding the cats. Get all the cheese, clear the maze. Touch a cat, lose a life. Utilize the ‘mouse holes’ in random corners of the maze to elude your pursuers. Oh, and the radar. You can only see the immediate area around you in glorious detail, but you can see the entire maze on a smaller mini-map. It’s a simple game with pretty good execution.

In searching for information about this game, I keep finding references to some kind of magic mouse dust that your character can litter the maze with to confuse the cats, making this an almost direct rip-off of the Namco arcade game Rally-X. For the life of me, I don’t remember that, and my TI is mothballed somewhere. We also had a copy of the game for the Commodore 64, and I don’t remember seeing it there, either. I suppose it’s not inconceivable that I didn’t know about some features. We never had any manuals or anything. But it’s tough for me to imagine that it didn’t occur to me to press the joystick button at some point. Of course, when I was playing it I was about nine years old. It was about that time I willingly slept in a closet for a couple of months.

Tetris Attack

Saturday, March 10th, 2007

Puzzle games in general have one thing in common: they are conceptually easy to grasp. The better puzzle games are deep enough to compel you to keep playing to learn new strategies.

Tetris Attack is one of those games. The credits of Tetris Attack say that the game was inspired by the original Tetris. I’m pretty sure this is a… slight fabrication. As far as I can tell, the only thing that this game has in common with the original Tetris is the title. It seems to me that they just tacked the word ‘Tetris’ onto this game to sell more copies from name-recognition. Slightly underhanded, but that’s fine. This is a good game on its own merits.

Like a good puzzler should, Tetris Attack has an easy-to-grasp concept: multi-colored blocks rise from the bottom of the playfield, you have the ability to move them left or right, and you make them disappear by lining up three or more of the same color. Easy. And indeed, you could play this way and have a good enough time. Keep playing and you’ll discover that with careful arrangement of your pieces you can set up chain reactions or groups of far more than three to be cleared at a time, both critical moves to know in multiplayer mode.

Perhaps the thing that makes puzzle games compelling is that there is no defined end. The game lasts until you can’t last any more. You can always do just a little bit better, and are really competing with your self for the high score. Unless you’re playing multiplayer mode. Then you’re competing against someone who desperately needs to be taken to Tetris Attack school.

Yes, I like this game. I like it enough that I have four versions of it for four different platforms. And if there’s ever a Wii version, I’ll probably have that too.

Indigo Prophecy

Friday, March 9th, 2007

Indigo Prophecy is a very peculiar game, possibly because it came from France. I had never actually heard of it or knew anything about it until recently when I saw a review on the former Video Game Channel. What I saw made me want to check it out. The only problem was that it was for the PS2 and XBox, consoles that I didn’t (and still don’t) own. So I promptly put it into the back of my mind and went about my business. Some months later I found a lone copy of the PC version I didn’t know existed sitting on the shelf at my local EB Games.

Indigo Prophecy initially places you in control of the main protagonist, Lucas. Although, initially, ‘control’ may not be the right word. You begin the game by helplessly watching as your avatar commits a pretty grisly murder that you’re powerless to stop. When you come to your senses you have to hide the body, evade the police, and figure out what’s going on. In short order, you get introduced to the two other main characters, Carla and Tyler, who are the police officers trying to solve the murder.

It all sounds a little weird on paper, and there are some interesting moments in the game, like when the main characters interact with each other, but overall it comes together surprisingly well.

There are four things that stand out about this game: the animation, the camera angles, the controls, and the story.

Most of the animation in this game has been motion-captured. This make every movement look eerily realistic, and you can look past the rather lackluster character models. Interestingly, I understand that the animators used puppetry techniques to animate the faces of the characters, making them more expressive than I’m used to seeing in a game. I’m so used to expressionless zombies wiggling their lips when they talk, that I was pleasantly surprised. It helped complete the suspension of disbelief, and certainly made the game more engaging.

The camera angles in this game are unique to any game that I’ve ever played. Very often, you will get several different camera angles of the same bit of action all at the same time. I’ve never watched the series, but I understand that it’s very similar to the techniques used on the show 24. The camera angles are used to draw attention to something important in your immediate vicinity, like a phone ringing or someone you’re needing to stealth your way past. They also might show the same thing from several different angles to paint a more complete picture of the action.

The game’s controls make use of the analog sticks in a unique way to perform many of the motions in the game. The actions you have to perform on the sticks roughly equate to the actions you’re wanting your character to do. For example, you want climb up a structure, you move the right stick a quarter-circle right-to-up then the left stick a quarter-circle left-to-up, repeat until ascended. There are other mini-games that take place that require you to keep your balance by tapping the shoulder buttons, or following along with a bizarre Simon-like interface that pops up during action sequences.

Many points in the story have you making moral choices, each of which will cause the story to play out in a slightly different way. None of the choices will impede you from making progress, but they will affect what the characters say and do, kind of like an interactive ‘Choose your own adventure’ kind of way. In a rather lengthy discussion, the developer indicates that his original vision was for the game to be told over several smaller installments, or episodes, but that didn’t come to pass. I didn’t really notice this until about the last quarter of the game where the pacing of the story gets completely out of whack, completely skipping over large chunks of time/exposition, which left me a little confused, and then the game just ended rather abruptly.

The game itself felt kind of short, which is probably due to a combination of being very engaging, and that the game was scaled down from its original epic scope to fit into one ‘episode’.

I wouldn’t hesitate to recommend this game to anyone, except to maybe preschoolers.

Haunting Starring Polterguy

Thursday, March 8th, 2007

I don’t really remember much of the story behind Haunting Starring Polterguy. What I do remember is that you play the ghost of someone that died through the actions, or inactions, of some family (it was a rental and didn’t have the manual). You decide to get revenge by doing what all ghosts do: you haunt things.

You start with the ability to haunt small stuff: knickknacks, kitsch, and the like. Once you jump into something you gain the ability to make it do something scary. Your immediate goal is to scare the people as they meander around the house. The more scared they are, the more power you get. The more power you get, the bigger things you can haunt. Haunt the big things like the furniture and the floor, and you might scare them out of the house. Scare them all out of the house, and you win! Well, you win that house. The family apparently then moves to a new house where you get to start all over again.

Possessing mundane objects and making them do clichéd horror movie things is kind of neat at first, but for some reason, it gets old fast. I made it through the first house before I gave up. A friend I was with at the time managed to get to the third house before he succumbed to the Undying Mediocrity. I understand now that he was close to the end of the game. I wouldn’t mind seeing the end of the game, it’s easy enough that I could probably blow through it in a couple of hours, but once you’ve seen what each of the possessed items do, the novelty wears off fast, and then you’re just button mashing for the win (BMFTW) instead of genuinely having fun.

Or, at least I was.

Willow

Wednesday, March 7th, 2007

Who doesn’t like Willow? It had all the prerequisites for greatness. A crazy movie set in a bizarre fantasy world? Check. Licensed toys and books? An opportunity to make a quick buck by cashing in on a movie license? Oh, check!

The NES Willow game is an action role-playing game. You take Willow on his quest to rid the land of evil. Sounds pretty typical. Inexplicably, all the information that I could find at the time seemed to indicate that this was a good game. I sat down and began playing, and wasn’t particularly impressed or disappointed. Although, I must admit it was a fantastic effect to have the wind blow through the trees and grass every time an enemy appeared, since we all know that our enemies will never appear without the accompaniment of a slight breeze. This was offset by Willow’s proficiency with a sword, or lack of. I’m not sure if the sword just weighed a couple hundred pounds, or if it was magically enchanted to increase wind resistance, but I certainly got the impression that each move Willow made with his sword was calculated and deliberate (read: slow) to conserve energy.

Oh, and the acorns. You could throw the magic acorns that turn things to stone. Wonderful.

I started the game a dozen or more times, each time getting slightly further, eventually making it to the first boss encounter… where I died. If you die in Willow, it’s Game Over. No problem. You can save, kind of. Unlike most games that span around a dozen or more hours this game does not use a battery-backed save system, it uses passwords. Not so bad if you don’t lose the scrap of paper you scrawled the password on, which I did all the time, but that’s not the real problem. The real problem is that the font that the Willow developers decided to use has these ridiculous serifs on them. These serifs combined with the questionable television quality I had to deal with make the normal text hard to read and the passwords indecipherable. Every time I got a password I would write it down twice. Once as the letters I thought I was seeing and once drawing each letter as if it were a tiny picture instead of a letter. Both of these methods failed. To this day I have not been able to successfully input a password correctly, and so the depths of the Willow universe realized in NES form have yet to be plumbed.

Play at your own risk.

Quarth

Tuesday, March 6th, 2007

I know that look. You don’t know what Quarth is. It’s okay. Not very many people have even heard of Quarth, much less know what it is. That’s what I’m here for. To help.

Quarth is an arcade game (with a port to the original Game Boy) that’s an interesting combination of vertically-scrolling shooting game and a puzzle game. Your ship is in a fixed location across the bottom of the play field, and various shapes of blocks descend inexorably toward your ship. If they cross the line at the bottom of the screen, you lose. What do you do? Thankfully, your ship is equipped with armaments that shoot smaller blocks. You use these smaller blocks to fill in the gaps in the larger pieces. Once you have built a piece into a square or rectangle, the piece is eliminated from the play field and is no longer a threat.

That’s it. Simple, fun, and addicting. Until you accidentally fire one too many blocks down the middle of a U-shaped piece, and then frantically move to build up the rest of the shape to match.

But that’s only if you panic.

Super Glove Ball

Monday, 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

Sunday, 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.

Saturday, 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

Friday, 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.