Showing posts with label NES. Show all posts
Showing posts with label NES. Show all posts

Friday, 6 November 2020

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Why there's a stampeding rhino enemy in Ocean's Hudson Hawk Amiga/Atari ST platform game

Undoubtedly one of life's great unresolved mysteries... until now!

Stompy is present in the two 16-bit games, yet none of the five 8-bit interpretations for the home micros/consoles. FYI precisely zero rhinos feature in the 1991 movie starring Bruce Willis, Danny Aiello and Andie MacDowell. Gosh! How intriguing! Almost makes you want to delve into the article or watch the YouTube video version for a thorough explanation.

Thursday, 6 August 2020

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And sometimes when we touch...

Gaming history is littered with the broken corpses of failed console/computer joysticks, joypads and other obscure peripherals. Triax's Turbo Touch 360 is a prime example. What seemed like an ingenious 'why has this never been tried before now?' concept, in retrospect, was a bungled misstep. Even now we're all using touchscreen smartphones and other digital devices, apparently, we prefer something that offers genuine haptic feedback when it comes to game controllers.

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Tuesday, 4 August 2020

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Le Coup du parapluie starring Bub and Bob

Rainbows retired, Bub and Bob are back, now armed to the teeth with... Mary Poppins prop paraphernalia. Parasol Stars is the arguably better sequel to Taito's arcade coin-op classic hit, Rainbow Islands. You'll struggle to find a baddie dispatch mechanic to rival the satisfaction of unbridled umbrella battery! In close combat situations, it functions as a blunt bludgeoning tool or water droplet propulsion dispenser, whilst with more time to scheme, we can catch individual water droplets, accumulate a super water bomb, then unleash a torrential flood to sweep out the monstrous reprobates barring our progress. Mastery of all combinations of attack in quick succession enriches the challenge with an ingenious strategy element rarely seen in arcade-action games.

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Sunday, 2 August 2020

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On the half shell they're the heroes four...

Ultra Games' NES-powered top-down-platformer hybrid Teenage Mutant Ninja Turtles title was ported to the Amiga in 1990 twice, on each occasion by an independent developer separated by the Atlantic Ocean. Geography is relevant here because telephonic cabling wouldn't stretch that far, so there was a bit of a breakdown in communication. Hey, it's as good an explanation as any other I've heard.

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Friday, 31 July 2020

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Toto, I've a feeling we're not in Kansas any more

Boasting gameplay mechanics more addictive than heroin on toast, Rainbow Islands is a strong contender for the best arcade game of all time, ever. As if you needed convincing, I wax lyrical listing all the multifarious reasons nothing else comes close. I hope you've packed your Speedos and a towel; this could take a while!

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A snowball's chance in hell

Snow Bros is Toaplan's lesser-known attempt to recreate the addictive two-player magic of Taito's iconic arcade classic, Bubble Bobble. Analogously, it's a single-screen, arcade-platforming coin-guzzler that pits us against the almighty malevolence of the razer-toothed King Scorch who - swept up in his supreme, feral nastiness - has pounced upon the wintery wonderland inhabited by Nick and Tom to kidnap their respective princessy other halves.

Armed with an infinite supply of snowballs, the shell-shocked duo are driven to plough through monster-infested platform levels to reach the orchestrator of their angst in a desperate effort to free his distraught captives. Repeatedly bombarding enemies with chilly, crystalised projectiles results in their frozen envelopment in a giant snowball, which can subsequently be kicked or shoved into other opponents to destroy them. Flung snowballs ricochet off scenery, following the path of least resistance through platform mazes until departing the screen. Once the current configuration is clear of patrolling firebreathing imps and devilishly-horned thugs we're whisked away to the next area to deal with our ongoing deja vu dilemma.

Snow Bros is notorious in Amiga circles for being another Ocean France arcade port that failed to materialise in the nighties in line with its projected release schedule. It eventually emerged finished and highly playable in 2006, albeit sadly lacking the arcade original's two-player co-op mode.

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Saturday, 25 July 2020

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The pugs don't work

Why did Williams Electronics' think 'Narc', an abbreviation for anti-narcotics officer (or something like that) needed to be capitalised like an acronym? What would it stand for if that were true, and would it be publishable within earshot of a family audience? Perhaps we'll never know. Perhaps it's explained in my article about the ultra-violent, 2D scrolling, arcade-action platformer in which you can leap out of a gleaming red millionaire's Ferrari, and slaughter dogs and prostitutes before you hit the ground blasting. I really can't remember. I suppose you'll have to check it out and inform me.

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Friday, 24 July 2020

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Faith, trust and a little pixie dust

You have to admire Jaleco for having the guts to create a game starring two cute, cherubic little fairies and release it into a target market comprised largely of adolescent boys. I have no idea how much money Rod-land made in the arcades or the proportion of male/female gamers who fed coins into the cabinet. Nevertheless, it was sufficiently well-received to be treated to various home computer/console ports and still has a tendency to crop up on contemporary platforms today.

It's easy to see why; Rod-land is as addictive a two-player, single-screen platformer as Bubble Bobble, and you don't say that lightly. A big part of the attraction is the satisfying way baddies are whacked out of the equation. First entranced by a magic wand, they are held transfixed to be swept overhead, smacking them down first to the left and then the right until they give up the ghost. There's nothing quite like it outside of pantomime wrestling. Then there's the sheer joy and sense of power engendered by the capacity to create and climb ladders at will wherever and whenever the mood strikes you. Critical since you can't jump to swerve collision or collect objects situated on higher ground. Floating downwards is, however, an option and that adds another significant design mechanic that hikes the fun factor exponentially. Mobilise a bomb in the right general direction of an opponent and watch them *boom* comic book style. Perfectly responsive controls and the instant feedback of well-balanced arcade action really make you feel you're in charge of your own destiny.

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Wednesday, 22 July 2020

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Man who catch fly with chopstick, accomplish anything

If you've ever wondered how Prince of Persia would handle as a karate grandmaster, wonder no more. Jordan Mechner's earlier foray into silky-smooth, rotoscoped animation, Karateka, should offer a few pertinent clues. You might like to fill in any gaps in your knowledge by reading my retrospective review detailing its origin story, play mechanics and plot.

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The sea will grow larger with our fall

For reasons that now escape me, I explain and review the most popular and ubiquitous puzzle game of all time. One that certainly needs no introduction or explanation, Lemmings. Who knows, maybe some aliens who have been living under a distant rock in a galaxy far away will find it interesting.

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Monday, 20 July 2020

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The Joliet Blues

Blues Brothers, Jake and Elwood, harnessing their trademark pseudo-serious demeanour, embark on "a mission from God" in the 1980 Saturday Night Live spin-off movie of the same name. Namely, to grant a reprieve from foreclosure for the Catholic orphanage in which they grew up. This entails reuniting their former R&B band and fulfilling gigs to settle the orphanage's hefty tax bill. In between, they perform various musical numbers, which as it happens, turns out to be a bit of a hindrance time-wise. Then this is a musical comedy.

Plenty of scope there for a worthy computer game translation you might imagine, given the simple task-centric premise, police car chase sequence, and so on. Titus - who were awarded the conversion rights - largely ignored this potential, developing a standard one-player, disc-collecting, running, jumping platformer in which our only weapons are chuckable crates. Regardless, it's a commendable effort, evoking the movie's sentiment and fun-factor, exceeding all expectations normally associated with licensed action game fare.

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Saturday, 18 July 2020

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Our domain is the shadow... strike hard and fade away without a trace.

Crazy as it sounds, Teenage Mutant Ninja Turtles the coin-op arcade game was also made available for all the major 8 and 16-bit home computer platforms. I mention it not due to random happenstance, but because this is my review of said absurd phenomenon. Well, not this, within the linked ebook I mean. Whatever next, another TMNT game designed specifically for home computers? I wonder if it would be ported to run in an arcade cabinet.

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Waking up the neighbours

Some games are so ubiquitous they are even familiar to non-gamers; Atari's Paperboy is a prime example. That's why I put off writing about it for so long, assuming there would be nothing remotely fresh to say about the classic, isometric newspaper-delivering sim that - against the odds - took suburbia by storm. I did eventually hit upon something... and it wasn't a stout-looking bulldog or obliviously reversing car. Well, it's different, I ticked that box.

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Friday, 17 July 2020

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I see a purple door and want it painted red, no purple anymore, I want them to turn red

There won't be many Amiga fans who aren't already familiar with Imagineering's 1991 licensed Simpsons video game, Bart vs. the Space Mutants. It featured amongst the titles included in Commodore's Cartoon Classics Amiga 500 bundle, so for many gamers would have been one of the only three games they owned until the next birthday or Christmas rolled around bearing presents. Its plot and game mechanics patently inspired by John Carpenter's sci-fi horror movie, 'They Live', starring former wrestler, Roddy Piper, I simultaneously wind them through the industrial review machine in the hope that some common ground will emerge.

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Sitting on a cornflake, waiting for the van to come

The Fantastic Adventures of Dizzy is an appropriate title for the most aesthetically appealing and technically sophisticated entry in the Oliver Twin's exhaustively sweeping franchise. Not a bad place at all then to begin exploring the legacy of the anthropomorphic egghead that captivated so many adventure-hungry gamers back in the '80s and '90s. I lift the lid on its themes, gameplay mechanics and artistry, interview the developers who originally conceived the character, and endeavour to provide an overview of Dizzy's irrepressible oeuvre. Hold the omelette, I'll never make it back in time for breakfast!

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Wednesday, 15 July 2020

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Yellow is mellow in Days of Blunder

In Days of Thunder Tom Cruise plays an arrogant, pretty-boy rookie NASCAR driver who simply must trounce all competitors in his inaugural Daytona 500 race. He has to win because he's Tom Cruise and nobody puts Tom in the corner. Not unless they're prepared to brace themselves for the mother of all toddler tantrums, dislodge a projectile tiara from their eye socket and so on.

There's no plot, the main thing to remember is that Tom looks sultry and sophisticated in his fire suit, and everyone is overcome with lust upon first sight, even before he mosies into town on his slick Harley roadhog. It's not a total car crash; Cole Trickle's manager, Robert Duvall, delivers a fantastically energised performance, while Nicole Kidman contributes her usual captivating screen presence as she gears up for more challenging future roles.
 
Argonaut Software's multi-system racing game is equally as redundant and soulless as the movie on which it's based. Actually, it's barely playable owing to the abysmal, tortoise-chasing framerate and unsteerability.

Tuesday, 14 July 2020

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What happened today is just the beginning

Oliver Stone's acclaimed 1986 Vietnam war movie, Platoon, chronicles the piteous plight of a naive US army volunteer played by Charlie Sheen. It contemplates his evolving attitudes towards the nature of war, humanity and patriotism as, ostensibly, he deals with the immediacy of life and death skirmishes, enveloped by the cloying humidity of an oppressive jungle prison. Its lasting legacy for Private Chris Taylor is the dawning realisation that America's most salient threat is not the Viet Cong, but the battles that rage within and amongst allied ranks.

A year later when Ocean Software translated Stone's harrowing assault on the heart and soul to the medium of home computer gaming, they settled for slightly less lofty ideals. It's a 2D, scrolling or flip-screen, arcade-action shooter that eschews melancholy sentiment in favour of rapid-reflex carnage. We intermittently take charge of a squad of five soldiers, guiding them through various multi-genre scenarios replicated from the movie, culminating in a grenade-launching stand-off again Sergeant Barnes.

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Would you like to swing on a Starbucks? Carry moonbeams home in a java?

Reformed cat burglar, Bruce Willis (aka Hudson Hawk), just recently released from prison on parole, simply wants to celebrate his newfound freedom with a cappuccino. No such luck - the criminal underworld has other plans for him that don't involve his retirement. Before the froth has chance to cool, Bruce is blackmailed into applying his unique, highly sought-after skills to execute various heists for a criminal mastermind partnership known as Mayflower Industries who intend to exploit a machine supposedly created by Leonardo da Vinci, capable of transforming lead into gold.

Whilst at the time widely considered a complete disaster in artistic and financial terms, Hudson Hawk did spawn a reasonably solid video game. Developed by Special FX Software on behalf of Ocean, published in 1991 in conjunction with the movie, the action-platformer appeared on multiple popular computer and console systems. It shares little in common with the awful, uneventful movie and perhaps that's why it's still worth a look.

Monday, 6 July 2020

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Indiana wants me, Lord, I can't go back there

On the trail of his father, Sean Connery, currently being held hostage by the Nazis, Indy discovers that the key to his rescue is inextricably entwined with a coincidental quest to track down the holy grail.

Tiertex's officially licensed platform game attempts to replicate the most significant scenes from Steven Spielberg's celluloid classic, translating them for almost every home computer and console system on the planet in 1989. I investigate how close they came to snagging the ancient riches and escaping with their sanity, fedoras and lives intact.