Jul 31, 2008

The Weasel Ideal, Volume 12


Continuing with my Weasel Ideal spree, the Action Puzzle game needs some representation. I'm getting a little bored with today's action puzzle market; it seems that the only things that are selling anymore (save for the occasional sleeper like Lumines) are Tetris, Puzzle League, and maybe the latest Dr. Mario. It's getting to the point where they're borrowing elements from each other so much that I can't tell them apart, much less decide which one would be the best for my money. So y'know what? Let's smash 'em all together and see what happens.

The result in my mind is something I call Puzzle Clash. SNES gamers may or may not recall Tetris & Dr. Mario, what was once a match made in heaven. But we've advanced into full on battle puzzle territory since then. Games like Puyo Puyo and Super Puzzle Fighter 2 Turbo came along and turned what was once a battle for survival against insurmountable odds, into a fierce duel to the death.

Puzzle Clash would present itself like a fighting game. Players would select characters to fight each other. But rather than be simple aesthetics (Bust A Move) or just change the garbage patterns (SPF2Turbo), each character would have an entirely different set of game rules, garbage would affect them differently, and they'd have to do things very differently to survive.

T GROOVE would play just like Game Boy Tetris: arrange your tetrominoes into lines, and deliver garbage to your foe by making two or more lines at once. P GROOVE would be Puyo Puyo style, with pieces coming out as colored pairs, and the player would need to arrange them into clumps to send garbage. SP GROOVE would be Super Puzzle Fighter, with pieces coming out as colored pairs again, but can only be erased with Bomb pieces. The advantage to playing SP over P would be that it's easier to set up chain reactions, but the disadvantage would be that garbage affects SP twice as much as P, and cannot be removed easily (SP must drop a certain number of pieces before the garbage converts back to regular pieces; whereas P just needs to make a clump next to it).

Other grooves available would be B GROOVE (Bombliss), M GROOVE (Magicaliss), C GROOVE (Columns), L GROOVE (Land Maker), PB GROOVE (Bust A Move)...hell, with proper balancing, you could throw just about any falling/throwing puzzle game into this context and have it work as a character. Hell, if Biprolex is any indication, we could even get away with throwing Arkanoid in here too.

This could be a pretty big online hit, if done correctly.

The Weasel Ideal, Volume 11


Few video game characters have had such a storied history -- and massive downfall -- as Sonic the Hedgehog. What started as a serious rivalry with Nintendo's own mustachioed marvel, eventually started to go sour, and soon enough we had stuff like 2006's Sonic the Hedgehog (and to a lesser extent, Secret Rings) on our hands. A hero long since fallen from grace, so far gone that he's impossible to save. That doesn't stop Sega and company from trying, though. And while I admit that Sonic Chronicles and Sonic Unleashed both look interesting enough, there's no guarantee that they will be good enough to make up for the disappointment suffered at the hands of the 2006 game, and the recent announcement of Sonic and the Black Knight does not bode well at all.

So in this very special Weasel Ideal, I'm going to toss in my ideas (and those of a good friend of mine, wooliewool666) for a "reboot" of the entire Sonic franchise. Start the universe from scratch, so that we won't have to resort to creating new characters all over the place. Because the less said about Shadow, Silver, and Eggman Nega...well, you get the idea.

Woolie and I pretty much determined that Sonic is more or less fine as he stands, character-wise. The 80's hair-metal attitude works pretty well, and about the only changes we could think of for Sonic himself were visual changes: return Sonic to his three-foot-tall stature, make him look a little furrier, maybe make his spikes thinner and more plentiful instead of just nine or ten really big ones.

Our story would probably involve a massive conspiracy surrounding a robotics company. Of course our friend Dr. Robotnik would be here, but not as the number one villain: he'd be a disgruntled AI programmer that, upon seeking greener pastures, joined up with our main villain to make something of himself.

The villain (Woolie says it should be Shadow, I'm not entirely sure if I agree with him) would pull no punches, never give Sonic the easy way out, and would not be afraid to take drastic action and break the unwritten rules of villainy. One example Woolie gave was that we would have Sonic approach the bad guy from behind and deliver a moral lecture, to which the villain would reply not by delivering a counter-lecture of his own, but by just turning around and tasering him.

The other heroes would need reinventing as well, of course. It can't always be Sonic's show, but we can't let them steal things either. We don't want the game to be too dependent on any of them delivering the story's next Deus Ex Machina, but we still want them to be deep characters and useful to the story as well as the gameplay.

Tails has already been established as a gearhead. He's built who knows how many planes, with too many transformations to count. But gameplay-wise, Sega has always made Tails play too much like Sonic most of the time. So we'll focus more on the gadgetry aspect and turn Tails into a pre-teen Otacon type character. Actually, no, let's age him up to...oh, 15 ought to do. So Tails would serve as Sonic's geek arsenal - gadgets, mechanics, doing complex calculations like figuring out where the villain could be going if he took the only path out of the city. (On second thought, that's depending on him a little too much - Sonic could easily have made that calculation himself.)

And what about the gameplay, the part where Sonic needs the most work? My thoughts: give him a free-roaming Burnout Paradise type of world. Let Sonic be free to roam Station Square, collecting generic hidden collectibles and things that will increase his power, generally just give the player the chance to let loose and goof around, finding loop-de-loops and such. Missions could be started either by running to them, or just opening the menu and selecting Start Next Mission in case the player is impatient. Mini-missions - the side quests that would take advantage of Sonic's various capabilities - would be scattered around the city and have to be found first. Stuff like, deliver this container of ice cream to the amusement park before it melts. Things that would give our protagonist a reason to run really fast across town.

You do not need to give your hedgehog weaponry, transformations, or the ability to time travel to resurrect your franchise. Thank you.

Jul 30, 2008

The Weasel Ideal, Volume 10


I'm still going through my pinball frenzy lately, and it's shown no signs of stopping, especially not in the face of the fact that there are only two god-damned pinball machines in the whole Portland Metro area, and one of said machines is a licensed Shrek table. Not that I knock it: that table was actually pretty cute, with the Donkey Pinball mode. I might have to see if anybody's got a Visual PinMAME version of it later on.

But I digress - this is a Weasel Ideal column, and we're darned well going to follow through with it!

The theme, as you might have guessed, is Pinball. I once had a dream of a massive pinball arcade, with tables lining the walls and forming their own corridors throughout the huge hangar-type area. The sounds of balls coming in contact with bumpers echoed throughout. And I saw many pinball machines that had never existed before, and possibly will never exist at all. Unless I miraculously figure out how to use Future Pinball. (Side-note: if anybody from the Future Pinball community is reading this, feel free to borrow my ideas! Just be sure to link me to them when you're done so I can examine your handiwork.)

Two tables remain in my memory to this day...

Mechwarrior
Themed after the hugely popular Mechwarrior 2, this table was all about blowing stuff up. Most of the table's various modes were themed after the missions in the NetMech addon. Many, many multiball modes were available here, including one that I remember the most, the King Of The Hill game, where one ball is locked at the top of the table and you get two balls on the field that must hit a target at the top to release the locked ball from the "hill". Then the player was tasked with shooting another ball up to that same lock, and would be rewarded with a million points and a bonus multiplier. The mode where the player was tasked with destroying an oil field could be fun, too: hit all the drop targets on the table and receive a proportional bonus afterward.

Pin-Noid
Ah, yes: my unique take on combining Pinball with the brick-busting gameplay of Arkanoid. Your usual ramps would line the sides of the table (the ball would be launched through one of these and land on the inner-left lane by the flippers). But the flippers would not actually be flippers: the player would instead move a large, flat bumper back and forth along the bottom of the table. The objective would be to hit all the drop targets on the board, by bouncing the pinball off of the mobile bumper. In retrospect, centering a table around nothing but drop targets seems like it could get kind of boring, but hey, maybe it could work somehow.

Jul 29, 2008

LEGENDARY??

Sorry to threadjack, Weasel, but I just wanted everyone (read, our 3 readers) to know that my family and I are attempting to perform the ENDLESS SETLIST on Rockband. I'll write another post and let everyone know how far we got before we bombed out.

Wish us luck! =)

What Kind Of Power Is Heart, Anyway

Yuan of YuanWorks writes:
I have (semi) good news for anybody who held to their Dreamcast! After a long struggle, [Wind and Water] will be finally released for Dreamcast in about a month in dual-language (English, Japanese), and region free!

His team is also offering to put custom sprites in the game based on anybody that's willing to pay a little extra. The game goes for $40 USD, custom sprites are $15 USD, and you can read more at the Wind and Water site.

As for why I'm posting this, considering I'm not a news blog? I like the game and I want to see Yuan succeed. (And I also want to beg for donations so that I can afford to buy the game and a custom sprite.)

Jul 27, 2008

Morbid Curiosity: Steel Talons

On the same fateful day that I found and bought Heavy Nova -- deliberately -- I found another game in the bargain bin next to it. A game which I kind of recalled playing in the arcades, but not specifically. A game that, unlike Iron Sword that also sat next to it in the aforementioned bargain bin, did not feature Fabio on the cover wielding a blade.

That game was Steel Talons, one of Tengen's many arcade ports. There had to be some reason why it only cost me $1, and I was determined to find out what it was. And I found not one, but several things.

Critics of the game (all one of them - nobody else seems to have even laid a finger on the game, to the point where I didn't find a single fingerprint on the cartridge) decried it as "poly-crap" - a 3D game that simply was not built to run on the Sega Genesis' meager assortment of Motorola and Zilog chips. The performance of the 3D graphics in this game would make Perfect Dark look like an episode of Benny Hill...just without Yakety Sax playing in the background.

My first stop was of course the Training mode, which similar to Star Fox's, forces you to fly through a series of rings that float in the air and shoot missiles at stationary tanks. The controls were rather illogical and twitchy. By default, the D-pad controls forward and backward motion as well as strafing, which also somehow turns the chopper. A and B fire missiles and machine guns respectively, and holding down the C button allows the D-pad to control yaw and altitude, with an insane amount of inertia that makes it difficult to put any precision into it at all.

After finishing the first training course, I am tasked with flying off to destroy some random convoys and jeeps lying around. I can't find the last one and the minimap is no help. So I decide to crash my chopper into a nearby mountain, and declare, "I will check out the arcade version to see if it's any better!"

The arcade version had relatively complex controls - but my secret weapon was more than capable of emulating them. A Thrustmaster Top Gun Afterburner that I acquired from Goodwill for $5. Complete with detachable throttle section and rudder system.

So it started out about like the Genesis port did, except this time I had a flight instructor telling me things like "I'm down here, kid!". I promptly failed the training mission by missing one of the rings. As soon as I was finished putting up with MAME's not quite perfect framerate (though still somehow faster than the Genesis'), I moved on to Mission 1: destroy the tanks and stuff that are lying around. Easier, now that the minimap actually tells me where the things are, instead of just telling me where I am. The controls were a lot nicer to deal with as well, on account of this thing being a freaking flight stick and not a D-pad and three buttons. Curiously, the game also offers the option for Real Helicopter Flight at the press of a button: this makes the game behave like a full-bore flight simulator, with control over pitch, roll, yaw, altitude, and such. Much harder to deal with, but probably a real kick for the military buffs.

Conclusion: Steel Talons is a halfway decent arcade flight simulator with an unfortunately awful console port. And avoid the Atari Lynx version, too, while you're at it.

The Electronics Graveyard

Here lies a Nintendo Entertainment System, the second of its kind in the ownership of Weasel's family. Father could not defeat it on its own terms, so he chose to defeat it on his instead.

Sony Walkman, loyal and true
Ate a tape containing E, L, and P
Its source material, existing so few
Walkman met the trash can in two thousand and three.

Here lies a tape recorder in Weasel's possession, it did its job well for years, until it didn't, and so it was brutally smashed.

Here lies Shadowgate, the classic NES game. It held an emotional grasp on the whole family, but then it grasped Weasel a little too hard, and subsequently, disappeared mysteriously. I suppose we should not have inscribed "Here lies" if it really does not lie here.

Here lies the D-pad of Weasel's Logitech Wingman Rumblepad. It one day refused to go down...and went down in an entirely different fashion.

Jul 24, 2008

For Those Interested In Cheap, Silly Games

As EksFaktr mentioned a few posts ago, we've got a game finished, as part of the Summer 2008 Dualstream Day of Zeux. You can download the entire archive of DoZ games from here (thanks to asiekierka for hosting this) and MegaZeux itself (required!) from DigitalMZX. Extract all the contained ZIP files into the same directory (they'll create their own folders).

Our game is number 59446: "Operation: Break Into The Building". The entire game - planning, programming, graphics, and a majority of the sound effects - was finished in under 23 hours.

Here, you may discuss this game. So far, critical reception (on part of the one judge that has posted his scores so far) has been very good.

Jul 22, 2008

A Very Special Morbid Curiosity: Namco Star Wars

There is, quite literally, nobody left on the planet who has not seen Star Wars. In fact, I'm positive that the number of times in total that Star Wars has been watched - any one of the episodes - at least triples that of the entire population of Earth. So I suppose I really don't need to explain the basic premise or even the characters - I could pretty much just mention the word "Luke" and everybody would immediately jump in their minds to Mr. Skywalker, with his glowing lightsaber and somersaulting Force jumping powers.

That being said, there are some elements out there that remain totally unknown to even the more dedicated fans of the series - nay, universe - of Star Wars. The more casual fans probably don't know, for instance, about the trilogy of novels by Timothy Zahn. The dedicated fans may or may not know about the Star Wars Life Day Special - we may never know for sure if they do or not, because I have it under relatively good authority that many fans are trying to mentally blot out the fact that it was even created, myself included (though I admit I'm not doing a very good job of it here).

But who can honestly say that they've heard of Star Wars, the 1987 Famicom game by Namco? I wouldn't blame them for not knowing - after all, it was only released in Japan. A real shame, if you ask me...because outside of Atari's wonderful vector-graphics arcade game, this is probably the best 80's video game based on Star Wars that I've played. Although in this case, "best" is only a relative term, as the game does have a good number of flaws and annoyances...not to mention, like other movie-based games of the time, it throws the movie's plot almost completely out the window. Not to mention it's ridiculously hard, even despite the game giving you the "Novice Mission" option - though it's not clear if that's an act of mercy, or an insult.

As the game begins (backed with a 2A03-powered rendition of John Williams' famous opening theme), we see Luke Skywalker crouched down next to his brand new droid R2-D2. R2 suddenly starts projecting an image of Princess Leia, who (I'm taking a wild guess here) utters her famous cry for help. In Japanese. Did I mention this game was never released in the States? I can't read any of this. I seriously need to take a Japanese language course or something. (Okay, there is a fan-translation patch available, but I choose not to play with it until I've played through the original Japanese version. Have to make sure that what I'm seeing on screen is 100% accurate, after all.)

Now, anybody who's seen the movie probably remembers that Luke bought R2-D2 from the droid-scavenging Jawas. But after Leia's grand speech, R2 is seen being carried off from Luke's place by the Jawas. So Luke has to go save him. Again. Maybe. Assuming that he saved him before by buying him from the very same Jawas that are now carrying him off. But let's not argue semantics. After R2 gets hauled off, legs kicking and everything, Luke sets out towards the Jawa sandcrawler, lightsaber in hand...um, wait, Luke's not supposed to have his lightsaber yet! He hasn't even met Obi-Wan! But ahem, moving on...

The game feels a bit like Zelda 2 in a way - Luke (wait-a-minute - Luke? Link? Bit of a close resemblance there!) can run and jump, swing his anachronistic lightsaber that he arguably shouldn't even know how to wield yet, and kill the Tatooine wildlife with impunity, because nobody ever said that a Jedi can't administer death to random desert critters without shifting over to the Dark Side - hell, remember Obi-Wan cutting off that guy's arm in the cantina? If he can justify it, so can Luke!

Luke can also use various Force powers to - among other things - make his lightsaber shoot laser bullets. I wish this were just a product of my imagination, but alas, it is not. Though I suppose it should only be fair that Luke be able to shoot laser bullets, after Darth Vader was given the same ability in - I think - Jedi Arena for the Atari, but I can't be sure. That period was all a big blur to me. It's worth noting, though, that Luke has no health bar - he dies in just one touch, whether that touch be a tiny little desert crab, or landing on a Tusken raider, or even walking into a Stormtrooper's back. It doesn't matter. He dies. Perhaps the most idiotic gameplay mechanic of the 80's manifests itself here, that of dying upon touching people. It's really got to suck for Luke, not being able to rub shoulders with Biggs and Wedge or even recieve a kiss from Leia without dying...and I'm no doctor, but crap, man, that's gotta be one hell of a heart condition!

So after Luke crosses the Tatooine desert, he stumbles upon the (silver) Jawa sandcrawler and steps aboard...to find that it's full of stormtroopers. Stormtroopers and desert critters. And, get this, once you reach the highest level of the sandcrawler, you meet Darth Vader (here referring to himself as Sasori Vader) in lightsaber combat. Except the first time you hit him, in a moment even more absurd than the giant Dolph Lundgren in the SNES's Universal Soldier, he turns into a giant fucking scorpion. Something tells me that the progression of this game was designed more for Coolness Factor than it was towards accuracy to the movie...let alone any semblance of logic whatsoever. Even with the existing suspension of disbelief that comes with Star Wars (what with jedis and lightsabers and space combat), this must be some amazing Force power to be able to transform into a damn scorpion. Of course, it could also be Luke hallucinating Darth Vader's image when he is really only fighting an ordinary, run of the mill giant fucking scorpion, but in any case, Darth Vader is not supposed to be on the Jawa sandcrawler. Then again, neither is the damn scorpion. Oh, the mental conundrums, the headaches of trying to explain video game physics! It kind of makes me glad I'm not writing this as a college science paper. Though I'll contend that the Japanese players probably expected him to turn into a scorpion from the moment they met him - after all, he does introduce himself as Sasori Vader, where Sasori translates into "scorpion" (thanks Atma!). This in no way justifies Vader's appearance on the sandcrawler, nor his arachnid transformation. (Hell, at least they didn't give him a giant fighting robot like they did with Spiderman.)

As soon as our Vader scorpion has bitten the dust (whether through VERY good reflexes, or liberal use of Force Laser Bullets), Luke finds R2 and the two Jawas that carried him off - all three of which are behind a force field. Now there's no switch nearby to turn off the force field, and attempting to walk into it will kill Luke by making him just slump over like every other time he dies. No. To turn off the force field, Luke has to hit it with his lightsaber. Then it just turns off, no explosions or anything, and he's able to save R2 and the Jawas (who appear in a resulting text box in chibi form). Then Luke gets to exit the sandcrawler.

Interestingly, you actually get to pilot Luke's landspeeder here. All you have to do is pick up an orb with a picture of the landspeeder on it, and suddenly it materializes beneath Luke. You can feel free to ram the speeder into just about any living thing (blowing Stormtroopers into puffs of smoke by touching them is fun, considering they'd do just the opposite to you without your precious landspeeder to protect you). Just don't crash into the scenery, or the landspeeder is toast, throwing Luke into the air. And heaven help you if you crash with a flying enemy directly above you - Luke's ejection from the landspeeder will invariably send him careening into said flying enemy, killing him on the spot, in midair, to boot - Luke is dead before he hits the ground. Ordinarily, Luke survives the impact without a scratch, providing he doesn't clip any birds on the way up or down. It's entirely possible to complete the level in the landspeeder with good jumping skills. It's even rather amusing to end the level by jumping on top of the cantina at the end, making the landspeeder disappear and mysteriously transform into the Millenium Falcon. Never mind that we never actually see the inside of the cantina, let alone Han or Chewy at this point - in fact, the first person that speaks to you once you have commandeered the Falcon is the voice of Obi-Wan, setting the stage for a first-person space combat sequence. I think you actually have to rescue both Han and Chewy later in the game. Damn, guys, I thought you were too good to get captured! (Oh wait, I just remembered Han being frozen in carbonite in the next movie. Never mind then, carry on!)

The space combat feels a little like Atari's Star Wars machine - you don't really have to worry about piloting, just shoot down the TIE fighters and their bombs or else the Falcon gets blown to smithereens (I love that word, "smithereens"). You have three smart-bombs you can use that theoretically blow up all the enemies on screen, but I never actually had the chance to use them, because at the start of the level I decided to start hammering the fire button, which it turns out is not the A button, but rather the B button. So my Takahashi Meijin button-mashing ended up wasting all of my bombs in less than a second, before there were any Imperial pilots on screen. Ah well, I thought. I can beat the sequence without bombs.

Then a TIE fighter crashed into me and I died.


Well, arguably I didn't die - not according to the game, after making liberal use of my emulator's Rewind function (NESTopia is awesome like that) - but my character's life had ended a few times here, despite my best attempts at preventing it. Thus, I was forced to rewind, because I had no idea how many lives were available to me (though I now know that you only get three lives and no continues), and I didn't want to get the dreaded Game Over screen before I had sufficient material to write this article. (Note: Only later did I find out that what I had been wasting was not actually a bomb at all, but a burst of the Falcon's deflector shields. This brings their usefulness to absolute nil, because I'm horrible at timed defense.)

Once this sequence had ended, I was deposited on...some mountainous planet with a lot of critters on it. Such as my number one mortal enemy, the mutant frog. My sources tell me that this planet may actually be Kessel, but given how generic it is, it could really be anything. I almost mistook it for Dagobah, myself, until I saw the second half of it. Now, the objective on Kessel is to find and bail out poor, old, defenseless Obi-Wan from the same fragile-but-deadly force fields that previously contained R2 and the Jawas. And of course, in order to reach him, you have to find and defeat the level boss, which once again is Darth Vader, except now he turns into a dragon. An irritating, flying dragon, in the finest tradition of such annoying bosses as Red Arremer. Force Laser Bullets once again come in quite handy for dealing with this pest, but since he flies, and since Luke cannot shoot up (another fine holdover from the rest of the 1980's - thanks a lot!), this is made much more difficult. I imagine most players would probably see the Game Over screen at this point, if the previous shooter sequence and Giant Fucking Scorpion didn't do so already (or hell, any of the stormtroopers in the first level). And I was no exception here.

The Game Over screen is actually a little disappointing. There's not even a little musical blurb to go with it like all the Super Mario games - we just get a tiny portrait of Darth Vader, accompanied by some NES-style creepy inhaler noises. The NES can't even try to replicate the sound of Vader's lungs, so this just makes the Game Over screen even less interesting. Of course this is before the days when developers started getting really creative with their death sequences (MGS3 and SMT Nocturne come to mind...).

But I had to keep playing, so once again I brought in my favorite secret weapon: the Rewind button. Normally I wouldn't be one to advocate cheating through a game, as that tends to remove the fun from it, but this makes the game just a little bit more tolerable.

Oh, and Kessel itself? For some reason, Namco made it look like Egypt. There are King Tut statues lying around, and pictures of Tut's famous sarcophagus on the walls of the temple that Luke later finds.

At this point I started to experiment with Luke's different Force powers. Each power requires you to have a certain amount of Force stored up (which can be boosted by picking up little diamonds dropped by enemies), or else its icon will not appear in the pause menu. Such powers include increased walking speed, the ability to stop time (which is much more useful than Castlevania's stopwatch, as it costs less and lasts much longer - but it still doesn't work on Darth Vader), levitation, and for some bizarre reason, the ability to warp Luke back to an earlier point in the level for no reason whatsoever. I suppose that could be a useful defense if, say, Luke is just a split second away from falling down a hole...but outside of that, it costs way too much Force to be worth it. I'd rather just save-state and keep the Force power for laser bullets and levitating past tricky platforming bits. Yes, I know, it's still cheating. But it's a hard game.

On a second playthrough of the Kessel level, I discovered a powerup item that I had not previously picked up: a blaster. Luke can actually arm himself with a blaster for a limited time, though this essentially has the same effect as Force Laser Bullets (except that Luke no longer swings his lightsaber in order to shoot). I should also take this moment to mention that ladders are utterly ridiculous: Luke can only seem to mount them from the top or bottom, because they block him from the sides, with only a select few noted exceptions like the floating platform room in the temple. This means that, in order to climb down a ladder that is sticking above the ground, you have to jump on top of the ladder, and then move down. And true to Castlevania form, you can't jump off of them either, and to make things worse, you can't attack from a ladder either - not even with a blaster or Force Laser Bullets. These flaws are quite plainly illustrated once you get inside the temple, as the very first ladder you find is being circled by a large fireball that - surprise, surprise - will kill Luke when he touches it. You have to time your jump just right so Luke will stand on top of the ladder and avoid the fireball's first pass, then start moving down at about the right time so that the fireball will just miss him on his way down. I died at least twice attempting this. It's the ladder's fault, I swear. Has there ever been a ladder in a video game that was actually pleasant to use?

Time to go off on a tangent here - ladders are about the most unfriendly, dangerous, and just plain irritating level design element in a game. It's a simple element, really, allowing the player to go up and down as much as is needed, allowing them to reach heights they cannot access normally. But ladders have also been my number two cause of death in the Game Boy Castlevania games, especially Legends (actually, those were ropes, but the point still stands!). While Mega Man was able to easily dismount and shoot from ladders, taking damage threw him off of them, often into pits or spikes. In modern 3D games, even the simple act of attaching oneself to a ladder can prove deadly in games like Prince of Persia: The Sands of Time, where it's entirely possible to miss the ladder and slam into the wall, making the Prince fall into a pit. Or some spikes. Even first-person shooters, which should be easier by all rights due to being able to see exactly where you're aiming yourself, have been plagued by ladder deaths. Half-Life is a good example: ladders in the game are tricky to mount, meaning trying to descend them could often result in falling the entire length of the ladder and making poor Dr. Freeman's shins stick out his shoulders. Or perhaps you're on a ladder, want to get off, and there is somebody shooting at you. You try to jump off, but the game physics somehow place you back on the ladder, and you're turned into creamed corn by the enemy's rocket. I could go on and on with this, but we're kind of straying from the point of this article, which is to review a damn Star Wars game, not to nitpick at every video game in the universe.

I opened the pause menu at some point to cast Force Laser Bullets again, when I noticed that the rescued friends appear in this menu as selectable options. The only one I had available to me was R2 (strangely not the Jawas that I rescued with him). Selecting him presumably contacts him by radio, a la Metal Gear...but he has nothing to say, and generates an ellipsis. Snubbed by a robot? Ouch, Luke. Very ouch.

The music in this game...well, we've all heard the Star Wars soundtrack, right? Most likely to the point where anybody could drum up an impromptu a capella version of the Imperial March if asked to do so. Well, this game doesn't disappoint in the audio accuracy bit - unfortunately, every single level has the same Rebellion theme playing in the background, to the point where you'd rather rip the speakers out than listen to it anymore. Even the boss theme, based on the usual Star Wars combat theme (whose name escapes me at the moment because it was so generic in the first place...but you'd know it if you heard it) is actually rather poorly done on the NES synth. There is only one instrument playing the actual tune, as opposed to the orchestra that performed the original - and as a result it loses a lot of its depth and makes it sound like an amateur's chip remix. In fact, I had almost led myself to believe that the tune wasn't even from Star Wars - once I realized how wrong I was, I only wished I could stay wrong, because this just sounds awful.

But even in spite of the game's (extremely frustrating) flaws, the game turns out to be much better than I seem to be making out to be. Once you can get a handle on Luke's heart-attack-prone self, and come to grips with the fact that apparently Darth Vader can transform into a gargoyle, then you'll find yourself a halfway decent platformer. Not to mention a hilarious thing to show your fellow Star Wars fans (especially Namco's one-off Fox logo parody). There is a fan translation patch available for the game as well, which enables you to understand (partially) what is being said, but even when patched, the game doesn't make much sense.

Licenced crap, or underappreciated gem? Well, you be the judge.

Jul 19, 2008

Calm Before The, uh, Contest

As I type this post, the Summer 2008 Dualstream Day of Zeux is about three and a half hours away. Now, since I haven't a computer to participate with, I'll probably be relying on my teammate KKairos for the first few hours, because I doubt my gracious hosts would be willing to let me hog the computer beyond the time it'll take to listen to the topics being announced in the IRC channel.

So now it's just time to kill...time. Gah. It's too early in the morning for me to structure sentences like that.

Jul 12, 2008

Morbid Curiosity: A Restatement Of Purpose (and, uh, Realms of Chaos)

So as to differentiate my column from the other myriad assortment of Angry Video Game Nerd clones on the webbernets, I will be restating the original purpose of Morbid Curiosity.

The purpose of Morbid Curiosity is to examine games that are generally accepted to not be really great games, or games that I played in my youth that I did not consider to be really great games, to see if the games were really not that great or if they just take a special perspective to enjoy. In other words, is the game really as bad as I remember it/everyone says it is?

That being said, I will now examine what I believe was Apogee Software's last sidescrolling game, Realms of Chaos.

Developed by a very unknown team (literally: I could not find a meaningful credits list outside of MobyGames), Realms of Chaos was originally to be a sequel to treasure-grabbing puzzle game Paganitzu. In this rather Castlevania-esque fantasy game, you control Endrick and...uh, his sister, whose name I forget. Endrick is a warrior, carrying a sword. His sister, who shall now be known as E.S. (Endrick's Sister - I am too lazy to look up her name, as that involves opening the game and reading the Read Me file), is a more mobile magician. Together, they play somewhat like Castlevania 3's Trevor Belmont and Sypha Belnades, right down to the mid-game character switching mechanic and the use of gems as spell ammunition.

So Endrick and E.S. must navigate jungles, theoretically progressing to caverns and dungeons, in search of a treasure. To do this, they must jump around, kill cat-like creatures and GOD DAMNED BATS THAT SEND YOU INTO THE GOD DAMNED SPIKES EVERY SINGLE GOD DAMNED TIME (I'm frustrated, does it show?), collect gems which serve as ammo for E.S.'s fireball attack (and are also used to "pay" for the powerups), and die.

The game is mercilessly hard, especially on account of the GOD DAMNED BATS, even though there are difficulty settings. To offset that, the developers actually allow you to save the game anywhere in the level. Even - and I stress this following point - in mid-air, when you're about to collide with a GOD DAMNED BAT.

Conclusion? These guys cloned Castlevania 3 down to every last detail...except for the GOD DAMNED BATS which have somehow become stronger than usual. It truly is as bad as I remember.

Jul 11, 2008

The Heavy Stick Suitable For Use As A Weapon

Welcome to The Club.

I recently had the pleasure of renting this game for my PS3, after enjoying the demo of it on my 360. However, after the rental had ended, I determined that the PS3 controller's analog triggers are just too...resistant to really work for a shooter. So I went out and bought the 360 version.

The Club is no ordinary shooter. It may look and feel like a shooter, but it's actually laid out more like a racing game - there is no story progression, there is no main underlying villain (not in the traditional sense, anyway). You select one area, and you are sent through a Grand Prix consisting of several tracks that take you on various routes through said area, with varying objectives ranging from "Get to the exit and score points" to "Survive for 5 minutes" to "Run 3 laps around the track and kill stuff to stop your timer from running out". Between tracks, you are told what your score was, then you are shown what the other 7 competitors' scores were, and awarded points based on how well you did. Whichever guy has the most points by the end of the circuit, is declared the winner.

In order to score points, you have to be quick, accurate, and stylish. You have to perform rolls or quick turns prior to killing dudes to earn bonuses, shoot dudes through the walls, or just shoot the dudes in the head. There are things to shoot that aren't dudes as well; the Skullshot signs will help boost your combo multiplier, barrels aid in blowing dudes up, and wooden barriers can be smashed through in stylish fashions (like my favorite character, Kuro, who does a flying kick through the barrier if you're sprinting).

The game feels nice and smooth, and is certainly a unique take on the slowly stagnating genre. The controls are not as fluid as some games can be - they seem to encourage you to use the Quick Turn button by making your character aim very slowly, and I would have liked to be able to do Stranglehold-style dives as well as the garden-variety roll move - but once you get used to them, The Club is a good way to spend a half-hour or two. It's the shooter that a racing fanatic would play: run through the track once, then keep doing so and optimizing the route as well as the tactics employed to make sure they come out on top.

Also, I really love the weapon sounds in this game. I want to be able to extract them for my personal use.

Jul 9, 2008

More Transit Woes

I really should not have to be writing posts like this. As of today, I have been late for work approximately six times due to the incompetence of the bus drivers and their tendency to completely miss my stop, even when I stand there glaring at the driver while gesturing madly at the clearly labelled bus stop sign.

I told today's driver - the one that actually saw me, fifteen minutes after the previous one neglected to even stop for me - and she said something about "We really need to do something about her." Maybe I should take this higher. I should contact Tri-Met about it. Because this is really, really fuckin' ridiculous (if you'll all excuse the language...I'm still not too happy about this).

Jul 6, 2008

Might I Ask For Your (Partial) Attention Please

Frequent commenter DoomRater and his associate Duriiel have started their own blog, entitled We The Players (not Wet He Players, as the URL might fool you into thinking - kindly remove your minds from your local storm drains and pay attention, please). As they have linked to Blaugh in their sidebar, I thought it would only be the polite thing to do to return the favor. Therefore, We The Players (in its current one-post glory) is now accessible through Blaugh's sidebar.

You may now return to your idle StumbleUponning.

Jul 5, 2008

I Have Seen The Writings On The Stall

Seen in the men's restroom of the Dancing Dragon restaurant in Hillsboro, OR:
Confucius say: Man who stand in front of car, get tired. Man who stand in back of car, get exhausted.

Social Therapy

Yesterday is the most social contact I've had in...well, who's counting?

I went to Hillsboro's Fourth of July parade, watched all the classic cars go by, the politicians, the martial arts schools, and the Air Show float that had planes made of balloons and a stereo playing "Danger Zone". I was content to watch this year, being mostly uninterested in the candy-collection aspect; my niece on the other hand was more than willing to take up the torch.

What I didn't realize was that, after the show, we would go home and have lunch with the rest of the family. The house got packed, fast. My family, my brother's family, my cousins and their friend from school, and my grandparents. Burgers and wienies were eaten by all, and a round of Wii Sports Tennis was played up in my room before the remotes died due to my negligence in charging them.

Today, though, is a day to sit at home and recharge. A day to play MGS4. And World of Warcraft.

Oh yeah. I actually renewed my WoW subscription. But before you start saying, "OH MY GOD WEASEL DON'T DO IT WE'LL NEVER SEE YOU AGAIN", bear in mind that my last two attempts at getting into Warcraft have resulted in me getting quite bored. Since Shamus has been writing about the game, though, my interest has been renewed. I may even go buy the Burning Crusade and see what the Draenei play like. (Or start a Blood Elf, solely on principle of who does his voice.)

Jul 3, 2008

Losing One's Coffee

The only thing worse than throwing up your breakfast...is throwing up and having it be mostly liquid. Like coffee. And the only thing worse than that, dear reader, is causing yourself to throw up said coffee simply by coughing too hard.

Yep, I'm home sick from work, and that is exactly why.