Showing posts with label Electric Dreams. Show all posts
Showing posts with label Electric Dreams. Show all posts

Sunday, 27 March 2011

Back to the Future (Commodore 64)

The clocks went forward this morning, but in reality we went back... Back... To The Future!

Cough.

Still, what better way to use a tenuous link for an impromptu piece of blogging? And with that settled in my mind, I loaded up Back to the Future, on the Commodore 64.


Isn't he a dreamboat?

The Back to the Future game follows the plot of the film, to a degree, in that you're stuck in Hill Valley in 1955, and you need to get your parents-to-be together and get the hell out of then. Naturally, this involves picking up objects and using them in the right places. Yes.

It's not that hard to figure out the puzzles in Back to the Future... there are only five locations, and five items to be used. Even if some of them are a bit obscure... why, for instance, does the radiation suit make Lorraine stand still?... the permutations are so few that you should have it sussed in little time.


Why don't you make like a tree, and get outta here?

To make it more difficult, your time in the game depends upon the photo of your family remaining intact. In effect, this is your energy level, and it has two levels in itself. The photo of Marty decays more quickly... when it is gone, a piece will decay from the family photo. When that one's gone, you're outta time.

That doesn't sound too harsh, but every time you bump into Lorraine, the photos will decay like there's no tomorrow (which, conincidentally, there won't be if you don't complete the game). And as there are so few locations, she's there all the bloody time. It doesn't help that Biff will knock you on your arse every so often, and while you're sitting there, Lorraine is usually standing fawning over you, draining your life all the while.


Jesus, George, it's a wonder I was even born.

You can replenish your photo, though. If you should successfully use an object in the right place on the right person, that'll help. If you can get George and Lorraine to the dance hall and use the guitar, they'll have a little dance and you'll get some energy back. Hurrah!

It all sounds kinda cute, and all, but... it's rubbish. The graphics are horrible, and don't give you any kind of feeling of being in the movie. The lack of locations is a major detriment to longevity with the game, especially seeing as they're all right next to each other. The characters themselves trudge about, looking as though they wished their time was up. And the music, which could have been a high point, consists of a couple of ropey renditions of the film's songs.


The Enchantment Under The Sea Dance! Of course!

If there's a movie tie-in game that Back to the Future reminds me of, it's... E.T. What? Yep... think about it. You have a huge film, but with no obvious gameplay aspects. The game has hardly any locations to visit, and very few characters from the film. The characters in the game are very blocky and barely recognisable. A couple of the characters are huge nuisances that spoil your game for you. You could easily be reading about either E.T. or Back to the Future here. And E.T. is not a great template to use for your film tie-in game. I would hardly say that Back to the Future is a waste of potential, because it would have been hard to make a decent game out of it, but this one makes you wish that the Libyans had got Marty as well.

Tuesday, 30 March 2010

Unsung Classics. Number 8: Citadel (Commodore 64)

If you look up Citadel on websites, you might wonder how I'm putting it in Unsung Classics. After all, it got 91% in ZZAP! 64, which means it was obviously appreciated in its time. That may seem true, but I honestly don't know anyone else that's played it, and it hardly ever crops up in lists or discussions of best Commodore 64 games. Time to spread the word a little.

I remember following the making of Citadel in ZZAP! 64's Diary of a Game, and looking forward to it a lot. Martin Walker's updates were entertaining and insightful, and served to build a good picture of what we could expect from the game. As a result, I made sure I had a tenner available for when it was released, and bought it as soon as I could. I didn't regret it.


Your droid has a little information screen. The 'E' tells you you're about to pick up an energy capsule.

Citadel is a game set in deep space, where a routine explanation has picked up energy emissions from a seemingly-barren world. A probe was sent in to investigate, but after providing information on the planet's internal defence systems, contact was lost. As it is thought that the planet may hold technological secrets, you must use remotely controlled droids to explore the eight underground cities in an attempt to find anything of value.

The cities are laid out with checkerboard flooring, something akin to a chessboard. And indeed, the game's instructions say that this is like a cross between an arcade action game and a strategic board game. Seems like an odd mix, but there is some truth to this. You can't just pile in with guns blazing... the cities are very cleverly set up so that you're quickly overwhelmed if you try this. No, some thought is required here.


Success! You've found the door to the next city. Just in time... there are enemies on your tail...

In Citadel, each city's floors are littered with trapdoors. Once your monitor moves within a certain range of these doors, they'll open, revealing either a good surprise or a nasty surprise. It's easy to know which is which... if you get within two squares of a trap and it hasn't opened, then you know you'll reveal either a switch or, better yet, energy or firepower for your droid.

Switches are used to shut off electrified beams that deny access to many areas. There's quite a bit of backtracking needed to get all the areas open... although you don't always have to open every switch or visit every part of a city to be able to move onto the next. I appreciated this, as it can be frustrating to be stuck in similar-looking cities, wondering exactly how to get to the one bit you've missed.


This city's got horrible decor. You'd be wise to get out, sharpish.

There are some similarities to Paradroid here, too... obviously, there's the "remote droid beamed into droid-occupied territory" thing, but besides that, you have a Capture mode available. This one's a bit easier to use than in Paradroid, though... simply double-click to open it, move it over whatever you want, and let go. Voila, it's yours. This comes in very handy, because in this case, any droid you capture can be used as a shield... and it will need to be, otherwise you've got no chance in later levels, where enemy firepower is substantially more vicious.

Citadel is an excellent game, which requires you to use your brain as well as your trigger finger. It's very devious, and it's obvious that every single trap placement has been carefully considered, meaning you'll have to have your wits about you to get through the game. The action is a bit samey, it's fair to say, but it's still never less than interesting, and I've really enjoyed delving back into its depths.

Tuesday, 9 March 2010

Unsung Classics. Number 5: Firetrack (Commodore 64)

Have you ever played Star Force? It's a classic arcade vertically-scrolling shoot 'em up, albeit probably underappreciated. It's not exactly a giant name of the arcades, but those in the know... well... they know.

Star Force was in one of Consett's taxi offices in the Eighties, and I spent a fair bit of my pocket money on it. It plays so well, and you always feel capable of doing better. When you don't, it's your own fault. I loved it, and longed for a conversion for my Commodore 64. It never came.


You can tell they're aliens... look at that colour scheme!

There used to be a big bus station in Consett. It was shaped like a giant crescent, and it had all kinds of nooks and crannies. Some held taxi offices with arcade games. One held a second-hand bookshop. Ever keen to expand on his empire, the bookshop owner sold second-hand computer games, too. It was a good way for us kids to expand our collections... newish games were available at pocket money prices.

On one of my ventures into the bookshop, I saw Firetrack in the box of Commodore 64 games. I remembered it had had a good review in ZZAP! 64, and when I looked at the back of the box... it looked a bit like Star Force! And so, £2.99 later, it was mine.


That's a bit easier on the eye. Blows up nicely, too.

To be honest, I think that if someone had attempted to convert Star Force to the Commodore 64, it probably wouldn't have been as good as Firetrack. It's probably the best vertically-scrolling shooter on the system, and yet, like its arcade inspiration, was woefully underappreciated in its day.

There's a plot, but it's stupid and irrelevant. All that matters here is that you've got alien landscapes and ships to blast. The first level sees you up against fairly slow attack waves... they're easily dispatched... if you concentrate. It's easy to find yourself distracted, because each level is littered with + and X shaped squares, and if you destroy these they increase your bonus at the end of the level. There are also question marks at regular intervals... destroy a certain number of them and you'll be awarded an extra life.


Awww, that looks like little allotments. Burn them all!

As you progress through the levels, the difficulty increases... first, the attack waves get faster, and then they start shooting at you. Eventually, it'll take all your mettle and reflexes just to carry on.

Firetrack, for me, is an excellent arcade shoot 'em up. I haven't found too many that agree, but on the other hand, I haven't found that many that have actually played it. I think it suffered at the time because it was released right at the time weapon pickups became popular. That doesn't bother me.. I'm all for simplicity and purity if the game is good. Firetrack is very good, and I've really enjoyed playing it again.