Showing posts with label Stavros Fasoulas. Show all posts
Showing posts with label Stavros Fasoulas. Show all posts

Saturday, 22 January 2011

Quedex (Commodore 64)

If Delta had the good fortune to appear just when Nemesis was fresh in peoples' minds, then Thalamus' next game, Quedex, struck it lucky by turning up when people were still gaga over Marble Madness. "Oooh, look! You control a ball through a series of mazes! That'll be awesome!"

*cough*

The game got its name from its subtitle - The Quest For Ultimate Dexterity. So that's two reasons why I never played it back in the day... I never really liked Marble Madness, and why would I want to play a game to test my dexterity? Besides, I gave that enough of a workout playing shoot 'em ups. And so Quedex remained completely off my radar, with nothing there to pique my interest in the slightest.


This level has you chasing around after white squares. The excitement!

What doesn't help is that when the game has loaded, it actually tells you that it's "number 3 in a series designed to frustrate and enrage". I don't want that from my games! I want to have fun, to be entertained, even to relax. I don't want to be put on the verge of a stroke.

Still, moving onwards, I figured I'd have to at least see if there was any fun to be had from Quedex.


This teleport might take you somewhere good. It might not. Grrrr!

The game gives you ten "planes" to conquer, using your dexterity, which would have been directly related at the time to which joystick you were using. I had a Zipstik, so I would probably have been awesome at the game. Anyone with a Quickshot II would, likely as not, have been knackered.

In order to help you get the most out of the game, you're allowed to select the planes you'll tackle in whatever order you like. This is definitely for the best, because if (like me) you got to the second plane and got completely stuck, you'd feel like you'd wasted your money. If you'd bought it, of course.


Odd level, this one. The goal is right there... you can complete it immediately or try and pick up the tokens for extra points.

For all the game involves joystick wrestling as its mechanic, it does a fair job of providing variety over the ten planes. Number 1, for instance, has you negotiating a number of small floors with precision, with each floor requiring a different kind of manoeuvring. Number 2, though, sees you attempting to negotiate a maze by finding keys to unlock certain passages.

And that, for me, is where the game goes wrong. Because then it's not a test of dexterity, it's a test of memory and, at least to begin with, luck. When the levels are purely you against the clock, weaving in and out of obstacles or jumping across holes, it's really good fun. But when you're trying yet another teleport in the hope of landing next to that all-important key, then it's an exercise in pure frustration.


It's not all bad... this level makes me want a custard cream. Mmm... custard creams... hang on, we haven't got any in! Damn!

It's a bit of a shame, that. Really, what you've got here is half a game... maybe two-thirds. Those irritating levels really take the gloss off it, and from my point of view, are what will stop me from attempting to complete it. There are some game types I just can't hack, and those levels are just about the epitome of all that makes me mad in a game.

Quedex was Stavros Fasoulas' third game for Thalamus, and it proved to be his last. Not because Thalamus didn't like what he was doing... for all the frustration I found in his games, he was obviously a talented coder with a bright future in the industry. But he was called up for National Service in his home country, Finland, and was never heard from again. I read recently that he may be living in the United States now, and has left his gaming past entirely behind. Shame, that. Stavros, if you ever feel the need for an interview, get in touch... you've got a lot of fans that would love to know how you're doing.

Delta (Commodore 64)

If Sanxion was seen as something of a contentious effort, Thalamus' follow-up Delta, it could be argued, could be regarded as being even moreso. ZZAP! 64, being affiliated with Thalamus' publishers, had taken some frightful stick over their review of Sanxion, being accused of bias after rating it highly. So when the magazine hit the shelves and ZZAP! had only awarded Delta 74%, eyebrows were raised. Were they deliberately over-compensating on this occasion?


Mix-E-Load. What a great idea! Just don't choose the "Nolans" setting.

On the face of it, Delta takes everything that was good in Sanxion and ramps it up a notch or five. Whereas Sanxion had a fantastic loading tune from Rob Hubbard, Delta revolutionised game loading by using something called Mix-E-Load. This game you the opportunity to play with a Rob Hubbard tune as the game loaded, using different instruments and effects to alter the tune in a good number of ways. It was a really cool idea that was appreciated by everybody I knew that played it... I'm sure it was almost universally enjoyed.


Shoot the core! Well, the one in the middle, anyway...

Once the game loaded, another fantastic Hubbard tune played, fast, upbeat and uplifting... really putting you in the mood for a good blast. And the musical piece de resistance came in the game itself... a Philip Glass-inspired piece, again by Rob Hubbard. Lasting over ten minutes, it was a moody number, without the trademark Hubbard drums... it felt very atmospheric and well-suited to the strange alien landscapes, and the levels were timed so that changes in the music seemed to fit perfectly with changes in the game.


Oh come on... they were easy to shoot. You're throwing money away!

Graphically, Delta shifted from Sanxion's planetside plains and cityscapes, instead moving into deep space. Flying through ruined cities, warped rock formations, boiling seas and bizarre jelly-like structures, the imagination on display was a joy to behold. And the alien craft and formations were similarly inspired, moving with grace, fluidity and purpose.

Pity the actual gameplay couldn't live up to any of that.


Oooh, pretty colours! Prettttyyyyy.... Kill it!

Delta came not too long after Nemesis had made weapons upgrades popular. And indeed, there's a fine array of weaponry here for the taking; from the usual speed-ups and bullet upgrades to multiple bullets, multi-directional fire and shields, you can really tool yourself up to the wazoo in readiness for the alien onslaught.

I realise I'm still not saying anything that comes as a downside. So... here goes.


Sometimes I feel like there's some kind of wall between us...

The biggest problem in Delta comes with those extra weapons. Like Nemesis, shooting whole formations of enemies will get you a credit (automatically added in this case, rather than floating around waiting to be picked up). At times, a group of icons will appear, like a corner shop in space, just waiting for you to spend your credits. Blue icons can be "bought", simply by flying over them. Grey icons will kill you if you touch them, so don't be so silly.


Let's see... I'll have a Marathon, a packet of pickled onion Tudor and a multi-directional laser cannon, please.

The alien enemies move in strict formations. So once you've learned where they appear, theoretically you'll remember and wipe them all out, every time. But what if you don't? Well, if you don't have the right set of power-ups at any given time, you're in big trouble. This is true right from the off... miss any of the first wave and you can't buy a speed-up, which means you'll miss the next waves and can't buy a power-up, which means you're effectively dead in the water. Might as well start again.


I don't want to crash here... I can't swim!

The whole game is played out on this knife edge. If you miss anything, you're going to have to be very lucky to stay alive. And if/once your weapons start running out, particularly the speedup, then you're as good as dead. It takes the emphasis away from the shoot 'em up part of the game, and almost turns the whole thing into a puzzle game. In that respect, it almost reminds me a little of Ikaruga, although it plays nothing like that.


Uh-oh... looks like you've found your Nemesis...

The final act of cruelty comes with the apparent predecessor to Burnout 3's Heartbreaker icon in the Crash Mode... eventually, you will discover that shooting certain alien formations actually removes credits. That just isn't fair... you should never be penalised for doing well, and in a game where you're so utterly reliant on collecting power-ups, it's a real kick in the teeth.


When I see you, I just turn to jelly...

Delta is not a bad game. The production values, as expected, are of the highest standard. I've seen me load the game just to listen to the two outstanding tunes. And if you happen to be into shoot 'em ups where you need to learn patterns, then you'll be in spacey nirvana with this. That's not my bag, though, and as much as I've always wanted to truly love this game, playing it again just reminded me of all the reasons why we parted less-than-amicably all those years ago. As a technical demo for the Commodore 64, you'd be hard-pressed to find a better game. But if you're looking for a great game, I happen to think that ZZAP! 64 got that review just about right. For all its aural and visual splendour, as a game, Delta falls sadly short of the mark.

Sanxion (Commodore 64)

I'm going to do this Hyper-Thalamus! thing in chronological order... makes sense, really. That being the case, I'm starting off with their first release, a game that caused a bit of a stir for a number of reasons... Sanxion.

For those unfamiliar with the history, Thalamus was owned by Newsfield Corporation. Also owned by Newsfield Corporation was the legendary Commodore 64 magazine, ZZAP! 64. So when Sanxion was reviewed by ZZAP! 64 and awarded a Sizzler!, there were cries of foul play from other quarters. Were they right to be suspicious?

I don't think so.


Uh-oh... this looks like trouble...

Sanxion is a horizontally-scrolling shooter, although it's a little different from many of the day in that the bottom half of the screen has a side-on view where the action is concentrated, while the top half has an overhead-view scanner. That said, the scanner view doesn't extend much beyond what you can see in the bottom screen, but it gives you just enough extra to let you prepare a little for each upcoming wave.

Something that's a bit frightening from the off is the speed of the game. Once you push that stick to the right, you're really moving! Truth be told, you go too fast to really have a chance, but luckily you can dictate the pace at which you fly, which makes things a little bit easier (albeit far from easy!), and only results in your end-level bonus taking a hit (no great hardship).


Bonus time! All you have to do here is blast everything!

There are, though, occasional levels or moments within levels where you're forced to fly at full pelt. Unfortunately for you, that's usually at sections where there are barriers to negotiate. They're always in the same place, so once you've learned where they are and committed them to memory, you should sail through every time. Getting there takes a while and a lot of lives, though...

After every level, you'll play a bonus section. During these, you'll fly through rainbow-striped areas, either destroying waves of spaceships or picking up bonus coins. You can't die in these areas, but careful piloting can net you some pretty big scores.


Oh come on, that's hardly fair...

Sanxion is a funny game. It can be, in the same game, both exhilarating and frustrating. When you whizz through a few attack waves or barriers at top speed and come out unscathed, it's quite a rush. On the other hand, it can be annoying to hit barrier after barrier and watching your number of lives dwindle. Still, it's a highly polished game, with good graphics (the wobbling ship is a lovely touch), amazing music (particularly the loading screen - one of Rob Hubbard's best) and plenty of stuff to blast.

Looking back on it, Sanxion was an impressive debut game from Thalamus, but also a pretty big statement of intent. The high production values and polish would be synonymous with the Thalamus name, although so would the occasionally frustrating gameplay...