Just a quick update notice to say I'm currently producing new reviews and content for the folks over at www.vintageisthenewold.com, so this blog is currently on stasis. I will filter content down at some point!
For now, please check out my articles here
Thursday, 15 March 2018
Friday, 16 February 2018
Game Review: Zorro (Commodore 64)
Released in 1985 by Datasoft, Zorro is an arcade platform game based on Johnston McCulley's masked vigilante, released in 1985 for the ZX Spectrum, C64 and Amstrad range of 8-bit computers. It's another game that I remember playing as a child, but was never able to actually finish for one reason or another.
All is not well in the pueblo of Los Angeles, where the dastardly Colonel Garcia has kidnapped a fair Senorita, spiriting her away to his fort on the other side of town. Not one to sit idly by when a damsel is in distress, Zorro, expert swordsman and champion of the people, leaps into action, setting out on a rescue mission that will see him solving puzzles, crossing swords with the colonel's guard and plundering subterranean catacombs.
All is not well in the pueblo of Los Angeles, where the dastardly Colonel Garcia has kidnapped a fair Senorita, spiriting her away to his fort on the other side of town. Not one to sit idly by when a damsel is in distress, Zorro, expert swordsman and champion of the people, leaps into action, setting out on a rescue mission that will see him solving puzzles, crossing swords with the colonel's guard and plundering subterranean catacombs.
Sunday, 11 February 2018
Game Review: Donkey Kong (Nintendo Game Boy)
When it was released in 1981, the original Donkey Kong arcade machine was a game of several firsts. Not only was it the first game to start two of Nintendo's most famous characters, it helped define the genre that we now know as the "platformer". From the original coin-op release, to the plethora of home versions, gamers everywhere were hooked by the addictive gameplay, fancy graphics and iconic sound - the sound of jumping over a barrel will be forever etched into our brains.
Despite the success of the game and development of a couple of sequels, it would be Mario (or Jumpman as he was known at the time) that would go on to enjoy world-wide critical and commercial success in a series of games that made Nintendo the dominant gaming force for the rest of the decade; aside from an outing on the NES, it would seem that poor old Donkey Kong would be relegated to relative obscurity.
Despite the success of the game and development of a couple of sequels, it would be Mario (or Jumpman as he was known at the time) that would go on to enjoy world-wide critical and commercial success in a series of games that made Nintendo the dominant gaming force for the rest of the decade; aside from an outing on the NES, it would seem that poor old Donkey Kong would be relegated to relative obscurity.
Tuesday, 6 February 2018
Game Review: Joe Blade 2 (Commodore 64)
Developed by Kevin Parker and published by Players Software in 1988
Released originally for the Spectrum, C64 and Amstrad CPC 8-bit computers, the original Joe Blade was a typical flick-screen adventure game where mustachioed military-man, Joe Blade, had to locate a number of prisoners and achieve other objectives, prior to finding the exit; it was a fairly typical explore 'em up of it's day, albeit one that didn't really exhibit any real standout qualities. Whatever the case, the developer must have felt that there was some mileage in the character, for the game spawned a couple of sequels, the first of which I'll be reviewing today.
Released originally for the Spectrum, C64 and Amstrad CPC 8-bit computers, the original Joe Blade was a typical flick-screen adventure game where mustachioed military-man, Joe Blade, had to locate a number of prisoners and achieve other objectives, prior to finding the exit; it was a fairly typical explore 'em up of it's day, albeit one that didn't really exhibit any real standout qualities. Whatever the case, the developer must have felt that there was some mileage in the character, for the game spawned a couple of sequels, the first of which I'll be reviewing today.
Friday, 2 February 2018
Game Review: Double Dragon (Nintendo Entertainment System)
Developed by Technos and published by Tradewest in 1988
Regular readers of my reviews will know that Double Dragon is one of my favourite arcade games of all time, and that the C64 version that I owned as a child was a bitter disappointment. With so many of the ports for home computers of the day, for the want of a better word, sucking, I wondered whether the conversion for the Nintendo Entertainment System would fair any better - I'd played the Master System and was relatively impressed, so would the official Nintendo seal of quality mean anything in this instance?
I'm by no means an expert on games for the NES, but one thing I have noticed is that, with games based on arcade titles, the developers generally opted to craft an experience that built on the core mechanics of the arcade title, but that delivered a decent gaming experience whilst working within the constraints of the console's hardware. I'd seen footage of the NES conversion online, but never actually played it - curious to see how it stacked up, I decided to take up the challenge.
Regular readers of my reviews will know that Double Dragon is one of my favourite arcade games of all time, and that the C64 version that I owned as a child was a bitter disappointment. With so many of the ports for home computers of the day, for the want of a better word, sucking, I wondered whether the conversion for the Nintendo Entertainment System would fair any better - I'd played the Master System and was relatively impressed, so would the official Nintendo seal of quality mean anything in this instance?
I'm by no means an expert on games for the NES, but one thing I have noticed is that, with games based on arcade titles, the developers generally opted to craft an experience that built on the core mechanics of the arcade title, but that delivered a decent gaming experience whilst working within the constraints of the console's hardware. I'd seen footage of the NES conversion online, but never actually played it - curious to see how it stacked up, I decided to take up the challenge.
Monday, 29 January 2018
Game Review: Rod Land (Nintendo Game Boy)
Developed by Eurocom and published by The Sales Curve in 1993
In today's review, we'll be taking a look at Rod Land for the Nintendo Game Boy. I'd never really considered playing or reviewing titles for the system (largely because I didn't own one as a child), but it was playing this particular game that opened by eyes (and ears) as to what the system was capable of and inspired me to look at a few more games in it's library.
The game is based on the Rod Land arcade game, developed by Jaleco and released in 1990. My first experience of the title was on the Commodore Amiga (great conversion) and later the original arcade release (via MAME) - if you've ever played Bubble Bobble or Rainbow Islands, you'll be in familiar territory.
The story begins in the Fairy village where life is always peaceful, that is until a demon attacks and kidnaps the mother of Tam and Rit, a pair of young fairy children. With their mum now held captive atop a mysterious tower, it falls upon the pair to mount a rescue mission. Armed with magic rods and a pair of rainbow shoes gifted to them by the Village Elder, Tam and Rit must enter the tower and deal with whatever lurks inside.
For those who have never played the game before, the tower is broken up into individual screens containing a number of platforms, each interconnected by ladders. A variety of cutesy (yet lethal) enemies patrol the platforms, all designed to make a bee-line for your position. Hitting an enemy with your rod will trap them, with repeated taps of the attack button swinging them over your head and bopping them repeatedly on the ground; three whacks and the enemy expires, leaving behind a special weapon that can take out other enemies when collected. Enemies killed by these special weapons will leave behind a fruit token, earning the player extra points when collected.
The key to success, however, is ensuring that you always have an escape route figured out, just in case you get cornered by a pack of marauding starfish. It's at these times that you'll want to make use of your magic powers to summon a ladder that you can use to climb to a higher platform. Enemies will try to climb your ladders in order to give chase - players can use this to make groups of enemies easier to deal with by luring them to certain locations, but it's also possible to get trapped if you're not careful.
Those players looking to secure a high score, not to mention giving them the greatest chance of success at actually beating the game, should turn their attention to the many flowers lining each of the platforms. Collecting flowers earns points, but grabbing all the blooms in a level will activate a bonus round, transforming any remaining baddies into weird, squidgy, jelly things that drop special letters when killed. Pick up each of the letters to form the word "EXTRA" and you'll be presented with an extra life (and more bonus points) by a very nice fairy-lady.
One of the most obvious differences between this and the arcade version is the screen layout. Each of the levels in the original coin-op were static screens, displaying the entire play-field. This simply would not have been possible, given the constraints imposed by both the physical size and resolution of the Game Boy's screen, so the developers have altered the dimensions of all the character sprites and art assets to make best use of what little screen space there is. Even with re-scaled artwork, trying to pack all of it into a single static screen would have resulted in a frustrating experience, so the team also made the play-field scroll both horizontally and vertically, allowing them to build levels to a size that don't box the player or trap them. It's a design decision that really does pay off and the end result is a game that not only manages to look great (which it does), but also capture the essence of the original arcade, delivering a fun experience on a handheld format.
Whether by design, or simply a by-product of the changes in scale, Rod Land on the Game Boy ends up being decidedly easier than the arcade. The majority of the levels are open enough that, combined with your ability to summon ladders out of thin air, it's possible to outpace and maintain a relatively safe distance from your enemies. This meant that I was able to focus more on collecting flowers for bonus points, as well as activating the bonus round, than having to kill off enemies simply to survive. In fact, the game felt almost a little too easy at times, but then it would teach me a lesson in humility as I'd blunder into an enemy I didn't see, or had mistimed a crucial rod attack, reminding me not to get complacent; it's here that I think the game manages to hit just the right balance between accessibility and fun, yet still providing a challenge.
The other big surprise here was the game's audio and just how good it is. The music from the arcade version has been recreated faithfully here and the GB sound-chip gives it a distinctive sound and quality that I just wouldn't have expected from a hand-held gaming system. Even more impressive than the music, however, are the sound effects, mainly because they're near-identical to the arcade version - sure, there are some differences, but I really was impressed with the quality of the sound in this particular title.
I love the simplicity of Rod Land's game design and the Game Boy version is a great platform for the title. Eurocom did a great job in reworking the game to work on the Game Boy and is definitely a title I'd recommend if you're a fan of arcade-platform games - highly recommended!
In today's review, we'll be taking a look at Rod Land for the Nintendo Game Boy. I'd never really considered playing or reviewing titles for the system (largely because I didn't own one as a child), but it was playing this particular game that opened by eyes (and ears) as to what the system was capable of and inspired me to look at a few more games in it's library.
The game is based on the Rod Land arcade game, developed by Jaleco and released in 1990. My first experience of the title was on the Commodore Amiga (great conversion) and later the original arcade release (via MAME) - if you've ever played Bubble Bobble or Rainbow Islands, you'll be in familiar territory.
The story begins in the Fairy village where life is always peaceful, that is until a demon attacks and kidnaps the mother of Tam and Rit, a pair of young fairy children. With their mum now held captive atop a mysterious tower, it falls upon the pair to mount a rescue mission. Armed with magic rods and a pair of rainbow shoes gifted to them by the Village Elder, Tam and Rit must enter the tower and deal with whatever lurks inside.
For those who have never played the game before, the tower is broken up into individual screens containing a number of platforms, each interconnected by ladders. A variety of cutesy (yet lethal) enemies patrol the platforms, all designed to make a bee-line for your position. Hitting an enemy with your rod will trap them, with repeated taps of the attack button swinging them over your head and bopping them repeatedly on the ground; three whacks and the enemy expires, leaving behind a special weapon that can take out other enemies when collected. Enemies killed by these special weapons will leave behind a fruit token, earning the player extra points when collected.
The key to success, however, is ensuring that you always have an escape route figured out, just in case you get cornered by a pack of marauding starfish. It's at these times that you'll want to make use of your magic powers to summon a ladder that you can use to climb to a higher platform. Enemies will try to climb your ladders in order to give chase - players can use this to make groups of enemies easier to deal with by luring them to certain locations, but it's also possible to get trapped if you're not careful.
Grab those flowers! |
Those players looking to secure a high score, not to mention giving them the greatest chance of success at actually beating the game, should turn their attention to the many flowers lining each of the platforms. Collecting flowers earns points, but grabbing all the blooms in a level will activate a bonus round, transforming any remaining baddies into weird, squidgy, jelly things that drop special letters when killed. Pick up each of the letters to form the word "EXTRA" and you'll be presented with an extra life (and more bonus points) by a very nice fairy-lady.
One of the most obvious differences between this and the arcade version is the screen layout. Each of the levels in the original coin-op were static screens, displaying the entire play-field. This simply would not have been possible, given the constraints imposed by both the physical size and resolution of the Game Boy's screen, so the developers have altered the dimensions of all the character sprites and art assets to make best use of what little screen space there is. Even with re-scaled artwork, trying to pack all of it into a single static screen would have resulted in a frustrating experience, so the team also made the play-field scroll both horizontally and vertically, allowing them to build levels to a size that don't box the player or trap them. It's a design decision that really does pay off and the end result is a game that not only manages to look great (which it does), but also capture the essence of the original arcade, delivering a fun experience on a handheld format.
Earning a 1-UP |
Whether by design, or simply a by-product of the changes in scale, Rod Land on the Game Boy ends up being decidedly easier than the arcade. The majority of the levels are open enough that, combined with your ability to summon ladders out of thin air, it's possible to outpace and maintain a relatively safe distance from your enemies. This meant that I was able to focus more on collecting flowers for bonus points, as well as activating the bonus round, than having to kill off enemies simply to survive. In fact, the game felt almost a little too easy at times, but then it would teach me a lesson in humility as I'd blunder into an enemy I didn't see, or had mistimed a crucial rod attack, reminding me not to get complacent; it's here that I think the game manages to hit just the right balance between accessibility and fun, yet still providing a challenge.
The first boss stage |
The other big surprise here was the game's audio and just how good it is. The music from the arcade version has been recreated faithfully here and the GB sound-chip gives it a distinctive sound and quality that I just wouldn't have expected from a hand-held gaming system. Even more impressive than the music, however, are the sound effects, mainly because they're near-identical to the arcade version - sure, there are some differences, but I really was impressed with the quality of the sound in this particular title.
I love the simplicity of Rod Land's game design and the Game Boy version is a great platform for the title. Eurocom did a great job in reworking the game to work on the Game Boy and is definitely a title I'd recommend if you're a fan of arcade-platform games - highly recommended!
Friday, 26 January 2018
Game Review: Strider (Arcade)
For today's review, I decided to take a look at Strider, an arcade game that, in spite of media hype (not to mention ports for most major computers and consoles), I had never actually gotten around to playing. Not one to shy away from broadening my gaming horizons, I thought I'd take some time to check it out and report back my thoughts.
A little reading beforehand revealed that Strider Hiryu began life as a collaborative endeavour between Capcom and Manga outfit, Moto Kikaku. The arcade game features Strider Hiryu as the main character, as well as borrowing elements from the original Manga storyline (although I'm led to believe there are plenty of discrepancies between the game world and comic fiction). The Striders are a group of shadowy mercenaries for higher, trained to super-human levels of agility and possessing exceptional skills in martial arts and armed combat.
A little reading beforehand revealed that Strider Hiryu began life as a collaborative endeavour between Capcom and Manga outfit, Moto Kikaku. The arcade game features Strider Hiryu as the main character, as well as borrowing elements from the original Manga storyline (although I'm led to believe there are plenty of discrepancies between the game world and comic fiction). The Striders are a group of shadowy mercenaries for higher, trained to super-human levels of agility and possessing exceptional skills in martial arts and armed combat.
Monday, 22 January 2018
Game Review: Alex Kidd in Shinobi World (Sega Master System)
Developed and published by Sega in 1990
The original Alex Kidd in Miracle World was a significant title for Sega in several respects. Not only did it demonstrate that their Master System hardware superior to that of the NES, but that Sega had the ability to create games with the same level of polish as Nintendo as well. The game came built into the ROM of the Master System and Master System II consoles, so it would be the first game that most children would experience from Sega's 8-bit machine; as we know, first impressions count for a great deal. With the success of the original game, it's no surprise that Sega developed a number of sequels and spin-offs, right up until his position was usurped by a certain blue hedgehog in 1991.
The original Alex Kidd in Miracle World was a significant title for Sega in several respects. Not only did it demonstrate that their Master System hardware superior to that of the NES, but that Sega had the ability to create games with the same level of polish as Nintendo as well. The game came built into the ROM of the Master System and Master System II consoles, so it would be the first game that most children would experience from Sega's 8-bit machine; as we know, first impressions count for a great deal. With the success of the original game, it's no surprise that Sega developed a number of sequels and spin-offs, right up until his position was usurped by a certain blue hedgehog in 1991.
Sunday, 21 January 2018
Game Review: Retrograde (Commodore 64)
Developed by Apex Computer Products/Transmission Software and published by Thalamus in 1989
Headed by brothers John and Steve Rowlands, Apex Computer Productions was responsible for some of the best, most polished and greatest titles to grace the Commodore 64 computer. Although probably best known for their Creatures and Mayhem in Monsterland (scoring a controversial 100% in Commodore Format magazine), it's actually Retrograde that is my favourite of all their games, developed in conjunction with Rob Ellis.
The game was published in 1989 by Thalamus and was, for the time, a genuinely unique blend of horizontal shoot 'em up action, platforming, all wrapped up with an innovative progression system that allowed the player to progressively upgrade their equipment as they played; it was an experience quite unlike anything else I'd played at the time.
Headed by brothers John and Steve Rowlands, Apex Computer Productions was responsible for some of the best, most polished and greatest titles to grace the Commodore 64 computer. Although probably best known for their Creatures and Mayhem in Monsterland (scoring a controversial 100% in Commodore Format magazine), it's actually Retrograde that is my favourite of all their games, developed in conjunction with Rob Ellis.
The game was published in 1989 by Thalamus and was, for the time, a genuinely unique blend of horizontal shoot 'em up action, platforming, all wrapped up with an innovative progression system that allowed the player to progressively upgrade their equipment as they played; it was an experience quite unlike anything else I'd played at the time.
Thursday, 18 January 2018
Game Review: James Bond 007: The Duel (Sega Mega Drive/Genesis)
Developed by The Kremlin and published by Domark in 1993
Time to check out another Mega Drive title, this time a game based on Ian Flemming's vodka martini-swigging (shaken, not stirred) secret agent, James Bond. I can't be entirely sure, but I have a vague recollection that the game was included in a console bundle, possibly from Argos or one of the other catalogue-based retailers at the time.
Up until the release of this particular game, most 007 titles had been based on one of the movies, but James Bond 007: The Duel is an original IP with it's own story (such that it is). I wasn't able to dig up much on the game's plot, but the back of the box mentions that a crazy professor intends to bring about the end of the world with some kind of Doomsday missile and only 007 is up to the task of taking this lunatic down.
Time to check out another Mega Drive title, this time a game based on Ian Flemming's vodka martini-swigging (shaken, not stirred) secret agent, James Bond. I can't be entirely sure, but I have a vague recollection that the game was included in a console bundle, possibly from Argos or one of the other catalogue-based retailers at the time.
Up until the release of this particular game, most 007 titles had been based on one of the movies, but James Bond 007: The Duel is an original IP with it's own story (such that it is). I wasn't able to dig up much on the game's plot, but the back of the box mentions that a crazy professor intends to bring about the end of the world with some kind of Doomsday missile and only 007 is up to the task of taking this lunatic down.
Monday, 15 January 2018
Game Review: RoboCop (Nintendo Game Boy)
Developed and published by Ocean Software in 1990
Up until the release of the Game Boy, portable video gaming consisted of those hand-held LCD games from Tiger Electronics and all manner of low-cost clones from the Far East. That changed overnight when Nintendo released the original Game Boy system in 1989, finally delivering a "proper" gaming experience on the move - I'm pretty sure the Game Boy became the solution to many a parent's problem on those long car journeys.
With total sales somewhere in the region of 64.2 million units, the Game Boy trounced the competition by some considerable margin. I never owned a Game Boy growing up, but, ever keen as I am to broadening my retrogaming horizons, I've been checking out some titles for Nintendo's first, true portable gaming system, and, I have to say, I haven't been disappointed so far.
Up until the release of the Game Boy, portable video gaming consisted of those hand-held LCD games from Tiger Electronics and all manner of low-cost clones from the Far East. That changed overnight when Nintendo released the original Game Boy system in 1989, finally delivering a "proper" gaming experience on the move - I'm pretty sure the Game Boy became the solution to many a parent's problem on those long car journeys.
With total sales somewhere in the region of 64.2 million units, the Game Boy trounced the competition by some considerable margin. I never owned a Game Boy growing up, but, ever keen as I am to broadening my retrogaming horizons, I've been checking out some titles for Nintendo's first, true portable gaming system, and, I have to say, I haven't been disappointed so far.
Sunday, 14 January 2018
Game Review: Gods (Commodore Amiga)
Developed by The Bitmap Brothers and published by Renegade in 1991
"Into the Wonderful": those are the immortal words that can be heard during the introduction to one the best-known, not to mention fondly remembered Commodore Amiga games of all time. Developed by The Bitmap Brothers, this game is considered something of a classic amongst fans of the Amiga, but is this reputation deserved, or is it merely the folly of a deep-rooted nostalgia for one's own childhood?
The game follows the adventures of an unnamed protagonist as seeks the ultimate prize of immortality from the very gods themselves. His task is to venture to the Ancient City, where he must slay the guardians that reside there; only by accomplishing this task will he be granted eternal life.
"Into the Wonderful": those are the immortal words that can be heard during the introduction to one the best-known, not to mention fondly remembered Commodore Amiga games of all time. Developed by The Bitmap Brothers, this game is considered something of a classic amongst fans of the Amiga, but is this reputation deserved, or is it merely the folly of a deep-rooted nostalgia for one's own childhood?
The game follows the adventures of an unnamed protagonist as seeks the ultimate prize of immortality from the very gods themselves. His task is to venture to the Ancient City, where he must slay the guardians that reside there; only by accomplishing this task will he be granted eternal life.
Friday, 12 January 2018
Game Review: Iridion 3D (Game Boy Advance)
Developed by Shin'en and published by Majesco in 2001
In the brief time I've spent with the Game Boy Advance, I have been really impressed with the quality of the titles available. I fancied checking out another game to review, and, having perused various lists, I spotted a title that caught my eye. Developed by Shin'en, Iridion 3D was a launch title for the GBA platform that showcased some particularly fancy graphics for a handheld title, especially for the time.
The game's story, such as it is, is pretty minimalist. Earth is under threat from Iridion forces, who have launched an attack and are in the process of laying mines in orbit around the planet, as well as in the Pacific Ocean. Piloting an experimental SHN fighter craft, it's up to you to take down the Iridion foes and liberate Earth.
Viewed from a third-person perspective, the player must guide their attack ship through 7 stages of shooting action - so far so familiar - but the main difference here is the game's perspective. Anyone remember those ultra-cool 3D tunnel sections from Stardust on the Amiga? If so, you'll be pretty familiar with Iridion 3D has to offer since it takes the same concept and turns it into an entire game!
In the brief time I've spent with the Game Boy Advance, I have been really impressed with the quality of the titles available. I fancied checking out another game to review, and, having perused various lists, I spotted a title that caught my eye. Developed by Shin'en, Iridion 3D was a launch title for the GBA platform that showcased some particularly fancy graphics for a handheld title, especially for the time.
The game's story, such as it is, is pretty minimalist. Earth is under threat from Iridion forces, who have launched an attack and are in the process of laying mines in orbit around the planet, as well as in the Pacific Ocean. Piloting an experimental SHN fighter craft, it's up to you to take down the Iridion foes and liberate Earth.
Viewed from a third-person perspective, the player must guide their attack ship through 7 stages of shooting action - so far so familiar - but the main difference here is the game's perspective. Anyone remember those ultra-cool 3D tunnel sections from Stardust on the Amiga? If so, you'll be pretty familiar with Iridion 3D has to offer since it takes the same concept and turns it into an entire game!
Monday, 8 January 2018
Game Review: Snake Rattle 'n' Roll (Nintendo Entertainment System)
Developed by Rare and published by Nintendo in 1990
In my ongoing mission to broaden gaming horizon, I've been delving into some games for the original Nintendo Entertainment System, a system I coveted as a child but never got to own.
The first time I saw Snake Rattle 'n' Roll was in Debenhams (department store for non-UK readers) on a demo unit in the run up to Christmas. As I recall, it was right next to a Sega Mega Drive running a copy of the original Sonic The Hedgehog and, as I only had a C64 at that point, I stood in awe of both machines in front of me, desperately waiting for the other kids to get of the damned things and let me have a go before my parents came to collect me; I couldn't have been more 8 years old at that point, but it's funny the memories that stick with you.
In my ongoing mission to broaden gaming horizon, I've been delving into some games for the original Nintendo Entertainment System, a system I coveted as a child but never got to own.
The first time I saw Snake Rattle 'n' Roll was in Debenhams (department store for non-UK readers) on a demo unit in the run up to Christmas. As I recall, it was right next to a Sega Mega Drive running a copy of the original Sonic The Hedgehog and, as I only had a C64 at that point, I stood in awe of both machines in front of me, desperately waiting for the other kids to get of the damned things and let me have a go before my parents came to collect me; I couldn't have been more 8 years old at that point, but it's funny the memories that stick with you.
Saturday, 6 January 2018
Game Review: Elvira - Mistress of the Dark (Commodore Amiga)
Developed by Horrorsoft and published by Accolade in 1990
Of all the games I owned for my Commodore Amiga, Elvira: Mistress of the Dark, remains one of the most memorable. Based on the character, Elvira, (as played by Cassandra Peterson), the game follows in the footsteps of the film released a couple of years earlier, although the game's story is completely separate to that of the film.
Whilst I'm sure that part of the game's appeal came from Ms. Peterson's likeness appearing on the game's box and in-game, especially amongst a certain demographic of spotty, teenage schoolboys, it's certainly not what made a lasting impression. Horrorsoft was a developer that lived up to it's moniker, for this was a truly scary game, particularly to an audience of young gamers growing up in the early 90's. The game contains some particularly graphic and gory scenes that were way beyond the cartoon violence depicted by the likes of Mortal Kombat, and it's these scenes for which the game is truly memorable.
Of all the games I owned for my Commodore Amiga, Elvira: Mistress of the Dark, remains one of the most memorable. Based on the character, Elvira, (as played by Cassandra Peterson), the game follows in the footsteps of the film released a couple of years earlier, although the game's story is completely separate to that of the film.
Whilst I'm sure that part of the game's appeal came from Ms. Peterson's likeness appearing on the game's box and in-game, especially amongst a certain demographic of spotty, teenage schoolboys, it's certainly not what made a lasting impression. Horrorsoft was a developer that lived up to it's moniker, for this was a truly scary game, particularly to an audience of young gamers growing up in the early 90's. The game contains some particularly graphic and gory scenes that were way beyond the cartoon violence depicted by the likes of Mortal Kombat, and it's these scenes for which the game is truly memorable.
Thursday, 4 January 2018
Game Review: Syndicate Wars (PC)
Developed by Bullfrog Productions and published by Electronic Arts in 1996
Bullfrog developed many great games during their lifetime, spanning the golden years of the Commodore Amiga, to the emergence of the PC as the premiere gaming platform in the late 90's. Theme Park, Magic Carpet and Dungeon Keeper were all brilliant titles, but my personal favourite will always be the Syndicate games, a blend of real-time action and strategy with an ever-so-subtle streak of macabre humour.
The Syndicate universe is set in a dystopian future where mega-corporations (the titular syndicates) rule the globe through substantial financial and political influence. EuroCorp, one of the original syndicates, was responsible for developing and perfecting the Utopia chip, a microprocessor designed to be embedded into human hosts. Inserted at the base of the neck, the chip interfaces with the brain stem, allowing the person's perception of the world to be completely altered, should they so wish it. Better than any drug, the chip provided the population with a means to block out the misery of their real lives, replacing it with a kind of augmented reality that also provides access to a wealth of online, connected information services.
Bullfrog developed many great games during their lifetime, spanning the golden years of the Commodore Amiga, to the emergence of the PC as the premiere gaming platform in the late 90's. Theme Park, Magic Carpet and Dungeon Keeper were all brilliant titles, but my personal favourite will always be the Syndicate games, a blend of real-time action and strategy with an ever-so-subtle streak of macabre humour.
The Syndicate universe is set in a dystopian future where mega-corporations (the titular syndicates) rule the globe through substantial financial and political influence. EuroCorp, one of the original syndicates, was responsible for developing and perfecting the Utopia chip, a microprocessor designed to be embedded into human hosts. Inserted at the base of the neck, the chip interfaces with the brain stem, allowing the person's perception of the world to be completely altered, should they so wish it. Better than any drug, the chip provided the population with a means to block out the misery of their real lives, replacing it with a kind of augmented reality that also provides access to a wealth of online, connected information services.
Game Review: The NewZealand Story (Arcade)
Developed and published by Taito in 1988
Time for a review of another classic arcade game from the 1980's, this time focusing on The NewZealand Story, another coin-op classic from Taito. Even if you didn't get to play this in the arcades, it was converted to just about every home computer and console of the day, so I'd be surprised if any of my older readers haven't heard about this. For those of you too young to remember the game at the time of release, please read on as I'm pretty certain this is a game worth checking out.
The game begins in Auckland zoo where Tiki the Kiwi is enjoying life in the sun with his girlfriend, Phee-Phee and the rest of his Kiwi friends (one of whom seems have developed a taste for cigarettes judging by the intro - censors would never allow that these days!). However, disaster strikes when a large Leopard Seal (Wally the Walrus in other versions) manages to Kiwi-napp Phee-Phee and all of Tiki's Kiwi chums. Fortunately, Tiki manages to escape and embarks on mission to rescue the others before they become seal chow!
Time for a review of another classic arcade game from the 1980's, this time focusing on The NewZealand Story, another coin-op classic from Taito. Even if you didn't get to play this in the arcades, it was converted to just about every home computer and console of the day, so I'd be surprised if any of my older readers haven't heard about this. For those of you too young to remember the game at the time of release, please read on as I'm pretty certain this is a game worth checking out.
The game begins in Auckland zoo where Tiki the Kiwi is enjoying life in the sun with his girlfriend, Phee-Phee and the rest of his Kiwi friends (one of whom seems have developed a taste for cigarettes judging by the intro - censors would never allow that these days!). However, disaster strikes when a large Leopard Seal (Wally the Walrus in other versions) manages to Kiwi-napp Phee-Phee and all of Tiki's Kiwi chums. Fortunately, Tiki manages to escape and embarks on mission to rescue the others before they become seal chow!
Game Review: R-Type Delta (Sony PlayStation)
Developed by Irem and published by Agetec in 1999
Until this point, I've neglected covering consoles and hardware from the fifth generation onward for a couple of reasons. I got into PC gaming circa 1994 and wouldn't purchase another console until I acquired a Sega Dreamcast in 1999, so the PS1 and N64 really passed me by. I think it's the fact that, because the PS1 wasn't part of my own childhood, I've not really had the inclination to cover the system.
However, I've learned that whenever I'm struggling for inspiration for what to play/review next, it's not a bad idea to try something a bit different. That leads me to today's review and video, which is that of R-Type Delta, a continuation of the "hard-as-nails" shoot 'em up series from Irem. The game was the first in the series to use 3D polygon graphics, rather than traditional sprite-based artwork. Despite the change in visual style, the game remains true to it's origins as a hardcore, horizontally scrolling shoot 'em up that will require plenty of patience, practice and perseverance to beat.
Until this point, I've neglected covering consoles and hardware from the fifth generation onward for a couple of reasons. I got into PC gaming circa 1994 and wouldn't purchase another console until I acquired a Sega Dreamcast in 1999, so the PS1 and N64 really passed me by. I think it's the fact that, because the PS1 wasn't part of my own childhood, I've not really had the inclination to cover the system.
However, I've learned that whenever I'm struggling for inspiration for what to play/review next, it's not a bad idea to try something a bit different. That leads me to today's review and video, which is that of R-Type Delta, a continuation of the "hard-as-nails" shoot 'em up series from Irem. The game was the first in the series to use 3D polygon graphics, rather than traditional sprite-based artwork. Despite the change in visual style, the game remains true to it's origins as a hardcore, horizontally scrolling shoot 'em up that will require plenty of patience, practice and perseverance to beat.
Wednesday, 3 January 2018
Game Review: The Secret of Monkey Island (PC DOS)
Developed and published by Lucasfilm Games in 1990
For today's review, I decided to play through one of my favourite games from my childhood, The Secret of Monkey Island. I'd not long had my Amiga 500 computer, and, this was first point-and-click adventure game I'd ever played, I remember being absolutely enthralled at the story, design and narrative. It was like an interactive novel that was funny, engaging and required a fair amount of thought as to where to go and what to do next (you couldn't just go online and Google for a solution!).
The game focuses on the character of Guybrush Threepwood, a young (practically pubescent) man who has arrived on Melee Island in a bid to realise his dreams of becoming a swashbuckling pirate. Things don't go quite according to plan, and Guybrush finds himself embarking on a series of adventures across the Caribbean where he crosses paths with all manner of scurvy pirates, voodoo magic and much more besides.
For today's review, I decided to play through one of my favourite games from my childhood, The Secret of Monkey Island. I'd not long had my Amiga 500 computer, and, this was first point-and-click adventure game I'd ever played, I remember being absolutely enthralled at the story, design and narrative. It was like an interactive novel that was funny, engaging and required a fair amount of thought as to where to go and what to do next (you couldn't just go online and Google for a solution!).
The game focuses on the character of Guybrush Threepwood, a young (practically pubescent) man who has arrived on Melee Island in a bid to realise his dreams of becoming a swashbuckling pirate. Things don't go quite according to plan, and Guybrush finds himself embarking on a series of adventures across the Caribbean where he crosses paths with all manner of scurvy pirates, voodoo magic and much more besides.
Monday, 1 January 2018
Game Review: Dragon - The Bruce Lee Story (Sega Mega Drive/Genesis)
There are many conflicting opinions online surrounding the abilities of Bruce Lee, martial artist and famed screen actor, ranging from serious analytical analysis of the man's abilities as a martial artist by informed commentators, to YouTube comments that furiously disagree over who Lee could beat/be beaten by in any number of hypothetical, not to mention improbable, scenarios. Whatever your personal opinions are about Lee and his abilities, there's no denying the impact he had on the film industry, especially in the martial arts movie genre.
Tragically, Lee died all too prematurely in 1973 at the age of 32 following the release of the film that would catapult him to international stardom. Despite his passing, his legend as a martial arts film star continued to endure, continuing to influence martial arts movies for decades to come.
Tragically, Lee died all too prematurely in 1973 at the age of 32 following the release of the film that would catapult him to international stardom. Despite his passing, his legend as a martial arts film star continued to endure, continuing to influence martial arts movies for decades to come.
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