Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Friday, 19 March 2010

Star Wars: Rogue Squadron II - Rogue Leader (Nintendo Gamecube)

Star Wars.

It's probably the most recognised name on the planet. It's also, surely, the most-milked for merchandise, although I guess that's arguable. And it's got loads of videogame spin-offs. Most of which I haven't played...

I dunno. I love the films, particularly the original trilogy, but I still managed to get a fair amount from the newer ones. For some reason, though, I haven't been all that bothered with the games. Yeah, there's the classic arcade original... but I never saw one in its day, and so I never really fell in love with that.

Then there's stuff like X-Wing vs. Tie Fighter. Again, supposed classics, but they came at a time when my gaming mojo was at an all-time low. Even the Dark Forces games have passed me by. Thinking about it, I feel a little empty.


I've lost R2! Oh well, he was irritating me, anyway.

The Gamecube is a machine I got late in the day, and so missed a good amount of its classic titles. I seem to remember that Rogue Leader was a launch title, or thereabouts, and it generated a lot of excitement. And after playing it, I can see why. It's certainly the most spectacular-looking Star Wars game I've seen. The tutorial, set on the sandy plains of Tatooine, leads you into the game very gently... too gently, in fact. I found it a bit dull, and soon skipped past it.

The next level, though, is an attack on the Death Star. That's more like it! It's actually very familiar if you've played the first arcade game... first, you're shooting towers on the Death Star's surface. Next, you have to fight off waves of TIE-Fighters. And then, there's the trench run, as you attempt to blow up the Death Star.


See, now that's the stuff. There's no more intimidating enemy than an AT-AT.

Swooping over the Death Star, dodging and weaving as the TIE-Fighters scream around you, is really pretty thrilling stuff for any Star Wars fan. And it looks convincing, which is key. The trench run, too, has an incredibly solid feel, possibly for the first time. That said, it doesn't feel as fast or frantic as the decades-old arcade game, but it does feel authentic.

I did, though, find it quite difficult. And as such, I finished playing after I'd destroyed the Death Star. I'd played for over an hour at this point, including the time spent on the tutorial, so I consider it sufficiently played for a blog write-up. Two levels further on comes the Imperial Attack on Hoth. I've just GOT to play on to see that one...

Friday, 22 January 2010

Super Star Wars - Return of the Jedi (Super Nintendo)

I've been involved recently in, if not exactly a war, an entertaining discussion around the relative merits of the Sega Megadrive and the Super Nintendo. Or, to put it bluntly, which is the best. It's the kind of argument that has enlivened many a playground break over the years, and it's nice to know that we, as grown adults, can still stoop to that level.

I was a Sega Megadrive kind of chap, mostly because we owned one from early on, and I only got a SNES late on. As I've mentioned before, that came about because my brother swapped my copy of Landstalker for it. That alone meant I felt some resentment towards the machine. Hardly owning any games for it didn't help matters.

Super Star Wars - Return of the Jedi has been recommended as one of the best games the system had to offer. And as it's one of the games I currently own (although probably not for long...), I figured I would give it an outing.


Yeah, I don't remember this bit from the film, either...

It didn't start well. The first level is in the F-Zero vein, only shit. You race into a brown landscape, jumping over holes and avoiding boulders. That's it, and it's terribly dull, almost enough to completely put you off.

Still, the second level reverts to a more traditional platformer, which is better. I wouldn't say it was terribly exciting, though. Lots of jumping and somersaulting, the odd bit of shooting or light-sabering, some being dumped back at an earlier point in the level or falling down holes you didn't know were there... run-of-the-mill, standard stuff, dressed up in a few bits of Star Wars clothing. You get a choice of three characters this time, although there's not that much of a difference between them, and you're going to go for Luke anyway.

And... that was it. I played for ninety minutes and couldn't get past that level. Too much finicky jumping, and getting knocked off a platform and falling miiiiiles down. Pity, I would have liked to have seen if things picked up or what else the game has to offer. Maybe another day, before the SNES is gone for good.

Wednesday, 20 January 2010

Starstrike II (ZX Spectrum)

3D Starstrike impressed me enough to want to go straight on to the sequel. And if that game got the programmers noticed for programming a great arcade game, the sequel is a different entity altogether.

It's a different game. An original game. It's an arcade game with depth. And for me, that's where it goes a little bit wrong.

Starstrike II is a very ambitious game. Rather than just give you the same levels in a set order, you must choose which planet/system you'll visit. Each area has a variety of installations to be taken out: military, agricultural and industrial. The challenges you face in each area will be slightly different, as you would expect.


Die, filled-3D alien scum!

The first problem I had was that, despite reading the instructions, I had no idea what to do. On the second stage, there's a grid with a hole in the middle. In this hole you'll find various shapes, some of which will shoot at you. It's the only way through, but no matter how much I shot stuff, I couldn't get through. Impasse!

Luckily (and I mean that literally!), after many games, for some reason I did eventually find myself past that stage, which meant I could play more of the game. And it's a pot-pourri of spacey shooting. Shoot spaceships in dogfights. Shoot installations in trenches. Don't shoot installations in trenches. Destroy the end-level installation.

It all sounds a lot like Star Wars, or even 3D Starstrike, but it really isn't. It's a more serious game. It's not as much fun. It's probably a better game than its forerunner, by virtue of its originality and ambition. But it's not as pacey... the much-vaunted filled 3D graphics are quite a bit slower than the wireframe originals, and although the Spectrum was lauded at the time for its ability to push this stuff around, the fact that it's slower takes the edge of the gameplay. I'd rather just stick with the original.

Tuesday, 19 January 2010

3D Starstrike (ZX Spectrum)

This might be a short post, because there's not that much I can say about it. You see, 3D Starstrike is, almost lock, stock and barrel, Star Wars.

And who doesn't know Star Wars? Shoot the TIE Fighters, shoot the towers, fly through the trench... we've all done it. 3D Starstrike does have a few differences, probably so they wouldn't lose the court case in three seconds flat, but at the end of the day, it's Star Wars.


The towers shoot flowers. Big, deadly flowers.

Still, there's nothing wrong with that. Star Wars is great, and this was released in the days when clones were massively prevalent. Certainly, they were accepted as par for the course.

3D Starstrike is a good Star Wars game. I enjoyed playing it quite a bit. It's certainly better than any Star Wars game I played on the Commodore 64 back then. It moves at a fair old lick, and speed is essential in an arcade game of this type. It plays well, and it's a lot of fun. Good on ya, Speccy.