Archive for the ‘NES’ Category

Adventures of Lolo

Friday, April 27th, 2007

Lolo is a strange creature. He is a blue sphere with hands, feet, and disproportionately large eyes. His mission? Save princess Lala from the top of a tower consisting of a series of floors that each contain a series of puzzles. His weapons? His wits and the occasional magic shot.

Scattered throughout each room are ‘framers’: heart framers that you must collect (some of them give you magic shots), and emerald framers that you can push but not pull. Also in the room is a collection of enemies, most of which start out asleep. Once you collect all of the heart framers in a room, the sleeping monsters spring to life and attempt to stop you from getting the jewel out of the treasure chest that’s also in the room. Getting this jewel will cause all of the monsters in the room to vanish and the door to open, allowing you to go to the next room, and eventually to the next floor.

Solve all the puzzles, beat the boss at the end, and you will have won the game! The only problem is that the puzzles get very hard very quickly. Oh sure, they start out easy enough, and there’s only 50 levels, but the puzzles get mind-bendingly tough after a few floors.

I wasn’t able to get very far… until I figured out that by swapping the second and fourth letters in the passwords that I could skip several levels, and that’s how I finished The Adventures of Lolo without the help of a guide on the Internet.

Skate or Die 2: The Search for Double Trouble

Tuesday, April 24th, 2007

The original Skate or Die! pretty opened and closed the book on 8-bit competitive skateboarding games. Yet, there was a sequel, a sequel that is only tenuously connected to its predecessor. Good enough, I’d say.

Skate or Die 2 does feature a half-pipe that you can do tricks on. You get three minutes or three lives to score as many points as possible, and if you do well enough CJ (one of the characters from the main game) will hang out of her window and cheer for you, doubling your points for a time. The best part of the mode? The hilariously bad ways your character can wipe out. You can miss your landing on a trick and fall through the bottom of the ramp, you can fall off the bottom of the screen into some bowling pins, etc.

The real meat and potatoes of this game, other than the theme song (with lyrics!), is the Adventure Mode. Adventure Mode tells a particularly convoluted story about a series of events that begins with you (our hero) riding your board down the sidewalk and being (quite easily) distracted by Icepick (the local loco), resulting in the squishing of the mayor’s wife’s dog, which causes the number one activity in the city of Elwood, skateboarding, to be outlawed (Major bummer, dude!).

What to do?

Inexplicably, the following sequence of events takes place: you defeat the mayor’s wife with your paintball gun, skating is somehow reinstated, you get a part time job delivering packages to stores in the local mall to pay for a new halfpipe, but the plans get accidentally blown out the window and on to the beach, you collect the plans, but the building permit and your love interest (CJ from the half-pipe) get stolen in the meantime, so you go to the requisite abandoned warehouse to confront Icepick, get back the permit, and rescue CJ. Oh, and Rodney and Lester from the first game (remember the tenuous connection to the first game?) will pop up every now and then to trade the tapes, CDs, tacos and bags of fries you collect in exchange for tricks and updated skateboards.

Amazingly, all of this takes place in four stages with cutscenes to fill in the missing information. And with only four stages, you’d assume that you could finish this game in an afternoon. And you’d be deluding yourself. This game is unforgivingly, brutally hard. Oh, and you only get one life to complete the game. I played this game for weeks and eventually managed to make it to the warehouse, but only just. I’d usually peter out somewhere around the beach level, either succumbing to the body-builders that explode when you hit them with paintballs or running out of time.

I did manage (with a Game Genie to give me unlimited life) to make it far enough into the warehouse to get the permit, but got so completely lost in the ridiculously complex maze that I gave up after a couple of hours. I can only assume that after the end of the game you get your ramp built and it turns out to be the halfpipe in the trick mode, making the game nice and circular.

Skate or Die!

Monday, April 23rd, 2007

Skate or Die! is both a mantra to live by and a short-lived video game series. For a time in the 1980s you could hardly walk a couple of blocks without falling over some guys with skateboards. Seemingly realizing this, Electronic Arts cashed in and developed a ‘meta-game’ with several mini-events based on skateboarding. You get to do these events in whatever order you like or you can do them all in a kind of Skateboarding Olympics.

Most of the events are for one player at a time, where you compete for some kind of high score. In the High Jump you mash the A and B buttons to try and jump as high as you can on a half-pipe. Pretty lame, especially if you used a turbo controller like I did.

In Freestyle, you took the same half-pipe and the same ‘mash A and B to gain speed’ control scheme, but this time you added the ability to waggle the control pad and mash the A and B buttons to try and to some tricks. You do more tricks, you get more points. You only get 10 passes on the ramp, so you need to chain together as many ‘things’ as you can without crashing in a hilariously horrible way.

Jam allows you to race down a hill covered with rad-to-the-max obstacles and two (yes, two!) paths you could take: one path is shorter, but much tougher to navigate, yielding more points and a potentially faster time. I would invariably end up falling flat on my face too many times and then purposely make my skater crash into the water just off the conveniently-place dock.

Now we move on to the two-player head-to-head events. Both of them.

First is the Race. This takes place in some seedy back alley. You get to race against Lester, the son of the proprietor of the local skate shop (and former marine) to the end of the very short alley, with a path that branches in an attempt to get to the end of the race faster, but ultimately to score more points. You score points by doing very simple tricks and smashing the trash that’s scattered around the alley (you get crazy bonus points for jumping on the squad car at the end of the alley). You also have the option of punch your opponent to sabotage his run while he does the same to you. This mode is great, but is way too short.

Then there’s the Pool Joust. I don’t really like the Pool Joust. In Pool Joust, you and another skater (my favorite is Poseur Pete) skate around an empty cement pond, and one of you has a ‘bopper’ (it looks kind of like a giant cotton swab). Your goal is to use the bopper to knock the other person off of their board. After every five passes, the bopper switches between you and your opponent. You knock your opponent off his board the requisite number of times and you win.

So, yes, it’s a party game, kind of like Caveman Games only with kids on skateboards instead of cave people, and not quite so bizarre.

Burgertime

Friday, April 20th, 2007

There are few things more stereotypically American than burgers, except for maybe apple pie. But since there hasn’t yet been a game called Apple Pie Time, we’ll have to make do with this one.

Burgertime takes the concept of making burgers and instead of taking this concept to its logical extreme, the game takes it to its completely illogical, crazy extreme.

I was never able to figure out if your character was a tiny chef or if the food was just gigantic, but I suppose it doesn’t really matter. what does matter is that you have a series of ladders with buns, meat, an lettuce on them. Your job is to assemble the giant burgers by walking along the pieces and making them fall down one level, and eventually create completed burgers.

Hindering you are foods that are the same size as our hero: Mr. Egg, Mr. Pickle, and Mr. Hot Dog. They will chase you down and if they touch you, they’ll kill you. Your only weapons are a shaker of pepper with an extremely limited amount of shakes (this will stun the enemy foods) and the actual giant hamburger components (these will squish and temporarily incapacitate the enemy foods).

Your goal is to just last as long as possible, create as many burgers as you can, and get lots of points. Oh, and to try and not go crazy watching the undulations of an ambulatory tube steak.

Klax

Tuesday, April 17th, 2007

In the 90’s it was time for a new puzzle game, it was time for Klax.

At least that’s what the tag-line told me. I couldn’t really fathom how this game was different from most puzzle games, since it involved sorting things, but that’s what the game told me, so it must have been true.

Klax prominently features a large conveyor belt with a mobile sorting apparatus over a 5 x 5 bin. Multi-colored tiles march down the conveyor belt, and it’s your job to catch the tiles and drop them in the bin in such a way that at least three of the same color tile match up and disappear. This maneuver is called a Klax. Your goal is to complete a specific number of these Klaxs, or to fulfill some other ridiculous requirement, like making a ‘Big X’.

There are a couple of things that are striking about the audio in this game. The tiles scream when they fall over the edge of the conveyor belt, presumably to their doom. Each color of tile makes a distinctive sound as it is coming down the conveyor belt, providing the only ambient sound in the game, there is no ‘puzzle music’. And when you finally lose the game a crowd exclaims, “Awww!”

Klax is also unusual among puzzle games in that it does have an end, level 100. What happens if you complete level 100? No idea. I’m not that good of a Klax player.

The NES version of Klax comes with a ‘game’ called Blob Ball. It’s less of a game, and more of a ‘thingus’. You have a blob, some spikes, a moving platform that looks like it came straight out of Pong, and a blob-like ball-thing. You can control the platform and try to deflect the ball away from the spikes, you can control the blob and bounce around and try to hit the spikes, or the platform, or the walls. The ball screams when it hits the spikes. The whole ‘game’ is very odd, and I didn’t spend very much time on it. I get the impression that it was thrown in to take up room on the cartridge.

Pipe Dream

Monday, April 16th, 2007

Pipe Dream (a.k.a. Pipe Mania, or about a thousand different clones), I’m constantly surprised that more people haven’t heard of it.

Pipe Dream is a puzzle game that does away with the standard ’sort things and make them disappear’, and instead has you creating a network of pipes from random pieces to contain the flow of a mystery liquid. What the liquid is changes in each incarnation, but it really doesn’t matter what it is.

The liquid will start flowing shortly after the stage starts, with the length of this initial delay diminishing as the levels progress. Depending on the version and the level, you will have one or two goals to achieve: make the liquid flow through a certain number of pipes, and make the liquid flow through a certain number of pipes while making it to the end pipe.

It sounds easy enough, but you can quickly start to panic as you realize that the liquid is slowly but surely progressing and you aren’t getting the piece you need to connect the two halves of your pipe network.

Not that that’s ever happened to me.

City Connection

Sunday, April 15th, 2007

I’ve tried, and I can’t really wrap my head around the story behind City Connection, or at least what I can glean from playing the game.

Let’s assume that you have a big cylinder. On this cylinder you have a series of parallel broken lines with a solid line at the bottom, each of which is a road that is being viewed from the side. Your goal is to get into your car with the super-amazing ability to jump and paint at the same time, and paint all of the roads from one color to another. The police officers, obviously, don’t want you to do this. They chase you down to stop you from your vandalizing ways. Your only recourse, other than avoidance, is to collect cans of oil that you can throw at the police cars, spinning them out and making them temporarily vulnerable.

Inexplicable plot aside, this game is good old-fashioned fun. For a few minutes, at least. Then it devolves into good old-fashioned tedium.

Donkey Kong Jr. Math

Wednesday, April 11th, 2007

It seems like an obvious pairing: all of the fun of controlling a baby gorilla to counteract the tedium of doing math. Throw in some multiplayer action and what do you have? A game that’s weird, and not all that fun.

Donkey Kong Jr. Math has two basic modes: one mode where you compete with a second player using various numbers and operators to arrive at a target number, and another where you have to solve the math problem presented to you and supply the correct answer.

It’s every bit as fun as it sounds.

There’s not a whole lot more to say about this game than that. It’s not really worth seeking out and playing unless you’re just learning math. And even then, flash cards would be a better investment of time and money.

Caveman Games

Thursday, March 22nd, 2007

One of the styles of games that has kind of gone away in recent years is the sports competition game. These games provide some series of mini games or ‘events’ tied together by some theme. One of the more unusual of these was Caveman Games.

Caveman Games focused on a group of Cave-people, including the token female, Crudla, and the nerd wearing glasses, Vincent, participating in the ‘Ugh-lympics’, a series of events with a caveman theme. You get to participate in: Fire Making, Clubbing, Dino-Vaulting, Dino-Racing, Saber Tooth Tiger Outrunning, and the Mate Toss.

Most events are the ‘mash one button faster than the other person’ variety. Fire-making, for example, has you and one other person mashing the ‘rub two sticks together’ button as fast as possible while you strategically use the ‘bonk the other person over the head’ button and the ‘blow on the embers/duck/make yourself dizzy with asphyxiation’ button.

The Mate Toss is a slightly different affair, you grab your mate by the ankles, rotate your control pad as evenly and as quickly as you can, then you press and hold the ‘angle’ button until the desired angle is reached and then release it, letting your mate fly. The goal here being, of course, to throw your mate for as many ‘foots’ at possible. Toss your mate far enough and she’ll do a ridiculous little dance. Interestingly, in the NES version of the game, the female competitor tosses a female ‘mate’, likely because of limitations of the NES hardware, but in the Commodore 64 version she reportedly tosses a male. I haven’t actually ever played the C64 version, so I can’t verify that.

Clubbing is probably the most complicated event in this compilation. You and your opponent stand on a giant flat rock and smash each other about the face and shins with your clubs in addition to using devious tactics (distracting with a point and a ‘Look over there!’ expression on your face) in attempt to make them back up and eventually fall off the rock.

The other events were pretty lame, the Dino-race has you and an opponent mashing the ‘make the dino go faster’ button while strategically pressing the ‘avoid obstacles’ button, the Saber Race has you mashing the ‘make delicious caveman run faster than saber-soothed cat button’ while strategically pressing the ‘throw your opponent behind you’ button, and the Dino-vault has you mashing the ‘make the caveman run faster’ button and strategically pressing and releasing the ‘plant and release the pole vault’ button.

There’s a little bit of pseudo-caveman speak in this game. Distances are measured in ‘foots’, countdowns to event starts go, “3, 2, 1, Ugh!”, and of course the above-mentioned ‘Ugh-lympics’. For some reason I found it incredibly annoying back when I played this game the first time around, and now just find it a mild nuisance.

Caveman Games is one of those games that you can break out when you have a bunch of people around who are clamoring to play some kind of NES game if you don’t have something better around.

Shadowgate

Tuesday, March 20th, 2007

About a week ago I found out that Shadowgate started life as a game for the Macintosh. I was probably unaware of this since I never actually owned a Mac or used one for more than about an hour. Shadowgate is one of those games that I saw in just about every NES video game guide. The game seemed to be at least marginally interesting. Shadowgate is a point-and-click adventure, which is really just one step up from a text adventure, and all that means is that instead of just getting a description of the room you’re in, you get a description of the room you’re in and a picture of the room you’re in. A picture you can poke, prod, and explore.

Shadowgate tasks you, some guy whose name I forget, to enter some wizard’s castle, whose name I also forget, to solve puzzles in a precise sequence to simultaneously prevent him from summoning some crazy netherworld beastie and become king of the land. And trust me, when I say precise sequence, I mean precise sequence. More often than not, if you do the wrong thing then you = dead, which makes the game slightly more frustrating. Try to get the dragon’s treasure without having a shield = you dead. Break the wrong mirror (there are three) = you dead. Go through a trap door without tieing off a rope to lower yourself down = you dead. Don’t have the mundane item that’s the answer to the obtuse riddle the sphinx-lady gives you = you dead. You let your torch go out = you dead.

You die. A lot.

That’s partially understandable, if you didn’t die and restart from your last save so often, the game wouldn’t seem very long. The constant deaths and restarting the game increased replayability at the cost of broken controllers and sleepless nights spent wondering what to put in Bottle 3.

Knowing all of this, I still wanted to give the game a try, but to this day I’ve never seen the NES incarnation ‘in the wild’. Fortunately, a Game Boy Color port (Shadowgate Classic) was released some years after the NES faded into history. I played it almost constantly for about a week, trying to catch up on the several year old story, before the puzzles became too obtuse for me to solve without resorting to online assistance.

Was it everything that I psyched myself up to believe it was? No, not really. Was it a good game? Up until the part where the clues range from non-helpful to nonexistent, then it became slightly annoying. But I was too invested to put the game down, so I hinted my way through the last 5% or so of the game. It was worth it.