Showing posts with label platform. Show all posts
Showing posts with label platform. Show all posts

Monday, June 15, 2009

Gargoyle's Quest II - Finished the Game

Time: Monday 2:43am
Games Played: Quordy, Klonoa, Fathom, Persona 3, Textropolis, 1 vs 100, Gargoyles Quest II
Drinks Consumed: 2 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 2 Guayakí Yerba Mate Pure Empower Mint, 3 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster, 1 Guayaki Yerba Mate Nonsweetened Mate, 1 Nantucket Nectars Lemonade, 1 Lo-Carb Monster Energy



The next level is some sort of Egyption-themed dungeon. You can't tell from the picture, but all that sand is moving which looks pretty impressive. Also, I realized that I hadn't taken a picture of any of the bosses yet. So I decided to take a picture of the next one and this boss is probably the most boring one there is. The rest are much more interesting, I promise!


The game has kind of a fun mechanic where vials you collect throughout the levels can be used as currency to buy extra lives. Because there are points in the overworld where you can fight a few enemies for vials, you can always grind them until you have a ton of lives and power through every level. Sort of a way to circumvent the difficulty. Oh, extra lives are called "The Power of the Maelstrom"


I like how "The Password" is sort of a mystical power in this land that can revive the fallen. Clever, Capcom.


This is a more interesting boss, but he's incredibly frustrating because once he moves near you, it's nearly impossible to avoid his projectiles. In general, that was my problem with this game. The level designs were, for the most part really well done and presented fun platforming challenges. And then you reach bosses that are tedious and frustrating because you have very little margin for error.


The big guy above is "Rushifell" who was probably meant to be Lucifer, but thanks to a rather awesome mistranslation of Japanese ended up with the r and l switched. I mean, he even looks like him. ("Rushifell" also appeared in the first Gargoyle's Quest).

Tragically, I lost many of the pictures I took, due to them coming out as blurry messes. But after an incredibly frustrating final boss fight (not only do you have to move in perfect precision, but there are instant death spikes below you and the moving platform in the final bosses room often throws you down toward them due to poor programming), I beat the game.


Yeah, I totally am. The other minion in the throne room here says, "You did very well." Just very well? I save the freakin' world!


The credits sequence is pretty cool as it shows you each of the bosses again and names them and then deisplays credits while the bosses do their thing. A nice touch.


"Capcom Presents: Thank you for playing"
This is almost as good as Ninja Gaiden's ending: "See you next Tecmo"

Overall, Gargoyle's Quest II was disappointing as it felt like a mediocre experience. I really think Capcom hastily slapped this together. The world design shows flashes of brilliance, but overall comes off as empty. The original game wasn't long, but everything felt tight and cohesive while in this game, it feels like there's something missing. Heck, there's a section where it talks about a guy named Dagon in the desert and getting his claw (supposed to be 'Dragon', perhaps?). I looked for him, but never found him and went I went on to the next section, I couldn't even return to look for them again. I think the level designer did a pretty good job, although I seem to remember that in the original, much better use was made of the special attacks you got that could also affect the environment (breaking walls, creating hold on spikes, etc.) So, this was mildly fun, but not as good as it could have been. Now I just want to play the original game again.

Sunday, June 14, 2009

Gargoyle's Quest II - Obtained Candle of Darkness

Time: Sunday 11:32pm
Games Played: Quordy, Klonoa, Fathom, Persona 3, Textropolis, 1 vs 100, Gargoyles Quest II
Drinks Consumed: 2 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 2 Guayakí Yerba Mate Pure Empower Mint, 2 Guayakí Yerba Mate Pure Endurance, 1 Odwalla B Monster, 1 Guayaki Yerba Mate Nonsweetened Mate, 1 Nantucket Nectars Lemonade, 1 Lo-Carb Monster Energy

So the original Gargoyles Quest is one of my favorite games for the original Black and White Game Boy. It was the first game to really show the system was capable of full, engrossing games on its own and not just puzzle games and ports of NES games.


Upon starting the game, I am immediately struck by the difference in music between the Game Boy game and its NES sequel. While similar, and probably meant to be the same theme, the difference in sound chips of the two systems clearly changes the exactly quality of sound both can do. So far, I think I prefer the Game Boy versions of the songs.



I still can't get over the fact that this is in color! Whoo!



Ah, the days of 16 digit (or more!) passwords. At least this game uses all numbers so you're not stuck wondering whether something is an O or a 0 or a 1 or l or any other the other countless mistakes I made as a kid until I learned to quadruple check my passwords (and then I still would something not be able to tell if I wrote a 1 or an l...



There are a lot of empty houses and otherwise empty areas in the game. It really feels like they were originally going to fill the world with lots of things, but ran out of time and so there are a lot of structures (and outside map areas) with absolutely nothing in them. Weird.



Such scintillating dialog! Actually, the localization in this game is pretty bad. The translation is almost completely literal making the story a bit hard to follow and I've noticed some spelling and grammar mistake. I wonder if Lucifer is once again mistranslated as Rushifell?



This came out way more blurry than I had intended because I was originally going to comment on how beautiful this level was. Definitely has the graphical fidelity of a late-era NES game. This level is also the first time the game gets hard. Took me three tries to make it through.

Saturday, June 13, 2009

Klonoa: Door to Phantomile - Finished the game

Time: Saturday 3:56am
Games Played: Quordy, Klonoa
Drinks consumed: 1 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull, 1 Guayakí Yerba Mate Pure Empower Mint


Man, Klonoa is supposed to be a dream or all a dream world or whatever, but some of that stuff will give me nightmares. There's some weird fever dream stuff in there.

I am a bad enough dude to rescue the president.

The game really is incredibly well defined, being a significant challenge by the last level. It may be my fatigue but the last level and then the last boss (and all his forms) had me cursing up a storm. There was also one puzzle that my brain just couldn't work out at this time in the morning that I had to resort to looking up (and felt like an idiot when I saw what the solution was). But I more or less loved this game. Pretty sure it will go on my (imaginary) list of best platformers.

I think the ending was a bit too built up for me. I'd heard it was bittersweet. And yeah, it isn't totally happy, but it still maintains the general feel of a children's story. Nice, but not really impressive.

I like this explanation of why the other characters in the game don't actually help you save the world.

So yeah, one game down.

I guess I can replay the levels now to get the characters I missed out on. And I unlock new things. I'll see how I feel in the morning because boy howdy do I need some rest. The drinks have failed me.

And what the hell does "for your phantomile..." mean? Oh this game!

Friday, June 12, 2009

Klonoa: Door to Phantomile - Vision 4-2

Time: 11:53pm
Games Played: Quordy, Klonoa
Drinks Consumed: 1 Sugar Free Rockstar, 2 Glasses of White Wine, 1 Sugar Free Red Bull

I still can't get over how fun the levels in this game are to play. I think I've just been playing a lot of more mediocre 2D platformers recently, but I love the subtle puzzle aspects in figuring out how to progress further and get the secret items.

I also want to point out how well Klonoa's character is done. In visual design, he somewhat resembles one of the many "attitude" mascot platform characters of the 16-bit generation. But his behavior in the game is of a more down-to-earth earnest character who was just out for a care free stroll when this whole adventure was thrust upon him. And the cute gibberish voices used for the character are a nice counterpoint to his "cool dude" design making him a much more deep and likable character than, say, Bubsy.

Also, Klonoa has a Pac Man on his hat. How cool is that?


The story has been pretty lighthearted so far. It has made me smile and once chuckle when I encountered a guard who talked like Yoda. I wish I'd gotten a picture of that.

After finishing the most recent level, things have become a bit more heavy. Klonoa's grandfather dies in his arms and reveals that saving the world is Klonoa's destiny. It doesn't quite work with the presentation that has come before it, but I'm willing to give it a pass to see how things develop.


I just took my dog for a walk and probably got scammed by some guy who was looking for money to buy drugs. But he seemed honest, had a complicated but believable story, and an effeminate lisp so I'm hoping he really is a hairdresser and I get a free haircut out of it.

Also, it is hot and late so my pants are now off. Just thought you should know.

Klonoa: Door to Phantomile - Vision 2-1

Time: Friday 6:05pm
Games Played: Quordy, Klonoa
Drinks Consumed: 1 Sugar Free Rockstar

When I moved in December, my component cable for my PS2 finally bit the dust. It had never been quite right since moving to New York and it finally gave up the ghost. Because I am cheap, I waited until I had a significant amount of things I wanted from monoprice before I ordered a replacement. I finally got it on Monday. Because I am a graphics whore and wouldn't deign to play my PS2 without the best possible graphics, I hadn't played any PlayStation games since I moved (except to test them on an, ugh, composite cable). Klonoa is thus re-breaking in my PS2.

Klonoa was a recent fun club over at Talking Time. It also recently got a re-release for Wii. And it's truly great. Only having played through three levels so far, I can see what makes it so good: the level design.

Klonoa is, at heart, a 2D platformer. You play as some non-descript rodent-like animal that can jump and shoot. Though the game is basically 2D, it is rendered in a 3D engine with levels that rotate and turn as you move through them. Additionally, things come from the foreground and background and you occasionally interact with them.

I'm playing the PlayStation version and am really impressed at the graphics. 3D on the original PlayStation sometimes looks quite ugly, but this game is a treat. Extremely colorful without to many harsh angles or muddied textures. And detailed where necessary.

But it's the level design that really makes this game. There are basically only four things you can do (jump, shoot, throw enemies, and double-jump when you have an enemy) and each level portion is designed best to show how you need to use these to get past. So far it hasn't been too easy, but the penalties for failure also haven't been very extreme so it's almost like puzzling your way on how to advance in each situation. Through in bonus items that take even more to collect and background elements that spring you or blow you upwards and navigating the game is a treat.

Tuesday, April 8, 2008

Assorted Gamespite Articles

As a new article of mine is soon to be published, I realized that I've neglected to post here letting any regular readers here (do I actually have any?) know about them. So here goes.

I wrote a series of articles on the MacVenture games that were ported to the NES. These were a series of point and click adventures created for the Mac that, thanks to not needing a keyboard, could now be played on home video consoles. Shadowgate, Déjà Vu, and Uninvited were the three titles that made it to the NES (in that order), and I think Déjà Vu is the only one that really holds up well.

Also, I wrote a virtual console review of Kid Icarus, exploring why nostalgia is so key for this game - it was really innovative when it came out but very much doesn't stand up well today.

As mentioned, I have another article that will be published on gamespite in the next few weeks and I'm pretty proud of it. I think it's the best writing I've done in awhile.

Saturday, February 9, 2008

Dark Castle - Beat the game on Beginner and Intermediate

The Mac was never a gaming platform. It never had a large userbase and Apple was uniformly awful at courting game developers (and sometimes the developers themselves are a little unreasonable). But, despite having far fewer games than its early Commodore 64 and Apple ][ brethren and later the industry juggernaut PC, it did have some gems.

One of those gems was released early in the Mac's life in 1986 and was called Dark Castle. This game, like many early Mac games was fairly revolutionary for its time.

First, the animation was incredibly smooth and life-like. It was a pleasure to watch the protagonist, Duncan, run, jump, and fall. This was three years before Prince of Persia with its rotoscoped animation (but after Karateka which had similar animation principles). Duncan's walking, running and jumping animations were quite realistic, but the game also had a good sense of humor by adding cartoon-like "hovering over a pit, then looking down and falling" and "banging your head and getting dizzy and
spinning around" animations.

The second major innovation to this game was its control scheme. The game is a platformer and the character is moved around using the keyboard (with WASD as the default keys). The character's main attack is throwing rocks and this is accomplished by aiming with the mouse. Yes, that's right - moving with the keyboard and aiming with the mouse, the same control scheme used by all PC-based first-person shooters today was pioneered by this game back in 1986, almost ten years before the system was first used in a first person shooter (Marathon, which probably not coincidentally was also for the Mac).

So, the announcement that the third Dark Castle game, Return to Dark Castle is finally coming out (it has spent 7-8 years in development) inspired me to go back and replay this game.



It is still a lot of fun, but like many games of my youth, it is a lot harder than I remembered it. I seem to recall being very good at this game and having no problem beating it, but I must have only been playing it on Beginner difficulty. I jumped right back into this game on Advanced difficulty and got my ass-kicked hard. Humbled, I started back at Beginner and relearned the game. I was able to beat Beginner and then Intermediate modes without much difficulty. Advanced is still insane. It took me luck, using all of my ammunition and about 16 tries to finally get the shield. I then died while attempting to get the fireball.

Still, this game brings back great memories. The sound effects are ingrained in my brain - Duncan's grunt as he jumps, his "Whoa, whoa, whoa, wrmmmbrblblblblblb" when he smacks his head, the mutant's taunting, the raven's caw, and the wizard's mumble. Despite not having many games, the early Mac had some good and unique ones.

Tuesday, September 11, 2007

Super Mario World - Defeated Bowser with 96 Exits

Well I have seen and done all that this game has to offer. I managed to find 93 exits on my own, only having to look for help on Chocolate Island 2, Valley of Bowser 2, and... Donut Ghost House. Yeah, I feel like a dolt for missing that last one.

The final battle was rather anticlimactic. The levels leading up to it in Valley of Bowser were fairly challenging. And most of Bowser's castle (the front door section) was tough as well. But Bowser? I guess I died the first time I got to him, but after that it was a piece of cake. I guess he wasn't that difficult in Super Mario Bros. 3 either, but in my mind he put up a little bit of a challenge there.

I'm really glad I finally made myself play this game. Even though I think I will put myself in the camp of people who say Super Mario Bros. 3 was the best in the series, it is hard to find much fault in this installation either. It is a lovingly crafted platformer with a great difficulty curve and a great variety of things to do. I think after stewing on this for a day or two I'll write up a review here. Thank you GameSpite fun club!

Saturday, September 8, 2007

Teenage Mutant Ninja Turtles - Virtual Console Review

So another of my articles has been published over at gamespite, this one being a review of the NES Teenage Mutant Ninja Turtles for the virtual console. The virtual console reviews are like regular reviews except that they take into account the modern status of the game - how it has held up today, how the save state capability of the virtual console affects it, and how it compares to other versions of the game that have been released (e.g., in compilations). Here's a spoiler for my review: not recommended.

Teenage Mutant Ninja Turtles

Friday, September 7, 2007

Super Mario World - Defeated Larry's Castle

Some levels can legitimately be said to have hard to find alternate exits. Forest of Illusion 3 is not one of them. I am just an idiot for not checking a pipe at the end.

The ramp up in difficulty in this game is very good. I think I may have died twice before I got to the Vanilla Dome. Then it gradually increased until, by Bowser's island, it was taking me about three tries to beat a level. That's just good game design.

I also took on all of the special courses. Clearly they are meant to be the ultimate Mario challenges, yet still be beatable by anyone with practice. Tubular, Way Cool, and Mondo (I think - the one with the pipes, the ice surface, and the forest level) were clearly the most difficulty. And then, once I finally completed them all the transition to fall and the enemies is a nice touch. Even though I find I prefer the original look - the gimmick of enemies that look similar to Mario has worn off.

My exit count is at 90 and looking at the map, I think I can see every area that I need to find the alternate exit for. This assumes beating Bowser's castle gives you one. Now finding all the rest of these exits without a FAQ will be a feat. Especially Chocolate Island 2 where it has something to do with my coins and time.

Thursday, September 6, 2007

Super Mario World - Forest of Illusions 3

I have a confession to make: I have never played Super Mario World before. That isn't completely true as I played a few levels of the Game Boy Advance version and also a few levels just to test the game when I picked up a SNES a few years ago. But I have never played a significant amount of this game. Certainly not much beyond the first area. My other secret shame is that I have never beaten the original Super Mario Bros..

So I finally got a chance to put some good play into this game and I it definitely live up to expectations. The game is so well made and so well put together. It is just amazing for a launch game and contributes to the Super Nintendo having the best launch in console history. The level designs have such thought and detail put into them with placement of blocks and koopa shells to placement of hidden exits to even background elements. Beyond just great level designs and tight play control, there are a lot of details that Super Mario World does very well. The way that the overworld changes and evolves when you beat levels is something I absolutely love. The relative non-linearity and sense of exploration is great too.

That said, I think I'm going to fall into the camp that Super Mario Bros. 3 was a more innovative game. Not that it's better. They are both very well done and near-perfectly executed platformers. But the raccoon tail and different suits in 3 seem a lot more exciting to me than the Cape and Yoshis of World. I do like that the cape has subtle flying controls, but I'm just not that into Yoshi. Both games have some great level design, but so far lack of giant world and Kuribo's shoe gives 3 the nod for me.

I decided to play through the game, attempting to get all the exits, without looking at a FAQ or anything. In a few hours the other night, I had gotten to Forest of Illusions 3, reached the Star Road, and unlocked the path to the Special World. I was having trouble finding the alternate exit to Forest of Illusions 3. I then got extremely frustrated attempting to reach the alternate exit of Cheese Bridge - I guess I need to master using the cape. I guess I could also take on Gnarly, but I want to save that for later.

You also may notice the fun club label at the bottom of this post. That is because Super Mario World is this week's alternate selection at the gamespite fun club. The point of fun club is to create a shared group experience of playing a game. Each week, Jeremy Parish picks a major game and an alternate selection. There is also a monthly RPG (which this month is the beyond awesome Chrono Trigger). Check it out!

Wednesday, September 5, 2007

Bionic Commando: Elite Forces

I love the original Bionic Commando. It is one of my favorite NES. Swinging around with the grappling hook is just so fun and it was done amazingly well in a game that came out in 1988. The game had a Game Boy sequel which I also have fond memories of, though that may be purely notalgia as I haven't played it in awhile. This then, is the third Bionic Commando game as is the only one developed by Nintendo (their American NST division) rather than Capcom. It is kind of an odd synchronicity since Capcom developed the Game Boy Color Zelda games.

I actually only ended up playing this game because I forgot to charge my DS the night before I left. Thus, it's battery light went red about 2/3 of the way through my trip. Fortunately, I had also brought my GBA with me and so I stuck in Bionic Commando: Elite Forces.

I had played this game about three years ago. I didn't get very far because the used copy I had picked up had the save glitch that many copies of Bionic Commando: Elite Forces are known to have. Basically, if you save the game then it will freeze up next time your helicopter encounters a truck. Because of that problem, I gave up on playing the game despite the fact that I still loved Bionic Commando. A few months ago, I found a complete in box copy of the game for super cheap so I grabbed that up.

I still didn't know if the new copy I had possessed the save glitch or not. So I decided to try to play through the game without saving. After all, there aren't that many stages and I'm a hardened old school gamer. I actually learned within the game that every time you do a truck encounter, you get an extra life at the end. So, much like the original, you never need to start over at the beginning. However, I didn't really feel like grinding out lives so I decided to test my chops and just see how far I coud get.

I managed to get up through level nine or ten or so before finally dying. I enjoyed my time, but I didn't feel eager to jump right back in. Some of that was surely reticence to repeat all the stages I had gone through before. But even so, part of the reticence is that the experience hadn't been that great.

It had been fine. Being able to choose between a male or female commando was a nice touch, but didn't make any difference as far as I could tell. While the game seemed like less of a straight port than the Game Boy version, most of the items, weapons, and concepts were the same.

The biggest issue was that the game just didn't seemed to be designed to the size of the screen. The Game Boy (and later Color) screen was not large and could handle significantly fewer pixels than the television. This meant that some games attempted to have as large sprites as on the television making the viewable area of the level much less. This appears to have happened here. The original Bionic Commando had a few leaps of faith, but even in these cases you usually had enough time to react with your bionic arm. In this game, many of the objects you need to grab onto are just off screen and so when you swing toward them and the screen finally scrolls so you can see them, you have a split second to grab on or you will miss your target. Fortunately, most of the levels have been designed so you don't die when this happens, but it often means you fall a great distance and have to begin a long ascent anew. And that's not too fun.

I did enjoy my time, just not greatly. I'm sure with a few more play sessions I can finish the game. Or even quicker if I dare test if the cartridge can save properly.

Thursday, June 7, 2007

Ninja Gaiden - Review

The origins of this game are muddled. Most believe it was loosely based on the concept of the arcade game with the same name. The arcade Ninja Gaiden was a Beat 'em up brawler whose only real innovation was a button on the joystick that let you grab onto poles and bars. This game is a platformer, drastically different from the arcade game and seemed destined to be lumped in the category of "console games different from and superior to their arcade versions" like Bionic Commando and Contra. That's all well on good, but it is unclear whether the arcade game actually came out before the NES version. Even if it did, there wasn't much time, so the two games were likely developed concurrently. There are also those who postulate that the NES Ninja Gaiden ripped-off Castlevania. While it certainly borrowed the player/enemy life and power-ups in candles, those people are otherwise crazy.

Regardless of its origins, Ninja Gaiden stands as a classic NES game. People remember it to this day and have very fond memories of it. Generally, people remember four things about it: The story, the tight play control, the difficulty, and the music.

While there were certainly previous NES games that had a story and told you what was going on, Ninja Gaiden was one of the first to do it in movie style. Indeed, the game's main stages were labeled "Acts". Ninja Gaiden was a pioneer of the cut scene, or as it dubbed them, "cinema scenes". At the beginning, you are treated to a beautiful prologue, featuring two characters dueling in a field. One falls and you learn that this was the father of Ryu Hayabusa, a ninja of the Shinobi clan. Ryu finds his father dead and finds a letter left by his father saying that if he dies, Ryu should take the family's dragon sword and go to America seeking his father's archaeologist friend. All of this is told in beautfiul graphics accompanied by text and stirring music. As the story progresses, Ryu discovers his father's link to an ancient Amazonian temple, a madman intent on awakening a demon that has slept for 700 years, and the involvement of the CIA. While the story won't be winning any awards, it is written well, clever enough, and appropriate for an action game (as it would be in an action movie). Moreover, it is of appropriate length, whetting the player's appetite just enough between levels and serving as a reward for completing them, not a distraction from the actual game itself.

That is good, because the actual game is a delight to play. During the simple first level, you learn pretty much all of the platforming tricks. Ryu can jump a good height and has limited control of himself while in the air. Using his ninja training, he can grab onto any vertical surface and then jump off it in the opposite direction. This simple change to standard platforming really opens up a lot in terms of level design and is used very well throughout the game. By the end of the game, you will have mastered jumping onto a wall and then off it again to reach the desired platform. There is even one infamous series of jumps in level 5-2 that requires understanding of just how it works.

Beyond the platforming, Ryu generally uses his sword to attack the foes he comes across. His sword slashes out horizontally and he can do it in mid-air, so perhaps the similarities to Castlevania shouldn't be overlooked. Ryu adds to his arsenal by acquiring ninja arts which are located in the candles, birds, hummingbirds, spiders or various other small objects dotted throughout the stages. These ninja arts consist of basic throwing stars that shoot out horizontally, great flames that leap out diagonally, or slashing in 360 degrees in the air making you all but invincible. Each use of a ninja art depletes your ninja spirit level which is filled by finding power ups in the same object that ninja arts are found in.

All of these attacking techniques are used for the game's variety of enemies. Each enemy has a certain behavior it follows that must be taken into account. Basic warriors with swords or bats just move back and forth on one platform. More advanced boxers or crouching men lunge or jump at you when you come near. Other foes shoot or throw projectiles at you, some always facing you. And then there are the birds that home in on you. Those birds still give me nightmares. This variety and intelligence in enemy behaviors make getting through parts of stages almost a puzzle, requiring swift thinking to maneuver yourself into the right position and quick reflexes to slash your sword just when the enemy is in range. At the end of each act, you face a boss. Though big, colorful, and artistically designed, these bosses are generally not very difficult. They don't have interesting patterns that must be discovered and exploited, but rather simple ones that usually just require figuring when the right spot to repeated slash at them is. It isn't until the very end of the game that you face any truly interesting (in terms of challenge) boss fights.

Though the gameplay generally exudes polish, when you look close enough, chinks show in the armor. It is often possible to fall through platforms at the screen's edge. Worse, these platforms are often ones with ladders leading to the next area and so you may have to retry your jump several times before hitting it right (or worse, die in the attempt). The game also gets into trouble with too many sprites on the screen at a time, leading to flicker and difficulty in telling where you or the enemies are. Finally, and most frustratingly, the game sets certain points in a level for where enemies spawn. If you pass this point and then come back to it, the enemy will usually respawn - even if the first incarnation is still on the screen.

This is part of what makes the game so tough. If you are running away from an enemy to regroup and turn around to attack it, you will often now have a second one to deal with. Or if you finally figure out how to defeat an enemy on a precarious platform you need to jump to, you may find you've backed up too far and it will appear there again. The game gives you a health bar with sixteen slots in it, though certain enemies will do more than one unit of damage in a hit. When an enemy hits you, you are invincible for a temporary period, but you also are forced back and can't move for part of that which can lead to being knocked into a group of enemies and taking more hits, or worse being knocked into a pit. The pits are instant death and if you are in the air and are hit by an enemy of projectile, you have no control while you begin plummetting to your doom and have to hope you regain control of your character with enough time to maneuver onto a ledge or wall. But you probably won't.

Despite this challenge, people come back to this game because it feels tough, but fair. Much like the GnG series, when you die, it rarely feels cheap. It doesn't feel like you had no way to avoid the death, but rather if you were a little more careful or had reacted a little more quickly you could have been fine. Yes, the birds torment you with their dive-bombing, but once you learn how they react, you can dodge and attack and get them back. While memorizing levels helps and is probably the only way you will beat the game, unlike difficult games such as Battletoads, it is not required. If you move cautiously enough and react quickly enough, you can get through any situation. It is just very tough to do so.

Fortunately, while you are tearing your hair out over the game's difficulty, you will be listening to one of the best soundtracks on the NES. I'm sure the music is another reason people keep coming back to this game. Mega Man 2 has a great soundtrack too, but its lack of story means that its songs don't carry the same emotional impact. The music that plays during the prologue at the beginning is just what would play during the same sort of prologue in a movie. The music for Act 3, which is all about chasing someone feels fast and frenetic like a chase should. After being captured, mugged for the statue to reawaken the demon, and having your girl dragged off to be sacrificed, the music in level 5-1 carries the sense of desperation that Ryu Hayabusa would feel and in 5-3 the desperation twinged with hope that he might just get there in time.

The rest of the game is merely fine. The graphics for the levels and sprites are good, but not generally amazing. While there is some great background art for the level (which should be expected given the quality of art in the cinema scenes), it sometimes doesn't seem to have been checked with the sprites, so they can not be as visible as they should. The sprites themselves work, but aren't very special. They work, but don't stick out because of their detail or color. The same could be said of the sound effects. They are only used when they have to be - slashing your sword, an enemy dying, picking up and item, etc. The slicing/explosion sound when an enemy dies is the only memorable one, the rest are either beepy and bloopy or worse a bit muffled which is a problem when it is the one used to denote that you've hit a boss.

Whether this game is a great example of a game changing in the move from arcade to home console or a shamless crib of ideas from Castlevania, it stands up today. It is still incredibly fun to play despite the fact that better platformers have been made or other games have done stories better. I personally love this game, but I know that nostalgia clouds some of that. I like this game better than its sequel despite that fact that I think the sequel has more refined gameplay, more appropriate challenge, better music, and a better story. No matter how fun this game is to play, and just about everyone agrees on that, I have to concede that its relentless difficulty probably prevents it from being seen as great. I also have to remind myself that my rating system is supposed be both objective, and on a bell curve, so few games will rate at the extremes. Subjectively, this is one of the my top three favorite games for the NES. Objectively, it is a very good game that some flaws which are thrown more in the spotlight by how the sequel fixed many of them.

Rating: 8 / 10

Wednesday, June 6, 2007

Ninja Gaiden - One Life Challenge, beat the game

So the official "One credit challenge" over at the (new, improved!) talking time forums is gone, but one member issued a challenge that I took personally. He managed to beat a game, not just on one credit, but on one life. It wasn't just any game - it was Ninja Gaiden.

This game has such amazing memories for me. I got it for my 10th birthday and loved it almost immediately. It just jumped out at me. This platformer featuring a ninja (during the late 80s/early 90s, ninjas were automatically awesome) totally did it for me. It played wonderfully, despite there being some glitches that showed through at the corners. The sticking to walls gave it its own unique feel. And the scenes in between levels (cinema scenes, the instruction booklet called them), gave the game a story as good as my ten year old mind would have hoped for. They made me identify so much more with the main character, Ryu Hayabusa. I used to play through the game, speaking all the dialogue in the cinema scenes, giving each character a different voice (Ryu's voice was my natural voice, of course).

To sum up, I love this game (and its sequels). I love it so much that used to play through it yearly (lately that has changed to bi- or tri-yearly). I love it so much that I use its seminal cinema scene as my avatar in any video game related forum I post to (see the picture in the upper left corner of the title of this blog).

When I heard someone else had done something that I had never done with this game - with my game! - I knew I could not let that stand. So I girded myself and played the game for the first time since 2004.

And I was rusty - It took me two tries to even beat it on one credit.

Finally having done that again, I knew there was one obstacle I would have to overcome in order to beat it on one life: beating Jacquio with no ninja art. You see, at the end of the game is a boss rush of sorts. After you get through stage 6-3, you face the Masked Devil, the Jacquio, and then the demon Jashin one right after another. Your health is restored after each battle, but after the first one, you lose your ninja art and all ninja magic power. So basically, if you want to beat the game on one life, you need to be able to beat the Jacquio and the demon with just your sword. I had beaten the demon with only a sword before, but never the Jacquio.

I tried several times on my own to come up with a strategy to beat him. I was getting a little further, but the best I was able to do was knock him down to half his health. Feeling slightly defeated, I decided to look up some FAQs to see if they could help. Getting a strategy from one of them, I attempted to put that to use. I failed, but I saw how it could be implemented to win. After two or three more tries, I had finally defeated Jacquio with just the dragon sword.

Now came the hard part of beating it in one life. You see, while I pretty much know the game inside and out, things can change slightly depending on what pixel you are on when you jump. And nobody is perfect. So I made many mistakes, dying in levels before the end. When I finally got to the end bosses, I had trouble with the demon and died there twice. Also, I decided if I were to attempt such a monumental task, I wanted to document it. I had my digital camera out and was snapping photographs to document my progress along the way. The need to do this interrupted my flow every so often and caused some death. Finally, though, I did it.

I beat Ninja Gaiden on one life.

I put together a pictorial essay to document it.

All is right in the world.

Saturday, April 14, 2007

Super Metroid - Review

The original Metroid was a grand experiment in making an open-ended, exploratory game. It had a huge world where you could go almost anywhere from the beginning. There was no direction given to you, you just wandered around, ocassionally discovering hidden passageways and different items. It felt wonderful - almost no game was quite like it. It was truly atmospheric.

It also had three major flaws. The first was that there was no automapping system and mapping by hand was an absolute pain. The corridors and passageways were of all different size, so typical graph paper wouldn't do. You had to figure out where rooms connected to each other, especially when there were secret passageways. Since so many of the corridors looked similar and it was hard to map (either on paper or in your head) it was easy to get lost and just wander around randomly in frustration. The second is that there was no way to save your progress. There was a password system which would have sufficed except for the fact that you only got one when you died. So when you started over, you had to not only start from the beginning, but also had to spend the time defeating enemies in order to refill your energy tanks (and possibly missile reserves). The third flaw was less prominent than the other two, but was just that some of the passages you needed to get to were a bit opaque - they were hard to get to or completely unobvious with no hint that there is even a passage there.

Metroid II: Return of Samus corrected some of these flaws, but made the way in which you progress defeating various Metroids and causing earthquakes that lowered lava/acid. So, pretty weird.

Super Metroid, though, gets it right. Absolutely.

Once again, you play Samus Aran, a bounty hunter on a strange planet - the same planet actually from the original game. You start off with just a blaster and limited energy. As the game goes on, you acquire new weapons and abilities. These weapons and abilities allow you to access new areas of the map. This is pretty much the way that all non-linear 2D platformers went and Super Metroid is the ultimate example of them. As you explore, you can see other areas, but you can't quite get to them because you don't have the right weapon or ability. You remember then and when you get a new ability you come back to see if you can now pass them. It really strikes the perfect balance in allowing free-form exploration around a large game world, but cordoning off certain areas that the player will have to return to.

The game world (which is fortunately and necessarily automapped for you) is massive and is divided into different areas. Even though you generally move fairly seamlessly from one area to another, each area has a distinctly different feel. Areas have enemies that are distinct to them. They also have a design aesthetic that is unique. One areas are lush with vegetation, another is cold and metallic, and a third is filled with lava and igneous rock. The finally have music that perfectly sets the mood for where you are. The music can be subtle - you often don't notice it, but it absolutely reflects where you are.

The new weapons and abilities you gain really add to the sense of who your character is. While the super missiles and super bombs are pretty much just upgrades on the regular ones, they also have their unique effects. Your weapon goes from just being a pea shooter to a charged up, wavy beam that splits into three, freezes enemies, and can go through enemies and walls. Most abilities from the original game, like morph ball, bombs, high jump, and varia suit are kept. The space jump and sping ball are brought over from Metroid II. Two new abilities absolutely shine, though. The speed boost allows you to reach hyper speed while running. With this, you can plow through enemies, certain walls, and store up the hyper energy in order to make amazing jumps. The grappling hook gives you all the fun of Bionic Commando, swinging from block to block and sometimes enemy to enemy.

Speaking of enemies, they feel as much a part of the environment and the blocks and platforms. This game is much more about exploration than shooting things and many enemies can just be ignored. They most just seem to be the natural denizens that inhabits the caverns and corridors you go through. Some do come after you, but rarely are the natural enemies you encounter very tough. The game wants to encourage you to explore and swarming you with enemies that kill you would inhibit that. This can sometimes make the boss encounters a little jarring as these guys will often kill you. Boss encounters are also generally long affairs with a kind of attack, counter-attack mentality between you and the big bad you are fighting.

Super Metroid makes me nervous at times. This is a good thing. Many games, even ones that are supposedly open-ended, lead you by the hand and show you where you need to go next to progress. Super Metroid never does this and so you need to figure out where to go on your own. When you take one door instead of another, you wonder if you made the right decision. When you take the passageway you found through bombing rather than the door, you wonder if this is the way to go to find the next item. When you go back to one area after acquiring a new item, you wonder if this is where you see more of the game or if it is the other area you remember that requires use of that item. Sometimes the lack of direction can be a bit frustrating - you turn back because you don't see an obvious way to progress and go to some area that uses the new item you acquired. Even when this happens, you always end up blaming yourself. You second-guessed yourself into going somewhere else and that was the wrong move.

All of the above is the heart of Super Metroid. The free-form exploration with new areas begging to be explored after acquiring something new. The world feels truly organic with everything adding to the level you are in. Many games that I enjoy have additional modes or different ways of beating the game after doing it once and I say to myself that I should do that. With this game I actually did. The Super Nintendo has a great library and I've played several games for it. I would probably even still put Chrono Trigger ahead of Super Metroid on my personal top SNES games list. But while I would hesitate before I recommended Chrono Trigger to anyone with a Super Nintendo, I would feel no such hesitation about recommending Super Metroid.

Rating: 10 / 10

Sonic the Hedgehog 2 - Metropolis Zone, Act 3

I think I've decided that I don't like Sonic the Hedgehog that much. Oh, I think the concept is really neat and speeding through levels through loops and twirling platforms is great fun. The issue is lack of control. In a platformer, I like to be able to control where I go and what I do. Because of the speed, Sonic gives you much less of this and it can just get you in trouble.

I have long believed that I enjoyed the first Sonic more than this one, and I think that still holds true. The original Sonic the Hedgehog may not have had as many innovative level features as this one, and certainly none of the levels in it lived up to what was shown in the Green Hill Zone level, but similarly you seemed to be less likely to be punished for speeding ahead, which is pretty much Sonic's raison d'etre. Far too many times in Sonic 2, I zoom along only to hit an enemy or maybe some spikes or occasionally fall into a pit. Getting hit by an enemy can largely be avoided by crouching into a ball, but then you have even less control of Sonic. It just gets frustrating at times.

Speaking of frustrating, I get really annoyed at the bonus stages in Sonic 2. The pseudo-3D effect is nice, but the way it is laid out you have very little warning when rings of mines appear. Tails is nearly useless because, though he can pick up stray rings and such, he also runs into mines just as frequently. If he stayed a little closer to Sonic, or maybe just to the right or left of him, he wouldn't have this problem, but as it stands you pretty much have to rely on getting to the ring total yourself and not counting on him having any rings for you. With enough practice, I'm sure I could probably beat all of the bonus stages (I can generally beat the first four), but it just seems that would require mind-numbing practice.

Tuesday, April 3, 2007

Super Metroid - Beat the game in under 3 hours

How awesome is this game? So awesome that I wanted to replay it and finish it in under three hours to get the "best" ending. The ending totally wasn't worth it. You just get to see Samus Aran out of her armor and for less than five seconds. The real enjoyable part in doing this was seeing how I could exploit thing like wall jumps and morph jumps to get to areas I probably wasn't supposed to get to until later in the game. That is another (probably unintended) aspect that makes this game stellar. I also failed to get 100% items despite using a walkthrough. Odd.

Teenage Mutant Ninja Turtles - Technodrome Level

In honor of this game being released on the Wii's virtual console (which was released in honor of the recent movie), I decided to give it a play again. I still enjoy it.

I am aware that it is not a good game. At least not in the traditional sense. The play control isn't very good. Jumps are hard to control and getting from platform to platform can be a chore. You don't quite move fast enough, especially in the air to avoid enemies. You can switch between the different turtles and they each have their different weapons, but generally you would always want to use Donatello. His weapon may be the slowest, but it is the strongest and has the longest reach. Leonardo is next best and then comes Rafael. You pretty much never want to use Michaelangelo to fight with. The game is also extremely difficult. There are pits and spikes that are hard to avoid (and occasionally instant-kill lava). The enemies can be extremely tough to avoid and they often take multiple hits to kill so it is tough to kill them without taking any damage.

Despite all these negatives, I really like this game. Part of this is nostalgia. I had it when younger and spent a ton of time with it. It also has some things to recommend it. The game's soundtrack is stellar. The game's graphics are good. Exploring the city and airfields are fun. There is also a big sense of satisfaction when you get past certain parts.

That last reason is probably the biggest for me. The game is difficult, but masterable. It doesn't feel "cheap" - that is you generally feel you could have avoided something if you'd done a little better. For whatever reason, I just really dig tough games like these. Hell, the Ninja Gaiden games are pretty much my favorite on the NES because they are the perfect combination of excellent play control and incredible challenge.

I have been thinking about it, but I can't decide what I would do when the review this game. Obviously, I will point out all the flaws and shortcomings. The issue is the ridiculous number at the end. Is it completely based on what I think or what an average person would think? This is a whole issue with reviews in general and how "objective" they are supposed to be. I'll cross that bridge when I come to it.

Right now, I am so out of practice I couldn't even make it to Shredder. The final level is absolute hell with enemies that take four hits from Donatello (meaning like eight from Michaelangelo) to kill. I used to be able to get through it, but not last night.

Monday, April 2, 2007

Super Metroid - Beat the game

After the vast expanse that was Maridia, tackling Ridley in Norfair was a piece of cake. It was all relatively linear (though I did end up inadvertently going back to the beginning of the level and having to do it again) and I went through, killed Ridley, then had my final confrontation with Mother Brain.

I'm very satisfied after beating the game. It gave me the chance to go where I want and choose what to do next. I attempted to explore everywhere and still finished the game with only 96% of the items. I also came in just over the ten hour mark (Was it really that short? It seems like so much longer) and am sorely tempted to try again with a speedy run to come in under three hours. The game is truly that good.

Yes, it is that good. As I was playing through it, I kept looking for little flaws. I found them, but after finishing the game, I realize just how inconsequential they were. Super Mario Bros. 3 wasn't perfect, but it was still the epitome of 2D platforming on the NES. Similarly, Super Metroid stands out as the 2D exploratory platformer.

Friday, March 30, 2007

Super Metroid - In Maridia after acquiring Gravity Suit

The "wrecked ship" portion of the game, which I just went through was neat, though flawed. The concept is that the power is out when you go there, so the map and save point don't work. Once you find and beat the boss, the power goes on and new places open up to you and you can save and get a map. Before that, you have to figure out where the boss is. It isn't too hard, but it also isn't obvious. I was slightly annoyed in having to search for it.

I think my main problem is that I second guess myself. When an area seems like the one you are supposed to go to, it generally is. That is the genious of Super Metroid - it can be played non-linear, but there are plenty enough clues to nudge you in the right direction. Twice, for me, when something wasn't obvious in an area, I went back to all the other possible areas.