Archive for the ‘Arcade’ Category

Fast Draw Showdown

Friday, July 13th, 2007

Laserdiscs were very important. They showed us that a disc the size of a vinyl 33 1/3 record was still a viable medium for entertainment. It also paved the way for video games to be built with the very same technology. Instead of cartoony graphics that didn’t look a very realistic, suddenly you could see the most realistic graphics of all, real life!

Unfortunately, this meant that games that were built using this technology were usually pretty light on content. For every scene that the player saw, the developer had to set up and film the scene for the end user. When done well, the game could be pretty fun, though a bit short. Fast Draw Showdown managed to turn these weaknesses into a pretty fun little game.

The premise of this game (if there is a premise) is that you’re a gunslinger in the Old West, and you’re going to go up against a series of opponents in fast draw competitions. You have a gun in a holster attached to the arcade unit. When the light on the screen turns green, you have to out draw your opponent and shoot him before he shoots you. Your opponents range in skill, from the fumbling drunk old man to the crackshot preacher with a gun hidden in his Bible, and are frequently some degree of silly. Like the man who walks out of the Telegraph office, “Heh heh heh! I just wired your family, you’re dead!”

Eventually, if you manage to best all of the opponents you go up against Wes Flowers, pitchman for the game and ridiculously fast quick draw. When the light goes green, you have less than a second to react, draw your gun, and fire. You’re dead. He’s completely possible to beat if you either have phenomenal reflexes or time it like I used to. (He fires almost exactly 3 seconds after he touches his gun the first time, no kidding!).

Hitting my local arcade showed me that this game has been recently rereleased for some reason. It still stands as one of my all time favorite arcade games, even if you can see a car driving along one of the back roads in the Old West.

Puzznic

Wednesday, July 11th, 2007

Puzznic is, as could be inferred, a puzzle game. You are presented with a stack of blocks in an enclosed space, and have the ability to move a single block either left or right. Move it off the top of a stack and gravity will pull it down. If two or more blocks of the same color touch, then they disappear. The goal is to skillfully manipulate the blocks so that you eliminate them all.

This gets tougher as you progress, there will be moving platforms, odd numbers of blocks and chain reactions to complete to clear the rooms effectively. Though the game fits my criteria for a good puzzle game, it’s got a simple concept, I just couldn’t get into it. I was only able to play this game for about 15 minutes before I got so bored that I decided that I didn’t need to play it anymore. If you have an itch to play it, there are dozens of bad clones of it on the Internet for you to waste a few seconds on.

Jungle Hunt

Tuesday, July 10th, 2007

Jungle Hunt was the game that I played the most on my Atari 400. It’s the harrowing tale of a jungle explorer who’s had his girlfriend kidnapped by natives. What to do? Why, rescue her, of course!

You start off you adventure in a tree. You must use your cunning and timing to swing from vine to vine, you miss your next vine and you fall to the ground, dead.

Make it through the vines and dive into the alligator infested river. It’s OK, you have what looks like a penknife to stab the ‘gators. Touch their teeth and you get eaten, dead.

Cross the river and you come to a very large hill that inexplicably has bouncing boulders careening down it. You suddenly have the ability to run, jump, and duck to avoid them. This is pretty important, since touching a boulder is fatal.

Make it up the mountain and you finally find the camp of the two natives that have kidnapped your ladyfriend and are going to make her into some kind of soup. You have to jump over the natives and their spears, you’ve apparently left your knife embedded in the neck of a slain alligator, then you have to jump on your girlfriend, which saves her somehow.

It’s touching, really.

Donkey Kong 3

Saturday, July 7th, 2007

Donkey Kong 3 is the oddball of the Donkey Kong series. Mario? Gone. Donkey Kong Jr.? Gone. Now we have Donkey Kong grabbing some vines that are surrounded by nests of of bugs, which he agitates. The bugs come out and attempt to make off with the plants at the bottom of the screen. It’s up to the new protagonist, Stanley, to use his canister of bug spray to either kill all the bugs or shoot Donkey Kong in the hinder to make him climb the vines up to the next screen.

Eventually, Donkey Kong will climb up so high that he’ll get his head stuck in a conveniently-placed bug nest and fall down square on his head.

It’s probably worth noting that this game is pretty uncommon. Few people that I talk to have heard of it, and Stanley has not appeared in any other game to date that I know of, though he was immortalized as a trophy in Super Smash Bros. Melee.

Is the game any fun? It was never my cup of tea, but it might be worth playing once so you know what it’s like.

Donkey Kong Jr.

Friday, July 6th, 2007

It’s pretty obvious from the ‘ending’ of the first Donkey Kong game, that the big ape was incapacitated by being dropped off a multi-story building onto his head. Apparently Mario, being the enterprising carpenter that he was, decided to capture Donkey Kong and keep him in a series of cages in the jungle.

It’s a good thing that Donkey Kong had a son.

Donkey Kong Jr. is easily recognized by the giant ‘J’ plastered on the shirt he inexplicably wears. Donkey Kong himself would later go on to wear naught but a tie, but that’s another story. Jr.’s goal in this game is to climb a series of vines, power lines (?), and chains in an effort to break pops out of jail.

Jr. is almost as fragile as Mario was in his adventure, he can only take one hit and can’t fall more than about 3 feet without dieing. It’s pretty pathetic.

The first two stages are set in some kind of jungle. You have vines to climb, fruit to drop on your enemies, birds that drop eggs on you, typical jungle stuff. The third screen is some weird stage with electricity-themed enemies and computery-sounding background noises. I don’t really understand how this one fits in. The last screen has DK and Mario at the top of the screen, and a series of keys conveniently attached to some chains. Climb up the chains, push the chains into place (while avoiding the birds, of course) and…

Well, you’ll just have to play to find out. Or search the Internet if you’re lazy.

Tapper

Tuesday, July 3rd, 2007

For a game that I played somewhat extensively as a youngster, Tapper hasn’t aged very well.

You take charge of a bartender in a series of bars, each with multiple… bars. Each bar in each bar has a door at the end that lets in thirsty customers. It’s your job to get them a cool, frosty mug of a beverage (either beer or root beer, depending on the version). You draw the draft and fling the glass down the counter where a customer will catch it and be knocked back a bit. Your goal is to fling the drinks down the counters and knock the patrons out of the bar, satisfied with drink in hand. If you break a glass, by either throwing it when nobody can get it or by failing to catch an empty glass thrown back at you, you lose. Allow a patron to get to the end of the bar without throwing them a drink, then you lose.

The game gets pretty hectic relatively quickly, so hectic that I end up losing by breaking glasses more than anything else. Mostly because some patron would finish off his first and then just sit there for a couple of seconds, pondering the aftertaste, while the new drink I threw at him sails right past.

Crazy Taxi

Tuesday, June 19th, 2007

I think Crazy Taxi might be my favorite driving game to come out in recent memory, even though on the surface it looks a little dull.

Crazy Taxi tasks you, as one of four cabbies, with picking up customers and taking them to their destinations withing the time limit. You get them there quickly and you get bonus seconds added to your clock and money added to your bankroll. How you get the customers to their destinations, though, that’s where the fun starts.

Your cab is unique in that it’s got the amazing ability to accelerate from zero to top speed in under 5 seconds, can stop on a dime, can drift around corners, and is completely indestructible. If you give your customers an exciting experience, they’ll give you tips. How do you make it exciting? Near misses going through traffic, jumping and getting ‘big air’, and drifting around curves. Each successive tip increases your multiplier, which increases the tips you can get, while crashing will reset your counter. So you’re encouraged to drive extremely aggressively, but not hit anything. It’s quite the challenge, especially with congested streets, and cars that always seem to right in the optimal path of your car. Set all of this mayhem with a soundtrack by The Offspring and Bad Religion and you have the makings of quite a game.

Your reward for playing well, other than a high score, is that each successful fare adds precious seconds to your timer, allowing you the ability to play longer. The better you get at the game, the longer you can play it, which is quite the anomaly for an arcade game.

Crime Fighters

Tuesday, June 12th, 2007

Crime Fighters is nothing more than a street fight. A several levels long street fight, but a street fight nonetheless. You and your team of identical brothers (save for differing pants color) must go along and beat up a bunch of generic thugs until they’re dead.

It’s a touch violent.

You have at your disposal the ability to punch and kick your enemies until they fall down and then kick them some more. Occasionally your character will be kicked in a very tender area, with the appropriate ringing sound, or smacked around by one of the weapons that the thugs decide to bring to the party: lead pipes, switchblades, and pistols. You can punch the Bad Guys and they’ll drop the toys for you to use, although when you get punched and drop whatever you’ve picked up it disappears as soon as it hits the ground.

Each stage ends with an disproportionately deadly boss character who will bash you repeatedly, often resulting in the death of several of your quarters. You then go to the next stage for some more carnage.

The game is pretty fun, hardcore cartoony violence aside, until the very end. At the end of the game you get to fight all the boss characters from all the stages again, all at the same time. That stage hurts. A lot. If you plan on playing the game, I’d suggest bringing lots of quarters. That or a posse.

Space Invaders

Monday, June 11th, 2007

When I think back to the dawn of mainstream video games, I can’t help but think that they were largely terrible, and then I’m amazed that the industry wasn’t killed off before it was really born. I’m especially dumbfounded at some of the games that achieve ‘classic’ status merely by being old.

Perhaps I’m being a bit harsh. I could be looking back at some of these games with my Curmudgeon Goggles, since I didn’t really like some of these games when they were new. A perfect example is Space Invaders.

Space Invaders features you in a ship protecting the planet (presumably Earth) from throngs of invaders, ostensibly from Space. The invaders are in tight formation and will move slowly in one direction until one of the ships on the edge hits the side of the screen, then the entire formation will drop down slightly and go the other way. This continues until: all the alien ships are destroyed, the alien ships touch down, or you run out of ships. If you destroy all of their ships, they reappear faster and deadlier. If they manage to touch down, they kill us all. If you run out of spare ships, the aliens will touch down and kill us all.

There are four weird little shield-things that will soak up some shots from either you or the aliens, and UFOs occasionally scoot by that you can try to shoot for bonus points, but I just couldn’t get into it. Even when it was relatively new, I couldn’t get into it, and I typically skip right over it when it’s included in some classic game compilation or other.

Dig Dug

Tuesday, June 5th, 2007

Dig Dug has a problem, he has to clear the monsters out of the ground by any means necessary. The means that he has available to him are: smashing them with boulders, and using his air pump to inflate them until they explode, sounds pretty gory.

Dig Dug can dig (and, by extension, dug) through the ground either up, down, left, or right and needs to make his way toward the pockets of monsters, and to carve out traps to make use of the strategically-placed boulders. The only weapon he has, other than his fantastic cunning and smart white jumpsuit, is an air pump. He can send out a line, lodge it into a monster, start pumping away, and the monster will inflate and burst.

The monsters start out pretty stupid, but they quickly remember that they have the ability to travel through the dirt, where there are no paths, straight to Dig Dug, who is likely going to be immobilized because he’s busy inflating something or other. Then he dies.

I may be being a tad harsh on the game, it’s actually fun for a few levels, before the ridiculous amounts of enemies surround you before you can form a plan. But that may be just me.