Wednesday, 15 July 2009

Why Did I Car Boot These?! (Part Two)

Cloud Master (1989, Master System, PC Engine & NES, Taito, 1 Player)

You gotta love Taito, first they bring us Bubble Bobble and other well-known classics like New Zealand Story and Operation Wolf and Chase HQ and...(list goes on), but they also are a dab hand at the "classic little game that no one remembers" niche. One such example is Cloud Master, a sideways scrolling shooter where you control a little boy on cloud funnily enough. My Master System overheated terribly thanks to this little gem alone, I was an addicted young man. Very cute, very colourful and darn playable, it gains extra points for having some of wackiest baddies in a game ever (flying crocodiles, noodle bowls etc.). They don't make 'em like this anymore.

Zeewolf (1994, Amiga, Binary Asylum, 1 Player)

Now here's a lost classic and no mistaking. How I can keep it together whilst remeniscing here is something of a challenge, such was my love for this little shooter. Just seeing pictures of it now remind me how amazed I was at the whole look of it at the time (a rather strange isometric viewpoint was used, as well as unique polygon style graphics) - seeing the rolling landscape come into view and bombing various enemies with rare precision was a beautiful thing indeed. Think, a moody, darker version of Desert Strike and you won't be far off. Great stuff.

Monday, 29 June 2009

Why Did I Car Boot These?! (part one)

Many moons ago, when i was just out of short pants and had no money to speak of, I decided to do a car boot sale and get rid of my "clutter" and earn myself a few shillings. Quite why I considered some of my fave SNES and Megadrive games "clutter" I'll never know, I still regularly give myself sore shins by kicking myself repeatedly over such a bad decision. Anyway, I'm on the case to get them all back through various means, but some are harder to find than others, oh how I long to play these not-so-well remembered gems again - please come back to daddy........

Pocky & Rocky (1993, SNES, Natsume, 1-2 Players)

Saw it reviewed in Super Play in its Japanese incarnation Kikikikaikai (actual title!) and HAD to have it immediately but couldn't afford the ludicrous import fees so plumped for the US edition when it came out later. Superb 2-player overhead scrolling platform/shooter (think a cute Chaos Engine and you won't be far off) featuring a young girl (Pocky) and a fluffy raccoon (erm, Rocky) who have to battle through a myriad of Japanese-themed levels. Shamelessly forgotten and criminally under sold, copies are sparse - unfortunately for me. I'm pouting now.

Mario Paint (1992, SNES, Nintendo, 1 Player)

You know that cool music making gadget on the new DSi? Well it appeared in similar form some 17 years ago in the unique Mario Paint. I purchased it probably because it (a) had Mario's face on it, and (b) it came boxed with a free mouse. Quite why I was so impressed with a mouse when I already had one on my Amiga, I'm not sure, but I was won over enough to part with around £50 for the priveledge. Alongside cool music creating tools, you could do all sorts of things like, well paint really, that was kinda it, but it was all put together with that traditional Nintendo charm that we know and love. Now, I'm in no position to nit-pick the great Nintendo, but I do believe the option on not having any kind of print function may have been a small oversight...

Apidya (1992, Amiga & Atari ST, Team 17, 1-2 Players)

I love my sideways-scrolling shooters me. And I've never loved them more than when I was controlling an angry wasp around the ponds and fields of Apidya. Combining some cracking music (a feature of most of Team 17's games) with some lavish, beautiful graphics, it was a real underrated classic. Yes, it stole ideas from Gradius, Defender and R-Type but who cares when it's all done with such style?

Tuesday, 16 June 2009

Sensible World of Soccer

Year : 1994
Format : Amiga, PC
Developer : Sensible Software
Publisher : GT Interactive
Players : 1-2

As a teenager, my copious amounts of free time was not spent sneaking into pubs and x-rated movies, nor was it trying to smoke or learn Kurt Cobain's lyrics off by heart - no, for me it was spent in my bedroom with my Amiga 1200 overheating to the excessive play of Sensible World of Soccer. As you can probably guess, I wasn't exactly the coolest of kids, but in my own little world as manager of a tiny, pixellated Arsenal team, I was THE MAN.

You see, SWOS absorbed me into a world I never knew (or have since), where you get so immersed in a game, it all begins to matter so much. So very, very much. Days at college were spent pondering whether to buy that left-back from Finland, whether to add another man to our counter-attacks, or whether I should be swayed by the yachts and subsequent women a job at AS Monaco would surely bring if I were to accept their job offer. Needless to say, my GCSE results were not of "academic" standard...

It certainly overwhelmed footie fans with its amazing depth and detail, the original Sensi had been quite simply the best game of football you could play with joystick in hand (itself, relegating Dino Dini's Kick Off series into non-league status), but this was in another league altogether. One of about 5,000 to be precise, for SWOS catered for players and teams the world over. You name them, they were included - from Barnet to Arsenal to AC Milan through to the wonderfully named Ghanaian giants Hearts of Oak (although Players of Cack would have been a more accurate moniker), all with correct names and values - it was a footie nuts' dream.

But what of the game itself? Pure addictive heaven, that's what. By starting a career mode, you could manage or player/manage your team of choice through 20 seasons, moving onto pastures new if you became successful (even national team jobs came up, letting you literally hand-pick your squads for each international game - hooray, no more Emile Heskey!). A brilliantly designed tactics board was also made available, where you could place the ball anywhere on the pitch and assort your players accordingly, meaning you could finely tune every single move on the pitch - revolutionary and not bettered since.

And whilst most games these days require you to pull off moves via button combos only a double-jointed gymnast could handle, SWOS had one button needed. Yep, just the one - "kick". God bless you Sensi. Outrageous aftertouch could be added though after you'd booted the ball, culminating in cracking banana efforts bending into top corners, and superb slide-rule passes being glided through to onrunning attackers. The matches went from end to end like a basketball game, with sliding tackles, brave headers and physics-defying shots flying in all over the place - the sheer charm and charisma of it all simply cannot be underestimated.

Whilst the later-released PC version was perfectly respectable (and scores extra points for having Jonathan Pearce commentating - particular glee came in the form of slotting home a penalty and him musing "oohh, the iceman cometh"), as is XBox Live's recent installment, it never felt the same unless it was being played on the old Amiga (same goes for the original Sensi - the Megadrive and SNES versions just couldn't quite cut it). I'm also sending my hat into the air to Sensible Software for putting together one of the great magazine cover-disk freebies ever in "Cannon Soccer" - a mash-up of Sensi and Cannon Fodder, where the ball was replaced by a hand-grenade which exploded at random times leaving less and less players on the pitch (the game came coloured in black and white, with England and Germany playing in the '66 World Cup strips. Genius)

The theme tune "goalscoring superstar hero" was annoyingly catchy, the attention to detail was phenomenal, the ability to suck you in was second-to-none - a Dyson in videogame form if you will, while the simplicity and the "just one more game before bed" playability was not surpassed by anything on the Amiga. As Pro Evo and FIFA go head-to-head each October trying to become the most realistic footie sim ever, for some its like two bald men fighting over a comb - a sad and pointless task. Some would think that particular competition ended some fifteen years ago. I'm one of them.

Sunday, 7 June 2009

Alex Kidd in Miracle World

Year : 1986
Format : Master System
Developer : Sega
Publisher : Sega
Players : 1

You've got to feel sorry for poor old Alex Kidd - once, a flagship mascot for Sega during the glory days of the Master System, the world was his oyster. Then, along came a certain Mr Hedgehog to grab the media attention and plaudits and young Alex was left by the wayside - neglected and forgotten, with only his bowl of rice and huge sideburns for company. Bless.

Quite why I'm feeling bad for the pint-sized scamp is something of a mystery. Very few games have me pulling my hair (not Alex-style sideburns, thankfully) out as much as his particular colourful romps - the very worst culprit being the Miracle World installment. Equipped with fists of steel and ears of Spock, Alex must toddle along (or swim in some segments) sixteen levels of platform style tomfoolery - deciphering puzzles, smashing through walls and destroying weird-looking folk along the way. Ah, yes, it's traditional fare platforming, but Sega know the genre like the back of it's hand and a super little game hides underneath it all.

But now, to the hair pulling - boss battles are won not by judgement, skill and finely-tuned reflexes but by sheer luck via the form of a rock/paper/scissors game. Win two out of the three contests and its a victorious move onto the next stage, lose and you're shoved back to the start of the level. Now call me a nit-picker, but isn't that a little unfair? This game alone improved my swearing vocabulary by some 500% (and I was only ten when it came out) - it's amazing how creative one can be with the English language when forced to swim through another level of vein-popping trickiness because some weirdo has pointed a pair of animated scissors at you. C'mon Sega, what did we do to you?

But, despite this, you keep on coming back for more due to the irresistible charm of it all. Yes, Alex may look like he's just 'dropped an E', be wearing those dungarees with a little too much enjoyment, and annoy you with his dinner eating after each succesful level (eating rice with chopsticks? smug little git) but he's running around a little Miracle World that's so adorable you can't help but have another go. And another. And another.

Tuesday, 19 May 2009

Castle of Illusion Starring Mickey Mouse


Year : 1990
Format : Megadrive, Master System, Game Gear, Saturn.
Developer : Sega
Publisher : Sega
Players : 1

With decent Disney games proving to rarer than hen's teeth, let us take a moment to applaude Sega for their superb Mickey Mouse-starring Castle of Illusion. Beautifully crafted and also to look at, I can recall being literally open-mouthed when my friend first showed me it on his Megadrive. I HAD to have it. There and then. In fact I whinged so much to him that he let me take his Megadrive and Mickey home with me that very evening, something he refutes that he ever did to this day. I can see his point, I'd never have let it out of my sight, it was that good.

The general premise is to rescue Minnie from the evil Mizrabel (nice name, can you see what they've done there?..) from within the said castle. Side-scrolling platform action ensues, with levels superbly put together and the difficulty curve set just right (although some head hair I believe was pulled out later in the game as things got mighty tricky). The look of the whole package is dripping with quality, and the attention to detail throughout is of a very high order, something that's too often not the case in hastily thrown together licensed games.

Whether you are taking your chances in the mysterious woods, with huge leaves and spider webs to negotiate, or bouncing around the ultra-colourful toy and sweet-related level (warning! sunglasses needed!) where you'll only find more pink at a Hello Kitty convention, it is fun fun fun all the way. So utterly charming is it, that I have just as many fond memories of this as I do Sega's next big platform release - a certain Sonic The Hedgehog. So, if you've never indulged yourself, why not see if you can buy and old copy and give it a whirl, failing that just have a whine and whinge to your pal until he gives in and tells you to just take it...

Friday, 8 May 2009

Ghostbusters

Year : 1984
Format : Atari, Spectrum, Amstrad, C64, NES, Master System.
Developer : James Software
Publisher : Activision
Players : 1

WITH the imminent release of a brand-spanking new Ghostbusters game on the horizon, there's no better time to run the rule over the very first ghoul-zapping tie-in, released some 25 years ago.

The film was massively popular and any subsequent licensed videogame was going to sell stacks no matter what the quality (a problem that is never more true than now), fortunately Activision did a pretty decent job to bring it to our small screens - and what seems laughably poor now, I recall being pretty darn exciting 'back in the day'. To be fair, Activision didn't exactly help themselves out, with full page adverts claiming it to "follow the film with incredible accuracy", but they did their best to bring the spirit and humour of the film to us wannabe Venkman's.

The premise is basic, after equipping your vehicle with all kinds of gadgets (and all being loaded on by a little forklift truck being driven by an even tinier little man) you move around an overhead map of the city to the flashing building that's about to be spooked good and proper, and then once you've arrived it's time to try and trap the ghosts in your erm, traps. Of course it gets trickier and tricker as you progress around the city with more and more slimers doing their best to make your life a misery. Unbelievably, tedium does begin to set after ooh, around five minutes but its all so gloriously simple and well nurtured you can't help but love it.

No film license from 1984 could possibly be without its moments of comedy though, its attempts (on the Spectrum release anyway) to reproduce Ray Parker Jnr's theme tune are admirable but inevitably ear-bleedingly poor, and the frequent self-congratulatory shouts of "GHOSTBUSTERS!" when you trap your ghouls are akin to someone with tourette's bellowing down a cheaply manufactured megaphone. Play it or watch it online - I defy you not to crack a smile.

With so many film tie-ins being released week after week, so many fall by the wayside. The fact that Ghostbusters is so fondly remembered must count for something, it may be frustratingly basic and with less depth than a kiddy-pool, but it has undeniable charm and that certain something which makes it very much a cult game in my eyes. Mr Parker Jnr claimed regularly that he "aint afraid of no ghost", well I may not be either Ray, but I'm certainly a bit scared by the garish collision detection, laugh-out-loud audio and the fact that it cost me £9.99 for the privelidge. You gotta love it though...

Thursday, 23 April 2009

Super Skidmarks

Year :1995
Format : Amiga, Megadrive.
Publisher : Acid Software
Developer : Acid Software
Players : 1-4

First impressions aren't everything you know, the first time I watched Aston Villa in 1986, as a ten year-old, I declared them to be "the team for me", the first time I heard Haddaway's "What Is Love?" I thought it was the greatest song ever (please be kind - I was young and foolish) and my first thoughts when seeing the loading and menu screens in Super Skidmarks where along the lines of "this is one huge waste of money". But, thankfully after a while clarity began to set in, Aston Villa were dumped within a week for Arsenal, "What Is Love?" spent fifteen years in a cardboard box before being eBayed, and Super Skidmarks just happened to be a wonderful, wonderful thing.

Despite the ropey front-end (the Amiga Workbench style menus making the whole thing look like a Wall Street fopp's business report), once it was playing time it was such gloriously good fun your jaws ached from the smiling involved. From one to four players (get four involved and it's majestic), it was hard drivin' at its finest around the 12 twelve tracks (the original 12 from Skidmarks could be added as well).

The tracks - mostly variants on the figure-of-eight theme, were muddy, intricate and superbly balanced with jumps and high-banked corners adding to the excitement, while the cars themselves were corking little movers. Quite how the suspensions coped with it all, nobody knows - but they all bounced around in comical fashion (the wheels seemingly unattached to the car itself, cartoon style) and no matter what the machine (VW campervan, rally car, jeep, erm....car towing huge caravan) it handled brilliantly despite them all appearing to be driving on a freshly-polished ice rink. When I left the start/finish line for the first time I nearly gave myself super skidmarks due to the sudden burst of euphoria.

Pure fun in every aspect. This is a perfect template for what I mean when I say "they don't make them like this anymore". The premise is simple, the graphics smart, clear and effective, and the fun factor cranked up to the max (Probably best avoid the Megadrive version though - despite being a half-decent racer, it's not a patch on the Amiga original). Regularly however, I do very stupid things, and selling Super Skidmarks many years ago is right up there with the £9.99 I splashed out on Haddaway's debut album. We can, of course rectify these misdemeanours - god bless you, eBay...