Saturday, 16 October 2010

Thoughts, ideas and thingies.

Hey gang,

Just having a few thoughts here, so I thought I'd think them out loud. I'm just harking back to when this was A Game A Day, which wasn't actually all that long ago. Like I've said before, I haven't really got the time to do a game a day, but I might start jotting down a few game-related musings on occasion, or maybe a post now and then to mention a few upcoming games. Anyone got any thoughts about that? Might it be a bit irritating?

Thursday, 14 October 2010

Time Bandit (Atari ST)

I must have heard the name "Time Bandit" for twenty years now, without having played it. I definitely remember reading a review of the Amiga version in ZZAP! that sang its praises very highly, but it didn't excite me overly as I didn't reckon there was much chance of me ever playing it. Of course, I didn't bargain for emulators back then, did I?


Snakes. Why does it always have to be snakes?

I haven't got the Amiga version of this, but I just fancied giving it a go, so off to the Steem Engine I went. On loading it up, I was a touch underwhelmed. It seemed like a cross between Gauntlet (which I quite like) and Tutankham (which I hate). A mixture of "quite like" and "hate" would not appear to be the recipe from which a good game is made. Still, I plugged away, wondering if there would be a bit more to it than that.

There is, and there isn't. The gameplay doesn't exactly change... you run around mazes, shooting critters and collecting keys and treasure. But it's not a soul-crushingly hard as Tutankham, and it's a bit more interesting than Gauntlet, as well as being less overwhelming. Although it's challenging, you're given a bit of room to breathe.


Waka waka... what's going on here?

Time Bandit is also set up in a more interesting way. To start with, you wander a small map which features around twenty locations, ranging from pyramids to amphitheatres to spaceships. There's even a Pac-Man area, which is a bit weird. It doesn't really fit, but it adds a little bit of variety, I suppose.

When you enter a location, you'll soon find that it doesn't take long to complete it. Initially that's a bit worrying, but you can re-enter a location once it's been completed and you'll find that you get an entirely new level. Yep... there are something like sixteen levels in each location. That's more like it.


Are you not entertained? ARE YOU NOT ENTERTAINED?

It's not all simple blasting (or dot-eating), either. Certain locations add complications, whether relatively simple with the addition of ladders to split levels or more involved... for instance, once aboard a spaceship, the computer will probe you for answers or information before allowing you into certain areas, or outside you might find a farmer who appears to want to sell you a sheep...

Time Bandit is a good game, with enough of its own ideas to distinguish it from the games I mentioned earlier. It looks and sounds a bit rubbish, and the actual playing area only fills about half of the screen, but that doesn't matter at all. Once again, a lucky dip into an unknown past has proven successful...

Wednesday, 13 October 2010

Stop the Express (ZX Spectrum)

I'm sure one of my mates owned this way back, but I can't remember actually playing it. Stop the Express featured in various Top 100 lists when I was looking for blog ideas and it jogged a memory, so here we go.

And bloody hell, it was nearly "there it went". This game, at least when you first start playing it, is rock.It doesn't look like it would be... the basic aim is to run across the rooftop of an express train, jumping across the gaps, to get to the front of the train and, umm, stop it. What's difficult about that?


Now, you just know that this one is going to hurt.

Plenty, when you don't know all the rules and all the controls. Obviously, the game throws obstacles at you. It wouldn't be much fun if you just ran, unimpeded, to the front of the train. No, the point is that the train has been sabotaged, and the bad guys are out to stop you from stopping them. They'll climb up onto the roof of the train and give chase, pausing only to shoot at you. Yes, they're armed.


Pretty Polly pushes off the perps.

It was at this point the frustration overtook me, as I died time and time again. I really was getting sick of seeing "Game Over" pop up, with me having a final score of 0. It couldn't possibly be that hard. And then I saw the bird flying overhead and wondered what would happen if I jumped at it?

Turns out you collect it, and can then unleash it on your attackers, knocking them from the train. And it's at this point that Stop the Express turns from a frustrating waste of time into a fun little arcade game.


Over to the Commonwealth Games, and up next for England, on the rings, it's Malcolm McLaren.

For an early Spectrum game, I have to say it looks pretty good. There's a lot of colour in the game with barely any clash, other than the characters having a black block around them. It doesn't hurt the game in any way. Your mad-looking little Malcolm McLaren-esque fella is really quite endearing. I was also surprised to see the traditional arcade font... I was so used to seeing the classic Spectrum font in games that I presumed it was very difficult to program anything else. It certainly adds a fair bit to that important arcade feel.

Once you get the hang of it, Stop the Express is an enjoyable little arcade romp, blessed with a fair helping of that "just one more go" quality. I was a little surprised at just how much I did enjoy it... eventually. If you feel like giving it a go yourself, just make sure you read all the instructions first!

Monday, 11 October 2010

Unsung Classics. Number 12: Street Hassle (Commodore 64)

I've got such good memories of playing this. I doubt if many other people have, though, so it's becoming the latest in my irregular, infrequent and unmissable "Unsung Classics" series. OK, so the "unmissable" might be a bit of a stretch.

My mate Reedy, who has been mentioned here a number of times so far, bought this. I think it was from the fabled bookshop in Consett's bus station, but I can't remember. What I can remember is that it resulted in some of the best laughs we had from gaming.

Street Hassle is an Australian game. I reckon that maybe they could get away with a bit more down there. I say this, because it's imaginatively twisted, for a beat 'em up, and I'm not sure if we were quite at their level in 1987.


Right: Rock icon Graham Bonnet. Left: Underwear Man.

The character you play is a blonde, muscle-bound guy, who wanders through the suburbs dressed only in yellow boots and underpants, and a pair of sunglasses, looking for all the world like Graham Bonnet on holiday. Naturally, this causes consternation among the residents, and they set about attacking you in an attempt to clean up the 'hood.

There's not a "normal" resident to be seen, though. These crazy 'burbs are inhabited by all sorts. There are old blind men that will poke you with their sticks. I mean that... if you stand still, they'll walk up, look at you and then prod you in a mean way. Little old ladies will swing their handbags around their heads and fling them at you... if they remember to let go. If not, they'll be helicoptered across the screen at you. Gorillas routinely amble about, and will give you a good thrashing. Bulldogs are vicious things, but can be soothed with a tickle on the tum. There are lumbering fatties, elaborately-dressed wrestlers, basketball players. It's an odd sort of place.


See, that's how to deal with pesky grannies. That's payback for all the times they've smashed my shins with their brick-filled purse-bag-things.

Fortunately, you're able to fend off this lot with an array of attacks of your own. You've got a couple of standard attacks - a roundhouse kick and, umm, a tickle - and you get two special moves per level. These are different for each of the first five levels, meaning you have a total of twelve moves across the game. More than enough to cope with the scum you're up against.


This one had even me perplexed.

Street Hassle is a fairly mental side-scrolling beat 'em up. It's more basic than the likes of Double Dragon or Renegade, in that you can only move left or right, but it makes up for it by having a sense of humour unlike any other scrolling fighter. Where else do you get to twirl old ladies above your head before throwing them out of sight, or twist a blind old man's ears until he submits? Nowhere else, that's where.


Poke me with your stick, would you? Let's see how you like your ears twisted. Not much? Thought not.

For all that I enjoy playing the game and it's pretty funny, it is still limited, and so nowadays it's best played in one session and then left alone for a while, otherwise it's likely to get old. Most comedy does, but nothing moreso than a daft videogame. But it was great for its time, and given a quick spin it's still very likely to bring a smile to your face.

Cruising on Broadway (ZX Spectrum)

Cruising on Broadway, graphically, is probably the most basic game you will ever see, that isn't called Pong. Or, depending on how you want to look at it, the most minimalist. It consists of a line and two squares. The line twists around the screen, granted, but it is still a line.


Look out boys, it's da cops! Erm... really?

As such, you are patently not Cruising on Broadway. Why they litter the front cover with popular entertainment icons is beyond me. Well, it isn't... those big names (which I'm pretty sure they didn't license back then, the naughty chaps) are there to lure in the punter. You're not going to see them once you load the game. In fact, they don't even make any attempt to sell you a storyline to go with the title. Read the cassette inlay, and all it tells you is how to run the game, and that their are "Cash prizes" on offer for high scores. Cash prizes? Now you're talking! Oh, hang on... expires at the start of 1984. Bugger.

Not that it matters. There's no danger of me getting a score to trouble Solarsoft's accountants. Cruising on Broadway is incredibly simple, and pretty difficult. The objective is simply to paint the entire line on each screen. The problem lies with the other square, or "chaser". As you'd expect, it's out to spoil your fun. It patrols the line at random, and if you happen to crash into it, you die. It's a bit like playing Amidar on a Tron lightcycle... without being that good.


Look, Stu... it's not all about graphics and sound. They are shit, though. (Letter to PCG, July 1984).

As was often the way with old Speccy games, you only get one life. I was a bit shocked at the end of my first game... I just wasn't prepared for the Game Over message at that point. But it makes sense, even if it is twisted and evil.

This game ran on the 16K Spectrum, and the limitations are obvious - there are only four "courses" to navigate. To spice things up, should you complete the fourth and wrap back to the first, there will be two chasers rather than the one. Apparently. I'll confirm that if I ever manage it...


I almost expect this to buzz when I touch the line.

I can't imagine that Cruising on Broadway was ever more than a mild diversion, although we were pretty obsessive about our games back then, squeezing as much out of them as we could. Who knew when we'd be able to buy another one? And yet, this one does have a weird addictive quality, thanks in part to the fact that you get time bonuses for completing levels. That's the kind of feature that makes iPhone games popular today... I'm not recommending someone remake it for that - the controls would be horrible - but there's a basic appeal to it despite its flaws.

Sunday, 10 October 2010

Too much?

I've been playing around with the settings for the blog. In this age of social networking, I've signed up to Twitter and will post a link to every update there, so if you would like to receive updates that way, please follow me, retweet me or whatever. I've put a little gadget at the top that makes it easy to add me, but it also posts some of my latest tweets. These might not all be game-related... so if anyone thinks this is one addition too far, let me know and I'll see if I can edit that. I'd like to leave the link to my Twitter page there, though...

NHL Eastside Hockey Manager (PC)

I first played Championship Manager, the game that went on to become Football Manager, with the 96/97 edition. That makes me a relative latecomer to the game. It also means I retained four or five years of my life that would otherwise have been categorised as "lost".

The game just does that to you. You'll start playing it at 7pm one evening, only intending to progress it a couple of match days before maybe having a marathon session at the weekend. Next thing you know, it's four in the morning, and all you've really done is watch some numbers change on a screen. It's just that evil.

And so, for years, hundreds of thousands (if not millions) of blokes all across the globe have lived the dream of taking their club to glory, winning trophies and titles with all manner of unlikely football clubs. And all by sitting playing, to all intents and purposes, a glorified spreadsheet.


The fools! Do they know what they're doing?

But there's one area of the globe that has not succumbed to the charms of The Beautiful Game - North America. And when you're selling video games, that's a huge market going untapped. But all is not lost! America has a number of sports of its own that they love, almost exclusively. Not only that, they absolutely love sports stats. So the Football Manager engine should be perfect for them. Oh... but they don't like football. If only it could be adapted for use with a sport they do like...

Well, Sports Interactive and Sega gave it a shot with NHL Eastside Hockey Manager, based on a game North America has a lot of love for - ice hockey. It's also a game that I have a fair bit of love for, having lived for a few years in the vicinity of Detroit... otherwise known as Hockeytown. Detroit is home to one of the finest teams in the game, the Detroit Red Wings, and I developed quite an appreciation for them, and the game, in my time there. I was always interested in this game, but never actually got around to buying it. Then I forgot all about it... until I saw it in Cash Converters, costing all of 50 pence!


The Captain. No more needs to be said.

Having played it a fair bit now, I can say that NHL Eastside Hockey Manager really is just an ice hockey version of Football Manager. And I say just... that's not a bad thing, in fact it's perfect. It works very well in the context of ice hockey. You get to run the franchise in exactly the same way as you run your club in the footy version, making all the same kinds of decisions, sending out scouts, setting up tactics, signing players.

That last bit is different, though. American sports don't use the same transfer system as we're used to in football. Instead, they go with drafts and trades. That being the case, your scouting network is incredibly important. You really need to be able to sign up the best young talent possible.


This screen is where you select your lines. This bit is deeper than your average football match.

So far, so good. And in fact, it's hard to be too picky with the game. It plays out a really good management game of ice hockey. And the classic text-plus-graphic representation of the game works just as well here as in Football Manager. There are a few things missing that could improve the game, though:

Not enough fights. In fact I haven't seen any yet. Anybody that watches ice hockey expects a good scrap to break out every now and then. Maybe as the season wears on and the tension increases, there will be some... hope so.

No sound. At all. It would have been nice to have the odd ref's whistle, and even nicer to have the buzzer blaring when a goal is scored. That wouldn't take much, and would add loads to the atmosphere.


GOOOOOALLLLL!!! Listen to the crowd roar! In your head... this game is played behind closed doors.

Not enough face offs. I know that the text just gives you the highlights, but you never, ever seem to see offsides or icings. As large parts of any ice hockey match, you'd expect to see some reference to them in the commentary. This is a bit strange, but can be overlooked in the interests of having a quicker-moving game.

These are but small issues, and the game itself is absolutely fine. It is in no way an arcade game, and in fact you'll have had it on for a good hour before you can even move past day one, by the time you've sent out your scouts and allocated squad positions and set up some tactics. But you're not getting into a game like this for arcade thrills... you've already got EA's NHL series for that. NHL Eastside Hockey Manager is a game that will give you hundreds, maybe thousands of hours of play. Just don't buy it if you have any responsibilities...

Saturday, 9 October 2010

Ridge Racer 6 (XBox 360)

Believe it or not, I'd never played a Ridge Racer game before. That shouldn't be too much of a stretch, seeing as you know I hadn't played a Castlevania game until recently. But Ridge Racer should have been different. Ridge Racer is an arcade game. I should really have played it at the seaside. But the the days of seaside arcades were numbered when Ridge Racer was released, and I didn't see a Ridge Racer game for a long time.

Similarly, I always seemed to miss the boat with the home releases. I never seemed to own the right console at the right time. So although Ridge Racer was raved about in many places, I always seemed to end up playing Sega racers. That's definitely not a bad thing, but now it's time to broaden my horizons.

Having said that, I was surprised to load up the game and be greeted by Pac-Man. Bloody hell, Namco.


The morning commute seemed a bit more exotic today.

With that out of the way, it was on to the game. And it's a bit daunting at first, plonking you into the Ridge Racer Universe with barely a moment's notice. I mean that literally... a galaxy of swirling green stars swallows you up and spits you out at its origin. It's at this point you realise what a mammoth racing task lies ahead of you. Well over 100 races, and as if that wasn't enough, you have to plot out routes yourself!

I like this approach. It's more fun to have an element of choice over where and when you race. Plus, completing routes (in this case, linking a section of races together) unlocks new cars, and who on this Earth doesn't like unlocking stuff? It's cool to get a new car for every few races you complete. It's even better that they're named after classic Namco games, and driving a Gaplus or an Ordyne racing car is great.


Neeeeeoooowwww! Who'd have thought that little bug had it in him?

There are things I don't like, though. I don't like that you have to win every single race in order to progress. I'd have preferred an approach more like Sega Rally's, where you get points depending on where you finish and a certain number of points will allow access to the next area. That gives a bit of leeway, and is a touch more forgiving when you have a difficult game. Having said that, Ridge Racer 6 doesn't appear to be as hard as Sega Rally, at least, not at the moment...

I really, really, really don't like the announcer. I thought I did, at first. But it didn't take long for him to become really grating. And he's camp. Very camp. Not necessarily anything wrong with camp, but there's a time and a place, and a turbocharged racing game is neither. And when he says, "Ooooh, someone's let off some nitrous", he says it like someone in the room just farted.


Skreeeeeeeeee! Sliiiiiiiiiiide! And without so much as a car in sight for added fun.

But those are niggles. There's plenty of good stuff, too. The sheer volume of racing is something that would keep anybody busy for ages. I like some of the little touches, particularly the way Pac-Man is used for split times. And the actual racing itself can be pretty exciting, even if the controls are weird and the cars just a bit too slidey. Just as well I've played a lot of OutRun 2 in the past, otherwise I would have been completely unprepared.

Ridge Racer 6 is, basically, a giant arcade machine in your own home. It's more expensive than an arcade machine, but you get way, way more game for your money. I'm not entirely sure yet whether I love it or not. I love owning a giant arcade machine, sure, but it hasn't clicked in the way that Sega Rally or OutRun 2 did. That said, I'm enjoying it a lot and will be pressing on with it in the days and weeks to come. It'll be interesting to see where it ranks in my list of top racers by, say, the end of the year.

Hmmmm... list of top racers... everyone loves a list...

Friday, 8 October 2010

Mojo (Slight Return)

Gaming Mojo is a strange thing. Sometimes, you can be right into games and whatever you pick up you can find yourself playing for hours. Others, you're in a slump and can pick endlessly through your shelves without one single game jumping out at you with a spark of inspirational quality.

I'm having one of those slumps at the moment. Don't get me wrong... I've been having great fun playing old games this past week. That side of me usually stays keen. But it speaks volumes when I'm turning on my 360 and would rather spend half an hour pissing about with Onechanbara Bikini Samurai Squad than getting stuck into the campaign on Halo Reach.

Still, things are about to pick up. Having played and loved the demo for Enslaved: Odyssey to the West, I've been out and bought the game today. The smallest child is in bed, the eldest will be soon, and I'll be diving into Monkey and Trip's somewhat dystopian future.

I'm really quite excited by it. If you haven't been following its development at all, here's a video showing the first 15 minutes of the game.

Thursday, 7 October 2010

OK, I'm a twit.

I've signed up to Twitter. I don't understand it yet, at all! But I'll tweet any new updates. If you're interested in receiving updates this way, then here I am:

PaulEMoz on Twitter.

Wednesday, 6 October 2010

Rex (ZX Spectrum)

And so, on to the "proper" game I was going to play today. And after asking for suggestions and getting hold of all the games that were mentioned, I've completely ignored the lot and gone for something that I'd never heard of.

Rex was issued by Martech, a company I know better for Commodore 64 releases such as Crazy Comets, Mega Apocalypse and Nemesis the Warlock. Apparently Rex was planned for the C64 but never released on that format. Luckily, it was released on the Spectrum, thereby giving me a new game to try out for my blog.


"And here we see, in the wild, a species indigenous to this planet... Mercenarius Rex."

The first thing that hit me when I started this game was how colourful it was. It reminded me of a few games all at once; Starquake, Exolon and Cybernoid. In fact, I wonder if this game was ever intended to be a Hewson release. It has something else in common with those games; it's rock hard. Yes, even harder than Cybernoid.

That doesn't mean it's not fun, though. It could have been frustrating, quite easily. But once you take a bit of time to evaluate the scene, watching bullet patterns and enemy movements, you can plot out your plan of action and then get moving. And you have a shield with limited energy, so if you save that and only activate it at the hardest bits, you should be alright.


Rex ain't no John Travolta...

Rex is not merely a platform game. As you're being shot at, it's only fair that you get to shoot back. Rex has (or can have) a number of weapons at his disposal. I say "can have"... you only get to use more powerful weapons once you've collected them from weapons pods around the complex. Even then, you need to have built up enough energy to power them. You do this by blasting enemies and collecting the little energy bubbles they leave behind.

It's interesting, this game, in that you're battling against humans as well as robots... but you aren't human yourself. Rex is kind if a hybrid dinosaur mercenary. Which is awesome, because there aren't enough games where you play as a gun-toting dinosaur mercenary.


When stealth and sneakiness fail, just let 'em have it.

It's worth noting again the graphics in this game. They're really lovely, and I like that the characters are all small as it gives the game more room in which to throw things at you. In fact, all those little characters, missiles and bullets bring to mind thoughts of Bangai-O, although this game really isn't anything like that.

Rex is a great little game, that offers a real challenge. I suspect it was released towards the end of the Spectrum's commercial life, which is a shame and means that many of the more seasoned Spectrum gamers might not have seen it either. If you still like to give the Spectrum a bit of your love,treat it to a workout and fire up Rex.

Mick the Mugger (ZX Spectrum)

If you've been reading this blog for any length of time, you'll know that I owned a Commodore 64 in my youth, and although I occasionally played on Spectrums that mates owned, I'm not as "up" on Speccy games as I would like to be. Picking games to play for the blog can therefore be a bit difficult. Sometimes I'll rely on recommendations. Others, I'll recall a classic name from a magazine review. And then there are times where I'll simply scroll through the World of Spectrum database and pick something I like the sound of. That's how I came to play Mick the Mugger.

The game had me at a disadvantage right from the start. I was expecting some kind of precursor to Grand Theft Auto, some crime epic where maybe you worked your way up from a petty criminal on the streets. Although having said that, many Spectrum games were resolutely British, and so if this had been that game, you'd probably have been knocking over old ladies outside the Post Office and occasionally knocking off a bobby's helmet. And I'd probably have been fine with that.

What I didn't expect was to play a fat lad with a penchant for Beck's beer and a habit of butting in on photographs.


Mick's found his way to the bar, where countless photo opportunities await.

You see, the "mugging" referred to in the title revolves around Mick's unending quest to get his mug snapped next to as many people as possible. If someone has a camera out, Mick's job is to creep up to the unsuspecting subject and, at the most appropriate moment (or inappropriate moment, depending on how you look at it), snake his arm around them, slap on his trademark grin and raise his drink to the camera. Simple, eh?

Maybe not. In order to get to your "victim", you have to navigate a traditional platform game scenario, with the location's denizens intent on keeping you at bay. Fortunately he's prepared for all-comers. Pressing the fire button delivers a vicious kick, and pushing down in conjunction with pressing the fire button sees Mick launching an empty Beck's bottle at any hapless foe. Pushing up will, amazingly, see Mick jump, almost gracefully, over enemies of a certain size.

Should Mick be successful and manage to get to the end of the level, the photo opportunity presents itself. The viewpoint switches to a "through the camera lens" position, and Mick has a limited amount of time to position himself where he will get the best photo. Should he be successful, his popularity will increase and he'll be able to move on to the next target. If not, he'll have to try the level again...


One is not amused! Mick repels the attacking corgi with a swift punt.

With Mick being such an endearing cheeky Cockney chappie, it's not long before he's moving on from nobodies and attempting to be snapped with the A-list. Film premieres, football matches and supermarket openings are all fair game for our hero. Each successful encounter will see Mick's popularity increase until he feels confident enough to go for his ultimate goal... a photo with The Queen.

Unfortunately, for all Mick has charmed London and Hollywood's finest, Liz wants nowt to do with the lairy twat and has ordered her servants to attack on sight. And her servants are numerous and varied. Once inside Buckingham Palace, Mick has to fend off butlers, corgis and, in a nod to Jet Set Willy, even toilets. But if Mick can use his skills well, then surely that elusive snap with our Monarch will be Mick's for the taking...

It's rumoured that Mick the Mugger sold a mere seven copies, all of them out of the programmer's local papershop. If that's true, it's a real shame... for the seven poor kids that wasted their pocket money.

*Mick the Mugger is obviously not a real game, but something I knocked up as a piss-takey birthday "card" for a mate. I think it's got potential though, so if anybody fancies trying to make it, go for it! Happy Birthday, Mick!

Tuesday, 5 October 2010

Beyond the Forbidden Forest (Commodore 64)

Atmosphere.

It's a valuable commodity in games... and one that can make or break a game. Nowadays it's a bit easier to capture that all important atmosphere, with modern technology allowing programmers to add far more colour (literally and metaphorically) than ever before. But back in the days of the Commodore 64, it was far more difficult to get right. A few games managed it... Paradroid was one, for example, The Sentinel was another. One game that was dripping with atmosphere was Beyond the Forbidden Forest.


Jesus. Can we not just go down the park, instead?

Right from the start, where a title screen warped from the twisted branches of the forest appears, lit only by lightning flashes that crack the night sky, you're spooked. And it doesn't get any less creepy. The game is kind to you to begin with... because it uses an unusual aiming system for your bow, it won't throw any creatures at you until you press the F7 key. But roaming around an empty forest with the most sinister, evil-sounding music playing is not for the faint of heart, either. You're just as well off pressing that key and getting on with it.


Run awaaaay! Run awaaaaaaaaaay!

The trouble is, when you do, it's the stuff of nightmares. Giant scorpions rush from the undergrowth, pincers snapping. Huge worms burst from underground... you never know where they'll spring from next, and too many misses with your arrows will see you dragged under... Mosquitos bigger than eagles swoop down, and will suck you dry. And there's a big stompy thing, too. Stomp, stomp, STOMP! And when day turns to night... very worrying indeed.


Ugh. I hate worms. Where's Kevin Bacon when you need him?

As if to prove that you're not in this alone, and that the Gods may be on (or by) your side, for every creature you defeat, a golden arrow will be delivered in a musical fanfare from the heavens. They're not given to you as a reward, though, or because they look nice. You'll need enough of these, at least six, in order to gain access to the Underworld, where even greater evils await...


No, that's alright Kev, you just stay up on that roof. I'll be AAAAARRRGGHHHH!!!

If you've ever watched a film that Ray Harryhausen worked on, you'll see the appeal in Beyond the Forbidden Forest. A lone archer, trapped in an evil forest, attacked by giant creatures... resurrected by a mystical light if killed... it's the stuff Dynamation movies were made of. Jason and the Argonauts would have nothing on this. Well... OK. This would be a close second to Jason and the Argonauts. That's awesome.


Phew, here comes the helicopter rescue. Oh, hang on...

And so is this. It might not look it... it's fair to say the graphics are a bit on the chunky side, but they work in the context of the game and are quite clever in the way they let you run (and fire) in and out of the screen. The music is excellent... each creature has its own "theme tune" along with the other short, sparse numbers, and all are either dramatic or evil-sounding.


If only I had a bag of marshmallows...

Beyond the Forbidden Forest is not necessarily a game with masses of replay value. There's no high score, and once you've seen the end there's not that much point going through it again. But getting there is an epic and very difficult journey, and one well worth taking, I reckon. It's another game that I'd love to see a remake of... and I was shocked to find that there was one for the PC, in 2003. I'm making an effort to obtain that... I'll report on that one as and when...

Should I be a twit?

I've never been on Twitter, although I know a lot of people do that. I'm on Facebook now (finally), but I haven't been linking to my posts on there. But I'm wondering if Tweeting links to new blog posts might be a good idea and could potentially bring in more readers. Any thoughts?

Monday, 4 October 2010

HardBall! (Commodore 64)

HardBall! is the second classic Accolade title from the bunch I mentioned in my Law of the West write-up. When it arrived, I don't think I'd ever seen baseball before, and it genuinely felt like they'd put a little piece of America in the corner of my bedroom. The game blew me away.

It was presented so well that it was hard not to be drawn in. The huge player sprites and unusual but effective viewpoint were, of course, the main draw. I actually played this before the slightly earlier World Series Baseball, and the difference between the two was (and still is) like night and day in that respect.


About to bring the heat...

The computer opponent was quite tricky, but that didn't matter because I only really played the two-player game, which was great fun. I didn't have that option here, so I was forced to take on the computer opponent in a test of my mettle.

I have to say, HardBall! is still exactly as I remember it. And for all today's games are considerably flashier, much more detailed, much more in-depth and generally better, it hasn't really lost anything from back then. The player graphics are still pretty impressive for the age and platform we're looking at, and for all its little flaws, it still plays a pretty good game.


Success! Another homer, and I've tied the game.

It might seem very limited now, but back then the ability to substitute players and construct a starting line-up of your own choosing was quite revolutionary. And then there was your pitching strategy to take care of... and it certainly seems to matter, it's not just there for show. My first pitcher lacked a fastball, that staple of most pitchers, and went for two homers in the first inning. Not a great start, and although he improved in the second I soon yanked him and sent in someone else.

Batting was always the hardest part of HardBall!, and so it was proving again. I managed just one hit in the first three innings... which for those of you that don't know the game, means nothing... you don't actually score anything for a hit. However; all was not lost, and I tied the game at two in the fourth, with a couple of home runs.


Fastball! The exclamation mark makes all the difference.

Sadly, no sooner did I have the game tied then it all went wrong. A feeble hit from my opponent dribbled to my fielder, but I accidentally threw the ball to the wrong base and the runner made it to first. The very next pitch saw a two-run shot blasted to centre field, and I was down 4-2. I pulled that pitcher and threw in a guy with a very low ERA (Earned Runs Average). Not only did he have a fastball, he also had a fastball! The exclamation mark meant it was really fast. So I threw one of them for his first pitch, and it was dispatched to the car park. 5-2. I never got back into the game after that.

HardBall! takes me back in all the best ways. The big players, the roar of the crowd, the lovely incidental music from Ed Bogas (his speciality... he was one of those whose music you could always tell was his), and the feel of America combined to make HardBall! a classic of its time. I had a lot of fun with it today, and having lived in America and developed a love of baseball, I have a new appreciation for it now.

Thanks to Steve for the corrections. :-)

Law of the West (Commodore 64)

Way back when, Accolade went through a spell where they released a series of games, all of which I look back on fondly. I would say they're regarded as classics, although they might not all have had the highest critical acclaim at the time. The first of those games, and the one which everyone I know played and loved, is Law of the West.


Admit it, this almost brought a tear to your eye.

I'm not sure why Law of the West caught our imaginations as it did. I mean, cowboy films were not exactly all the rage in 1985. And yet, here we were being presented with the opportunity to be a sheriff of a two-bit town, and we snapped it up eagerly.


That Rose is a right floozy. Begone with you, woman!

I suspect it was because Law of the West was different to anything else at the time. It was much lighter than a text adventure, although you progressed by choosing one of four responses to a character's statements. And it was much lighter than an action game, with very little opportunity to draw your gun... and that was the only actual action in the game!


Come on, you always wanted to. And most of you probably did.

I decided I was going to play through it again, for the umpteenth time. And although I may be wrong, I think that a large part of the appeal is that your choices do directly affect the way the game progresses. Choose the right responses, and you can pacify a gunslinger, woo a lady, or keep onside with the doctor. Make sure that you do that last one. It's quite handy...


This one always looks like ending with trouble...

So, is Law of the West a precursor to Heavy Rain? Did those guys play this as kids and set out to make a more elaborate game along the same lines? That's doubtful, although I like to think it might be true. But it is a charming and endearing game which brings a touch of decency and morality to the Wild West... if you want it to. It ain't Red Dead Redemption, and it ain't Deadwood, but for all its brevity and relative lack of challenge these days, Law of the West is likely to see the sunset with many an old gamer.

The Eidolon (Commodore 64)

When I look through old copies of ZZAP! 64 (or as is more likely these days, scans on the PC), I see some fantastic games mentioned, many of which I've played, many of which I've loved. There have been some great games over time, and some fantastic software houses. One which stood right alongside the best of them was Lucasarts... and yet, I've probably totalled about 30 minutes' combined play on their four classic games. Madness. And time to put that right...


Awww. So cute. KILL IT WITH FIRE!

If one of those Lucasarts games captured my imagination from the review, it was The Eidolon. It looked stunning... a network of caves inhabited by some truly fabulous looking creatures. And yet, for some reason, I never got around to playing it. There was a time when we nearly had it in our house, but I'll go into that another time...

The blurb mentions that you find a machine that transports you... INTO YOUR OWN MIND! That explains why it's all grey and sludgy, then. Using this incredible machine, you must voyage around the caverns of your mind, looking for a way out. Unfortunately, it's not as easy as all that, as your mind plays host to all kinds of fascinating creatures... and they don't take kindly to your interruption. In fact, if you get too close, they're likely to attack.


Oh, come on. Is that any way to treat visitors?

You're not defenceless... well, it would be stupid to go anywhere dangerous unprepared. Your machine can fire fireballs of four different colours, each colour having different effects on the creatures. Red fireballs are standard blasters, but blue will freeze time, and green will transform your enemy into something different. It's a bit of a gamble, this one... you might end up facing something more powerful! You can also collect fireballs and gems, which is useful.

There's a tremendous atmosphere to The Eidolon. Although the sound is sparse and more often than not consists of white noise effects, it's all that's needed. What sort of noises would you expect to hear inside your mind, anyway? Well, I suppose there could be an Yngwie Malmsteen album in mine... but you could always play music in another program while you're playing the game.


Now that one really is a mean looking bastard. Best be careful...

Although it can be a bit clunky to play during fights, it's still intense, especially when you're up against an end-level dragon and you're firing and trying to collect its fireballs at the same time. I can definitely see why this was so highly rated at the time. It's a great concept, and not like anything else I played back then, and I can't think of much like it since. It's another game that could be great if remade. I'm not very good at it, but I've just found out how to beat some of the later dragons, so I'm going to head back in later...

Bombuzal (Commodore 64)

Bombuzal is a game where you play a fat character with a big nose. It's almost as though the programmers were looking into my future.

It's also a puzzle game. I hate puzzle games... I'm sure everyone knows that by now. But it wasn't always like that. Years ago, when I was young and had a brain, I actually quite liked puzzle games. Zenji, Soko-Ban, Solomon's Key... all wildly different puzzlers that I owned on the C64, and loved. And Bombuzal was another.


Here. Have a gobstopper.

I remember reading the Gold Medal review in ZZAP! 64 and thinking it didn't look particularly special. But somebody lent me it, and I was hooked. I haven't played it for ages though, so what better time than now?

Bombuzal is more interesting than most games right from the off, because it offers you the option of playing in an overhead 2D view or an isometric 3D view. In practice, it's much easier to play in the overhead view as you get to see more of the playing area.


Those squiggly tiles disappear when you move off them. The five is SECONDS YOU HAVE LEFT UNTIL YOU DIE! MOVE IT!

The object of the game is to blow up all the bombs on every level, whilst leaving at least the bit of floor you're standing on. It sounds easy, but of course it ain't necessarily so...

There are a number of factors that affect your 'splodey skills. The first one involves the bombs themselves. They're different sizes, meaning that when you blow them up, they take out different amounts of floor space. You really need to have a good look at what lies before you and weigh up your options. It doesn't help, then, that there's a tight time limit...


The standard of guests that Hef invited to the Playboy mansion was slipping in his old age...

Adding to your woes is the floor itself. There are different tiles, and standing on them has different effects. Some, thankfully, are just plain floor tiles. But others disappear once you step off them. Some are slippery, and cause you to keep sliding until you hit a non-slip tile... or slide into the abyss. There are teleports, which can be essential if you're to complete some levels.

In the end, all these elements combine to make a cracking little puzzle game. Of course it's annoying when you mess it up, but it's great fun watching everything explode around you and coming out unscathed. Bombuzal is not one of the names that gets trotted out in most lists of great puzzle games, but it is just that and it's kept me entertained for a good part of this afternoon.

Unsung Classics. Number 11: R.I.S.K. (Commodore 64)

I'm kicking off what I hope will be a flurry of posts today with an Unsung Classic on the Commodore 64 - R.I.S.K.. It's nothing to do with the famous board game, but is actually a shoot 'em up with a surprising amount of depth, and one that I very much enjoyed back in the day.

R.I.S.K. stands for Rapid Intercept - Seek and Kill. Inexplicably, there's another version of this out there called K.R.I.S.. Being a bit dense, I can only presume that this might be a foreign version and the letters make sense in that language, but I honestly haven't got a clue. As well as seeking and killing, though, you have to rescue stranded scientists from every level. Videogame scientists are hopeless, aren't they?


Yes sir, that one comes in a range of colours. You fancy the green? Certainly, sir.

The game starts a little differently to most shooters, with you and your ship still in a compound. You can wander around here... if you log into the computer, you can change the colour of your ship, or those of the game's borders and menus. It's a nice little touch, and I appreciated being able to cater somewhat to my own personal taste.

There's also a shop where you can upgrade your ship. Naturally, at the beginning, it's only worth visiting to see what you might be able to get later, but as the game goes on you're really going to need to make the most of this place.


Get the capsule! You'll be able to buy upgrades with that.

Once you've finished pottering around, it's time to take to your ship and do some blasting. But first, there's a map to have a look at. Will you ever get to play the game? It turns out that the map just gives you a choice of levels, which is another cool feature.

When you're finally thrown into the action, you're in for a bit of a rude awakening. R.I.S.K. is a difficult game. It's got elements from games such as Dropzone, Wizball and even Chopper Command on the old Atari. The most obvious initial problem you have to overcome is your bouncy ship. When you start out, your ship doesn't have anti-grav, so what goes up must come down. It makes control trickier than you'd like, and forces you to keep your concentration level up. Your ship also feels heavy, which is interesting, and it wobbles quite worringly if something hits it while you're moving at speed. Lovely touches, these.


Oi! Bloody hooligans!

As you fly about, shooting little jetpacked fellows and ground craft, capsules will fly by. These can be collected, and serve as currency once you head back to the shop. The first thing you'll want to buy is the anti-grav unit, but once that's in place you can upgrade all aspects of your ship. You'll certainly need to, because the game gets more difficult all the time.

R.I.S.K. was well reviewed at the time, from what I remember, but I think I'm the only one I know that really played it, having picked it up for cheap at the local bookshop. It's a game ahead of its time, really, being packed with so many good ideas and actually carrying them off pretty well. I've had a few problems with the game crashing, which is a shame, but otherwise I've thoroughly enjoyed this revisit, and it's a game that I think it ripe for a modern remake.

Saturday, 2 October 2010

Excited!

Tell you what, I've got some great games lined up for next week (and beyond). I might have a couple of themed days, depending on how much time I have... maybe play a few games on one platform in one day. Just give me a prod if it looks like I'm slacking off!