Spy Hunter

With its smart weapons, awesome cars, Spy Hunter was viewed as a very stylish game back in the arcades on the early 1980s. It was a title that playing into any boy's fantasies- secret agents, nasty weaponry, and a driving lincese. Make no mistake though, it was the action packed gameplay that kept people coming back for more again, again, and again...

1943

The year that the war ground on may have been 1943, when rationing continued to bite down hard, construction work on the Pentagon was completed, and the Japanese forces were driven back from Guadalcanal, but it's a whole lot more enjoyable if you think of it as this wonderful little vertical-scrolling shooter from Capcom, released for the delight of the arcade-going populas in 1987...

Diablo

The game isn't just a good looking isometric dungeon crawler, it is THE best dungeon crawler. A simple - almost brainless trek through caverns and catacombs filled with vile creatures, not to mention all the loot. Blizzard spent a lot of time working on the generation of the game's spaces, making items, enemies, and geography be different every single time you load up the game...

The Elder Scrolls III: Morrowind

The Elder Scrolls games are best known for the fourth chapter in the series, Oblivion, released in 2006. In comparison,The Elder Scroll's Morrowind is altogether more of a curate's egg, neither as commercially successful nor critically applauded as it's successor. Perhaps because of that, however, it's also a much more interesting game...

Rogue

Rogue first appeared on college Unix systems in 1980. It contains an infinite variety via a series of randomly generated, ASCII-rendered dungeons that must be explored in a bid to retrieve the Amulet of Yendor (Rodney spelled backwards) from somewhere behold the twenty-fifth level -- an unlikely achievement given the imposing difficulty of even the earliest dungeon layers.

Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

09 October, 2012

Desert Commander

Release Date: 1989
Platform(s): NES
Developer: Kemco
Genre: Turn-based Strategy

Desert Commander is one of the more complex turn-based strategy games for the Nintendo Entertainment System. Set in North Africa during World War II, the player chooses between commanding either the Allied Forces of George S. Patton and Bernard Montgomery, or the Axis Powers or Erwin Rommel. Similar to 1943, using this point in history informed the visual aesthetic of the game and simplified the vehicle design, a necessary compromise for the underpowered NES.


The game uses a top-down view for strategically placing vehicles and assets against the opponent, much like a board game. The player manages resources, helping to simulate the decisions that go into deployment of a military force. When an encounter between opposing sides ensues, the game switches to a close-up view of the battle. While it was a rudimentary view with limited animations, it created a design aesthetic that remains to this day, even with systems that are capable of sophisticated animation and photorealism. The abstracted landscape keeps a focus on the numbers engaged in combat instead of the surrounding visuals. Animated sequences were used to depict special actions, such as refuelling or the gathering of supplies.

Operating on a limited platform and dependent on utilitarian visuals, Desert Commander managed to build a sophisticated tactics game.

15 August, 2012

Breath of Fire II

Release Date: 1994
Platform: SNES
Developer: Capcom
Genre: Role-Playing

Breath of Fire II is an RPG great on a console crammed full of them. Released on the SNES, it joins the likes of Secret of Mana, the Final Fantasy series, Chrono Trigger, and the original Breath of Fire at the very top of its chosen genre. It takes place 500 years after the end of the original game to tell the story of Ryu Bateson, a blue-haired boy hero on a quest for justice, which is launched when his friend is framed for a crime he didn't commit.

The game picks up the day/night cycle from its predecessor, which sees the world and its inhabitants transform with every sunset, and it features the turn-based, random encounters that are a staple element of the Japanese RPG genre. Picking the right formation is a crucial part of combat strategy, while another key feature is each character's special ability, such as Ryu's dragon transformations or Bow's fusion form as a giant, cannonball-launching mech.

One of the best things about the game is the way the world is gradually opened up. Each party member has a unique skill that they can use outside of the normal course of play, so fishing and hunting skills, for example, unlock different mini-games. But the ability to swim or bridge chasms allows the party to access more of the increasingly vast game world, and it's the pacing of exploration is one of the game's greatest strengths. Another is the way the game prefigures the Dark Cloud series by giving you the ability to build your very own town, choosing its architectural style, and gradually filling it with non-player characters that can help you on the main mission -- a mission with multiple endings, depending on how effectively you steer Ryu and friends on one of the classic quests of 16-bit storytelling.

14 August, 2012

Wave Race 64


  • Release Date: 1996
  • Platform: N64
  • Developer: Nintendo
  • Genre: Racing


Let's be honest, nobody ever fell in love with Wave Race 64. Despite hailing from the same stable as Super Mario and company, this Jet Ski racing game with its four identical riders just doesn't have the personality for that. The visuals don't help either. Superficially, Wave Race 64 is even a bit-- whisper it-- annoying.

Yet the game made a splash (I apologize deeply for the lame pun) on release and, unlike many other older games, it's still worth checking out on its own merits, irrespective of its historical value (which isn't much; the game spawn no great lineage of Jet Ski titles). It's all about the realistically modelled water, and the joy of steering your craft upon it. The N64's innovative control stick had already proved that analog was the future, thanks to the fin control it afforded Mario in his N64 debut, but Wave Race 64, itself a very early game for the console, was an even more convincing demonstration. As you steer your bouncing craft across the choppy surf or pull a hairpin turn, you can almost see the old two-dimensional, on or off era sinking beneath the waves.

The game is structured as a conventional racing game, albeit all at sea. In most races, you need to beat your fellow skiers around an island in various weather conditions, while also steering your craft past navigational buoys. Correctly passing a buoy boosts your speed, and at maximum power you really fly. Championship, Time Trial, and Stunt modes round out the package, and the mandatory two-player mode is also good  fun, despite the somewhat restricted view afforded by the split-screen implementation.

Wave Race 64 remains one of the best water-based games you can play -- although admittedly that's a genre with limited competition.

15 December, 2011

Mario Golf


  • Release Date: 1999
  • Platform(s): Game Boy Color
  • Developer: Camelot Software Planning
  • Genre: Sports


As Mario's unlikely shadow career as the world's most versatile sportsman evolved with the glorious playable Mario Kart games, golf was perhaps the most likely candidate for further expansion. The rolling hills of the Mushroom Kingdom would be an ideal location to sink a few holes. Golf games already had an established formula to riff on -- Nintendo had already made a couple of stand-out entries -- and Mario's crazy cast of friends and enemies would probably look delightful in plaid slacks, polo shirts, and funny little hats.

Who knew it would turn out as well as this, however? Camelot's game has (exceedingly light) elements of an RPG as you explore the local clubhouse, learning the ropes, setting up matches, and making friends, but it's also a smart, calculated, gold sim for one or more players. It may be easy to play but Mario Golf is filled with variables that affect play, as well as charming, rich details, such as a suite of brilliantly structured courses; nice physics and ball effects; and a lovely, comprehensive leaderboard made for keeping track of your best shots and bragging about them to your friends. Visual and aural feedback is absolutely great too, as you might expect, and the whole thing basks in the warm glow of the Mario universe -- even though you spend a rather large part of the game unlocking a range of characters who aren't the famous plumber.

Some of Mario's later excursions into sports have seemed a little tired at times as the branding, special moves, and general gimmickry became increasingly desperate and shrill, but here, on the Game Boy Color, the whole thing meshes perfectly together, and Mario is as at home on the emerald greens with a putter and sand wedge as he is dressed as a raccoon soaring over a gaggle of Koopa Troopas.

19 October, 2011

Dr. Mario


  • Release Date: 1990
  • Platform(s): SNES, NES, Satellaview, Game Boy
  • Developer: Nintendo
  • Genre: Puzzle
In Nintendo's rush to create a Tetris clone unencumbered by the legal disputes of the original, it seems nobody stopped to ask a few fundamental questions. For example, when did this world-saving plumber find the time to acquire a medical degree? Perhaps the reason no one raised such pressing issues is that they were too busy playing Dr. Mario.

Instead of the blank slate that beings most Tetris-like games, each level of Dr. Mario is contaminated with red, yellow, and blue viruses. Mario attacks them by way of double-sided capsules, each half coloured either red, yellow, or blue. Stack like colours atop or next to one another to eliminate them, match for or more in a row and they disappear.

One major difference between Dr. Mario's capsules and Tetris's tetrominoes is that the coins of Dr. Mario's realm are much more manuverable. The result is a greater focus on agility: if you want to succeed, you'd better master split-second reactions. For a Tetris knockoff, Dr. Mario is remarkably original. The game spawned a thriving branch of the falling puzzle genre, and without it there might have been no Lumines or Bejeweled.



04 October, 2011

NBA Jam

Release Date: 1993
Platform(s): Arcade, SNES, SEGA Genesis, SEGA CD, Gameboy, SEGA Game Gear
Developer: Midway
Genre: Sports

The catchphrases are legendary: "He's on fire!" "Is it the shoes?" "From downtown!" You're apt to hear all these and more during a single game of NBA Jam, and if you need proof of the game's cultural currency, walk up to somebody, say any of these one statements, and see how the react. Most likely, they'll respond with the immortal, "Boom shakalaka!"

NBA Jam is the game of basketball as seen through a funhouse mirror. It uses real NBA teams and superstar players, such as Charles Barkley and Patrick Ewing, although that's about where similarities to the real thing end. (One notable omission is Michael Jordan, whose likeness was too pricy for Midway to license.) Teams take each other on in games of two-on-two, which leads to fast paces, high-scoring games without a lot of passing or strategy.

The game's true inspiration is to exaggerate the sport's traits beyond the limits of credulity. When a player hits three buckets in a row, he's said to be on fire, and from that point until the other team scores, he won't miss a shot, and the ball will scorch the net. The centrepiece of the game is its monster dunks -- the player can jam it in with a variety of long-distance tomahawks, behind-the-back moves, and aerial somersaults that take them outside the frame, each one lustily narrated by a Marv Albert soundalike.

NBA Jam's sense of fun knows no bounds. Fourth quarter dunks have the effect of shattering the glass. A bevy of unlockable secret characters creates hilarious match-ups. Between the various arcade and home versions of the game, it's possible to play as actors, mascots, athletes from other sports, and even President Clinton. Slick Willie throwing down a baseline jam on Hakeem Olajuwon's head? Boom shakalaka!


24 September, 2011

The Legend Of Zelda: Oracle of Seasons/Ages


  • Release Date: 2001
  • Platform: Game Boy Colour
  • Developer: Capcom
  • Genre: Action / Adventure

The follow-up to the Game Boy's brilliant The Legend of Zelda: Link's Awakening was always going to have its work cut out, even before you consider that, for the first time, third-party developers were handling the most delicate of Nintendo's children. And although Capcom can't compete with the master company's own designers, it does a pretty decent job of playing babysitter to greatness, with a couple of games that certainly cover very suitable territory and repeat all the right moves.

The Legend of Zelda: Oracle of Seasons/Oracle of Ages are a pair of complementary interconnected games. The two games, released simultaneously, interact via a Nintendo Game Link Cable, enabling the two titles to be played on two different Game Boys at the same time. Each game transports our hero Link to a different magical land, where a powerful oracle has been kidnapped. While the larger story can only be understood when both games are completed, each title can still be enjoyed as a standalone adventure in it's own right. And, helpfully Capcom has been taking notes, with adventures that unfold in a familiar progression of item-gathering, over-world exploration, and dungeon crawling. It's not a bad copy of the previous games, and the development team manages to throw in enough new magical twists and ideas to keep you chugging along on a series of journeys that only just fall short of what Zelda fans traditionally expect.

With visuals and controls almost identical to The Legend of Zelda: Link's Awakening, the Oracle games never quite reach the heights of Nintendo's own work, though they still do a decent job. Heartfelt, varied and often clever, they serve as a reminder that the right property has the power to lift everyone associated with it.


13 September, 2011

Super Mario 64


  • Release Date: 1996
  • Platform: N64
  • Developer: Nintendo
  • Genre: Platform


Mario would seem to have come to the end of his natural life as games embraced the third dimension. Nintendo's mascot was getting on a bit, and he was so emphatically linked to the suddenly rather tired world of two-dimensional scrolling that many fans suspected either retirement or, worse, irrelevance awaited him on Nintendo's new console, the N64.

In fact, neither was the case. Mario's first three-dimensional adventure saw the plumber as trailblazing and trendsetting as ever, showing competitors how it's done, and throwing analog controls into the mix (a little push forward to walk, a push all the way to run) to create an adventure no one would forget in a hurry -- particularly Mario's rivals on other platforms.

Certain things had to change. Rather than a long travelogue quest heading from the left side of the map to the right, Super Mario 64 introduces Peach's castle as a hub from which other levels would be accessible once enough stars had been collected from the game's various challenges. The means of entering these themed levels -- leaping through paintings -- is still a genuinely magical piece of design. The worlds found beyond, all of which have room enough for a handful of different tasks, are masterpieces of thrifty imagination, providing the space for a coin hunt one minute and a boss fight the next.

Like the hub itself, the levels become non-linear arenas, and from the mountainous peaks of Cool, Cool Mountain to the tangle of pathways that make up Big Boo's Haunt, Super Mario 64 almost feels more like a theme park than a series of themed courses. No matter where exactly it's getting its inspiration from, however, Super Mario 64 remains one of the most influential -- and one of the best -- video games ever made.

06 April, 2011

Super Mario Bros.


  • Release Date: 1985
  • Platform: NES
  • Developer: Nintendo
  • Genre: Platform


The problem with classics, is that they are old. They usher in great changes and they redifine the landscape, but less influential games perfect the trends they started and end up being a lot more fun to play. For example, StarFox isn't as ground breaking as Asteroids as far as space games go, but anyone stuck in an elevator would undoubtedly prefer it as a means to pass the time.

And yet, while Super Mario Bros. did so much to define the side-scrolling platformer, twenty-odd years on its still one of the best there is. It's colours may seem a little muted by today's standards, and its ironic plumber's mustache lacks definition, but this has excellent enemy design, tricky, secret-packed worlds, and an unforgettable soundtrack.

Most of all, Super Mario Bros. has a sense of believable physics - something still missing from modern day platformers. Set Mario running, and you'll need time and space to get him to slow down; attempt a big jump, and you're going to have to get a running start; bounce on an enemy, and you may still need to fine tune your landing while still in the air. All of which gives the game the precision necessary to allow for a cluster of tightly paced underground and overworld levels, with their gloriously destructable environments and famous power-ups, like the growth mushroom and the fire flower. Super Mario Bros. is venerable, then, but not remotely rickety: a simple delight that can still give far more complex games a comprehensive run-around.


18 January, 2011

Donkey Kong

  • Release Date: 1981
  • Platform: Arcade
  • Developer: Nintendo
  • Genre: Platformer
Donkey Kong was truely a game-changer (no pun intended)  when it was first released back in 1981. It's elaborate cartoon graphics set it apart from the industry standard of a scene filled with aliens and space rocks. It came at a time where the "great" protagonist was merely a yellow circle who seemed to suffer from a chronic drug addiction.The game had decent animation when other games had blips that just moved around the screen.

It also introduced two characters who would go on to dominate the gaming realm for years to come. As welll as Donkey Kong, we were introduced to a carpenter named Jumpman. After a name change and a career transition, Jumpman would go on to become one of the most iconic characters in gaming to date - Mario the plumber.

All of the mechanics that made the Mario games so successful, originated from this title. Leaping from platform to platform whilst dodging obstacles, on an endless quest to save his woman.

Donkey Kong launched Nintendo into the God-tier of game development. The company's president Hiroshi Yamauchi made the right decision in tasking the young employee Shigeru Miyamoto to crack into the US gaming market. It still a fun game to play today!