Showing posts with label Martin Walker. Show all posts
Showing posts with label Martin Walker. 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.

Monday, 14 February 2011

Armalyte (Commodore 64)

If ZZAP! 64 had courted controversy over Thalamus' releases in the past, either with the awarding of Gold Medals that people didn't agree with or the supposed under-rating of Delta, there was nary a murmur when it came to their opinion of Thalamus' sixth game - Armalyte. Why the quiet? ZZAP! 64 gave it a Gold Medal... but this time, almost everyone agreed.


Once more, unto the breach... do they have to make it so claustrophobic right from the outset?

The plot of Armalyte is... oh, who cares? Some twaddle that loosely ties it in with Delta... apparently, it seemed like a good idea to market this as a sequel to that game, as if this wasn't good enough to stand on its own. It's more than good enough, and certainly doesn't need the Delta II subtitle it was lumbered with.


With no structures to run into, this doesn't look so bad... just don't get rammed.

Armalyte is a game that takes every other shoot 'em up on the Commodore 64, and ramps up all their best bits by a few notches. It starts in classic Nemesis/Gradius fashion, with your ship flying from left to right as waves of enemies fly toward you, intent on your destruction. The power-up system is different, though... rather than collecting pods left behind by the destruction of enemy formations, a la Konami's classic, weapons pods are to be found floating in space, and you activate them by blasting them.


Mmmm, eggs. Wish I'd had a proper breakfast before I left...

Shooting the floating pods repeatedly switches them through a cycle that includes increased forward fire, rear fire and vertical fire, among others. And if that's not enough for you, you have two huge laser weapons you can switch between that are very satisfying to unleash. Oh, and you start the game with a drone ship which replicates your firepower, which is just as well, given everything you have to attempt to cope with...


Don't go spitting that stuff at me. That's just rude.

There are a few things that elevate Armalyte beyond the bog-standard shooter. The first thing you're likely to notice is the number of enemy ships that you have to deal with. The attack waves come thick and fast, with each containing a good number of attackers. They're relentless, and they're difficult to deal with as they whip about at an often alarming rate. It's overwhelming at first, and you'll find yourself crushed to dust far more often than you'd like.


OK, big fella... get a load of what I'm packing.

Then there are the levels themselves. They're huge, and you'll often be praying for the relative safety of deep space, as you'll frequently find yourself with just a small gap to squeeze through, which mightn't be so bad if it wasn't for the alien attack ships waiting on the other side... There's quite a bit of variety to the levels, which is highly commendable. OK, so the game loaded each level separately, but I can think of plenty of multiload games that didn't try so hard. The levels change in colour as you move through them, and each has its own style, giving the game a massive sense of scale.


It's not the scary heads I'm worried about. It's that giant wall beyond them.

Should you negotiate the countless minions and treacherous landscapes, you'll find that each level has its own gigantic boss to overcome. These are actually probably the weakest points of Armalyte. They're not bad, don't get me wrong, just a bit too similar to each other. It's always been pretty difficult to come up with good enemy boss ship it seems, and for all they look impressive, especially when they take it upon themselves to fly across the screen at you, I can't help but feel they could have been better. But that's as much a constraint of the horizontally-scrolling shoot 'em up as anything else.


Die, alien scum! OK, I've used that one before. If it ain't broke, etc...

Armalyte is pretty much a wonder of the 8-bit era. It came at a time when people thought they could no longer be surprised or impressed by a Commodore 64 game, and were proven wrong in slack-jawed amazement. It was easily Thalamus' most impressive release to date from a technical standpoint, although whether it's actually a better game than Hunter's Moon is something we can argue about over a pint down the pub one day. Regardless, it was fully deserving of its ZZAP! Gold Medal, and any other honours that may have been thrown its way. It's good enough to make me want to play again now that I've finished writing about it... the sign of a top-notch game if ever there was one.

Sunday, 30 January 2011

Hunter's Moon (Commodore 64)

With Stavros Fasoulas out of the picture, Thalamus had to look elsewhere for someone that could do their label justice. And where they looked was in the direction of Martin Walker. It might have seemed an odd move... his games until then hadn't exactly set the world on fire, although his Chameleon had been praised by the lads at ZZAP!. It would be interesting to see where he would take Thalamus...


An easy start. Shoot your way in, collect the starcell, job done.

It turned out he would take them back into space. Hunter's Moon is a game that I didn't give a lot of time to in its day. I found it too difficult and a bit too odd as a shoot 'em up... it's not an immediate game, it's not instantly action-packed and, as shooters go, it actually takes a fair bit of thought. Over the years it's been championed very strongly by ZZAP! 64's Gordon Houghton (or as I like to call him after one crazy night in Oxford, my pool brother... but that's another story). So there must be something to it that I missed at the time...


Twinkle, twinkle, little starcell...

Hunter's Moon, as previously mentioned, is a space-based shoot 'em up. There are 128 levels in the game, spread across 16 ever-more-complex star systems... a mighty proposition. You're trapped in a galaxy of organically-engineered hives... beautiful structures that it almost seems a shame to destroy. However - these hives contain starcells, and you need to obtain these in order to make your escape.


This is a bonus subgame. No starcells here, just shooting.

Now, when I talk about destroying the hives... you can't actually do that. Workers patrol the perimeters, constantly refreshing the walls. If you damage any part of a hive, it'll be rebuilt on the workers' next circuit. That being the case, you have to get in and out of there quickly, especially as you'll also die on contact with a worker.


It's been quite an odyssey, getting here...

Luckily, you have time to plan your moves. You can fly around the outer rims and use your radar to work out the best, quickest and safest ways to the starcells. And if you pick one up while it's still flashing, you'll obtain one of the four co-ordinates you need to escape the current star system.


OK, now this is getting a little bit hairy.

That all makes it sound terribly easy, but as well as trying to figure out your way in... and take it from me, with the routes those workers take, that's far from easy... you'll also have to watch out for their defensive firepower. Well, you are a thieving, laser-blasting scumbag... they're within their rights to try and ward you off. And they're good at it too... it's not long before they're throwing homing bullets at you, so the idea of just sitting there and planning your strategy goes out the window.


Oh no! They've bricked me in!

Hunter's Moon is a very clever game. It's superbly designed and structured, extremely polished with beautiful graphics and excellent sound, and it's a very challenging game, but not to the point of frustration. It seems like a bit of a slog, especially having to play through from the start every time, but once you get better at the early levels and can start skipping a few, you can concentrate on learning how to get past the more difficult stuff. Having finally played it properly, I reckon it still stands up as a great game, and a unique entry into the shoot 'em up field. I feel a bit silly for not paying it more attention years ago. Great stuff.

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.