Sunday, August 23, 2015

PLAY Margate 2015

This weekend I went to PLAY Margate, a games exhibition which is the little brother to equivalents in Manchester and Blackpool.  It was great; many different types of games all set up to be played with, random competitions, themed areas, and stalls selling stuff.  Obviously I didn't buy anything - cough - but I played plenty.

Chuckie Egg - BBC Model B

Justine's favourite game of all time, and it would have probably been great if I could find the key to go up ladders.  The joystick didn't work; I worked out that the keys V and N moved left and right, and the space bar jumped.  But standing in front of a ladder, I tried every key and none of them made me climb.   In desperation I tried every key on the keyboard, including the Break key which obviously quit the game.  I had to quickly search on the Internet how to restart it ...


Head over Heels - CPC 664

A game I've never given enough time to, but will certainly be doing so in the near future.  I started from the very beginning and realised that without graph paper I wasn't going to make a dent on the game.

Manic Miner - Spectrum

I've always found it overrated, but that might be because I didn't play it at the time and only experience it after being used to the platforming on consoles.  Fixed jumping paths and overly tight timing isn't a huge amount of fun.

Mine Storm - Vectrex

I've never played on a Vectrex, and was very pleasantly surprised with this.  Graphically it looks fantastic, and the way the game expands on the Asteroids template by introducing enemies that move towards you, fire back, or move quickly around the screen.  The controls were very tight indeed, and I managed to reach the fourth level before losing my first - and indeed my last - life.



PGR4 - Xbox 360

They had a competition for the best time around a certain circuit.  I only managed to get within 5 seconds of the winning time - I need more practice!

Hang On - Master System

Talking of competitions, there was a more formal competition where you had to record high scores for three different games.  Hang On was the first; I'd been playing the 3DS version a few days before so thought I would do OK but the Master System game just felt all wrong and as a result my scores weren't great.  I still got 28th highest score of the weekend, though!


Kung Fu Master - NES

Kung Fu Master was the second game, which I did rather better on despite never having played before - 6th highest of the weekend, and setting a high score on the machine I was using.  It's a relatively simplistic game, but I quickly worked out that punching an enemy gives 200 points while kicking gives only 100 - so I was able to work through levels building up points quickly.

Pop n Pop - PlayStation

Again, I'd never played this but quickly got the idea.  Challenge mode sees you working on two sides of the screen simultaneously, firing balloons upwards to form groups of three or more.  It took a little while but I soon worked out how to set up combos, which gave many more points and extended my playtime.  In the end I came 8th on the leaderboards.

Sonic the Hedgehog - Master System

I played through the Green Hill Zone mainly to amuse a couple of toddlers who were watching, managing to get through without dying.  Some people say that this game is better than the Mega Drive games; they are wrong.  It's still good though.



Sonic & Knuckles - Mega Drive

As part of the same display as the MS game, they had Sonic 2, Sonic & Knuckles, Sonic Adventure, Sonic and the Secret Rings, and Sonic Generations - representing the evolution of Sonic.   It's quite telling that the later games - other than Generations - were being less played.  I had a quick blast through the Sandopolis Zone, which is where the previous player had left off, and was reminded how much fun it was. I may need to go and play the Xbox 360 versions some more.

Street Fighter Alpha - Saturn

Similar to Sonic, there was a display showing the evolution of Street Fighter.  They didn't have a version of the original game on display, starting with SFII on the SNES, but I chose to try Alpha, a game I've not played before.  Initially I tried to play as Final Fight's Guy, before realising I didn't know any of his special moves and losing in the second fight.  I then tried Ken, and fought through four fights, before losing when the computer used the special gauge which is something I've never quite worked out.

Crazy Kong - C64

A hilarious rip-off on Donkey Kong, which basically changed the layout of some of the levels and made everything brown.  That latter bit may have been the C64 though.

Micro Machines 2 - Mega Drive

A couple of games against three random opponents in the multiplayer arena.  I won two and lost one, which felt like an achievement given that I had no idea of the courses before racing.

Defender - Arcade

I'm not sure I've played this before, actually - it was more complex than I was expecting. I'm sure I've played something very similar but without the humans to rescue, and given that that is a central mechanic, it must have been a different game.  Anyway, I played through a few levels of this before dying.

Crazy Taxi - Dreamcast

I got an A licence!  Mainly because I did a drift into a wall and sat there racking up points for 30 seconds, half way through my run.  It's amazing how much of the map I can remember, and despite the joypad having seen better days I managed a few limit cuts on the way down the hill.

Samba de Amigo - Wii

The music in the hall was too loud to be able to play this properly (or Donkey Konga, which kept hearing the clap sounds constantly), but I can't understand why they were showing the worst version of this.  Why not the arcade game, or the Dreamcast version?  And why has this never been released for Playstation Move?

Tomb Raider II - Playstation

A few minutes of exploring Venice, which took me back to the Christmas when I got my Playstation. I still prefer TRII to the first game, even if the rest of the world is the other way around.

Super Mario Kart - SNES

I still prefer later games to this.  Mario Kart 8 is just so much better.  They actually had quite a few of these in a display, but I've played the others to death and have them all at home anyway.


Random shooter game - 3DO

An illustration of how far first person shooters have become.  I have no idea what this game was, and searching for screenshots has turned up nothing. 


It was just a bit dull.

Pong - Binatone

A game against a random man.  We were both hopeless and unable to control the bat.


Arkanoid - Arcade

And another game I was hopeless at, having lost my ability to control with a paddle wheel.  After losing the first game very quickly, I lasted a bit longer on my second attempt and even got onto the high score table.  The last position, but still.

Friday, August 21, 2015

Crazy Golf: crazy as in idiotic

When looking back at the 8-bit consoles, there is a natural tendency to think of them as home to many stone-cold classics, games that stand the test of time and are replayable even now, after countless refinements to gameplay have been developed.  What we don't tend to remember is the dross that got pumped out.  Dross like Crazy Golf.



Golf is a precision sport, and it's important that you can easily judge angles and distances.  But this is crazy golf, so let's stick it in Mode 0 where the pixels are rectangles, not squares, and even better let's make it so you can only hit the ball at twelve predetermined angles.  Oh, but let's make sure the angle the ball travels at isn't actually the same as the indicator used to aim.



This is the second hole.  It took me ages to get here, mainly because of an inability to work out the controls.  It turns out that despite pressing space on the title screen, in-game the only keys which do anything are the cursor keys for aiming and power, Q for quitting to the title screen, and space skips to the next hole.  On WinAPE, the emulator I used, you need to enable a virtual joystick, turning Num Lock off on the PC keyboard, and use the 5 on the keypad as a fire button.

Having finally worked this out, the first hole was cleared using a sort of 'maximum power and hope' strategy.  It was a number of straight vertical walls, and the ball bounced around like a mad thing before finally entering the hole, just one over par.

So, the second hole.  No matter what angle I hit the ball at, it kept going back to the start (which was just below the aiming indicator top-left). I had to reduce power a lot and inch the ball down bit by bit.  It took a while to work out that the power works on the number of pixels, and so you need twice as much power to go down the screen as you do to go across it.

I finally got around the bottom, and over to the right of the screen.  Amazing I was able to bounce straight through the pink wall at the bottom, but ended up along the top.


Now, what do you think would happen if I fired off a shot now?  Oh, note that the indicator is showing the direction the club comes from, not the way the ball goes.  I know, that got me as well.  You'd expect it to bounce off the lower green wall, up to the upper green wall, and then back.  But, oh no.  Angled walls don't affect the ball.  It bounces straight back along the same path.  It's basically reacting to the pixel it hits, not the slope of the wall. That doesn't matter on this stage so much because obviously (almost) all the 45-degree angles come in pairs.  But ...


This stage is begging you to start off by bouncing the ball straight down and off that angled wall at the bottom left.  If you do that, the ball goes straight back up!  You actually have to bounce the ball off the left wall yourself, then slowly along the bottom until you get to the bottom-right corner.  And then it's just a case of hitting it up the passageway, bouncing it off the flat wall, and up to the flag.

Oh, no.  The angle of the passageway does not correspond to an angle that you can set the ball at - neither in terms of the indicator at the top right, or the path which the ball goes along (did I mention that they're not the same?)  That wouldn't be a problem if the ball could bounce off the walls on the way up, but remember that the angle it bounces off is due to the pixel sides, not the overall wall, so you are likely to see the ball bouncing backwards down the path.

But look at the screenshot again.  Not only have I managed to get the ball to bounce backwards off one wall, it's gone straight through another into an area with no gap to escape.  I had to fire off random shots for five minutes until the ball glitched through a different wall; which of course was the bottom side of the triangle, meaning I had to work my way up around the path again.

But all that effort was worthwhile.



Because I was tired of being able to see colours and was looking for a solution to make me blind.  I mean, what is this meant to be?  It's actually a far easier hole than the last one, because all the angles are straight, but of course it's still a nightmare due to the use of Mode 0.


And then you come to this.  Again, the angle of the walls isn't matched by a shot angle, so you have the pain of getting the ball down to the bottom and ten through that tiny gap where the green and red walls join.  Remember that the top-right angled wall won't bounce your ball towards the flag as you go up.  After dealing with the horrendous comb at the bottom and the tiny gap, you have to make it through a set of pixels which are pretty much random, and of ocurse affect your ball in random ways, until you get to the flag.

There are more, but they don't get any better.  The entire game is an exercise in frustration, mostly cased by the limited number of angles your ball can travel at.  This is all the more frustrating because the Amstrad is capable of so much more; even in BASIC I wrote a program a few years ago which drew a ball moving at a defined angle, and then bouncing off walls and even being affected by gravity spots on the screen.  Had it even just been in Mode 1, everything would have been much better defined, easier to calculate, and probably less garish.

And let's not forget, back in 1984 this would have taken you 5 minutes to load.

Tuesday, August 18, 2015

Legend of Zelda: Majora's Mask 3D: completed!

It's a while since I wrote about this, but I have continued to play it regularly.  Back in June I had finished three of the four temples, and had one more to go.  But before I did that, I wanted to try and do some of the sidequests, since my Bombers' Notebook was full of rumours and half-complete quests.  That's what I've been doing for the past two months.




I've reformed frog choirs.  I've cleansed souls.  I've freed postmen from their duties.  I've found bits of fairies and forged swords.  I've cleared out dungeons and helped facilitate arranged marriages.  And I've tried, as best I can, to make everyone happy.  I had to use an online guide for a few bits and pieces - particularly the long marriage back-and-forth - but I wanted to clear as much as I could because I'm unlikely to replay the game.

It's difficult to be happy when you have a huge moon over your head, threatening to kill you in three days. In the end, I had completed most of the sidequests and moved to the last dungeon.  It wasn't nice.





This bit, in particular, was annoying.  You had to charge up a mirror, then run into its beam of light and charge up another mirror using the shield, and then run into that new beam of light and shine it into the door.  Not easy on a moving train, where motion control makes the beam wiggle everywhere.

The end boss was difficult but fun.  Putting on the giant's mask, it was just a case of jumping out of the way of a flying centipede and thumping it over and over.  Last dungeon done, all giants freed, and off to confront the Skull Kid.

He went up to the moon.


I wasn't expecting the moon to be so lush and verdant.  This seemed to be a bit of a dream, meeting children dressed in boss masks, who played hide and seek sending me into little dungeons and puzzles.  They took all my masks from me.  In the end I found a child wearing Majora's mask sitting under the tree, who gave me the Fierce Deity mask and started the boss battle.

And that was really, really easy.  I can see how it could be difficult normally, but wearing the Fierce Deity mask made me effectively invulnerable and able to hit the mask's various forms without having the sneak around everywhere.

Mask defeated, evil vanquished, moon then disintegrates and I worry that I have chaos on the world with no tides and unbalanced gravity.  Evidently not; the part starts and I leave, galloping through the forest.


Luigi wasn't happy.

Not just completed, but 100% completed with everything seen and everything done.  A superb game.


Thursday, August 13, 2015

Heavy Rain: completed!

Started in 2011, continued in 2013, and completed in 2015.  Heavy Rain is a game that I've always wanted to see the end of, and had admired from a storytelling perspective, but the first couple of chapters in particular didn't enamour me to the game itself.  In the last update I posted, I talked about how the switching characters felt a bit jarring, and made the game feel quite disjointed.  It's not a huge surprise that it's taken me until now to finish it off, then.

Now, part of what I want to talk about is the story, and that's an integral part of the game experience.  If you've not played the game, and intend to do so, I recommend that you don't read any more.

Wednesday, July 22, 2015

Seymour: Take One: completed!

I'm pretty sure I completed this at the time, back in 1991, but I couldn't remember it and felt it was the perfect test for installing a CPC emulator.  It doesn't take long to play through, after all.


The secretary being called Pippa still amuses me.



It took me a couple of attempts to complete the game because the timing of the last sequence is trial and error (spoilers: you need to load the film into the camera, tie Faye down, then start the train, run to start the camera, run back and cut the rope, then run back to the camera before you get squished).  But complete it I did, without abusing save states!

Wednesday, June 24, 2015

Borderlands: stuck in New Haven

Well, there and Rust Commons.  It feels like we made little progress tonight, for once not because John spent the entire session choosing between two identical guns, but because we struggled to make progress past the spiderants and other foes.  In fact, we only managed to complete three missions, and unlock five more.  We need to increase our firepower somewhat!

Friday, June 19, 2015

Splatoon: splosh

An online shooter - from Nintendo.  And as such it's not really an online shooter at all, it's an online competitive painting game where everything is jolly and fun.

Immense fun.


Look at the colours!


Look at the character designs!

I've played online more than offline so far, which is incredibly unusual for me.  It's just so well designed and ... fun.

Immense fun.

Sunday, June 14, 2015

Legend of Zelda: Majora's Mask 3D: getting used to the time sickness

Hello again!

I have been playing things, you know.  I've been playing a bit of Heavy Rain, and some Cities Skylines.  I've completed Peggle Blast again, and played a few levels of Two Dots.  I've made a little progress in a second story of 80 Days, and caught a few big ones in Sega Bass Fishing.

But most of all I've been playing Majora's Mask.

I said I'd write more when I'd worked out how the game works.  I sort of have, although there are still things that I don't know how to do.  On the first day, a little boy or girl wearing a fox mask runs to the postbox, and I haven't worked out how to talk to them. Postboxes are a mystery too.  Is there a reasons for the workmen in the town square?

But outside Clock Town it's a little more straightforward.  The game seems to be neatly divided into a core story (make it through the dungeons and gather the giants to stop the moon) and side quests (make others happy and gather information).  There are some of the latter which change into the former - such as finding Epona which allows you to access the ocean - but otherwise it's clear what is optional.


Not that it really matters.  I've been trying to do everything, following the hints in the notebook to find where I can get all the optional masks and heart pieces.  I've fished, I've thrown bombs at targets, I've taken photographs, and I've jumped around islands.


The game is magnificent, and the amount of detail crammed into the cartridge is astounding.  Look at the Gamecube in the background!
 

I've just completed the temple in the sea, and the giants have told me there is one more.  Before I go off there, though, I've got a frog choir to find.

Tuesday, May 19, 2015

Forza Horizon: completed!

As I said before, an excellent game.  So much so that it became my go-to racing game, and I've been working through it at a pretty steady pace.  About half-way through I got a little bored, and took a bit of a break (from racing games in general, apart from Mario Kart 8), but once I returned I was compelled to complete the game.

And let's be clear, there's a lot of game to complete.  As well as the overall career, where you get points from doing well in races and earn wristbands to unlock more races, you get to race against the tournament's stars, compete in street races, do PR stunts, and compete in absurd 'showcase' events where you race fighter planes and hot air balloons.  And on top of that you can get achievements for driving on every road, finding advertising signs, doing races again and competing against Xbox Live friends ...

And I've done it all.  I've actually won every race, both official and unofficial.  I've taken photos, got skill chains, increased my car collection to about 30ish, have around 4million credits in the bank.  I've even bought a Land Rover, a Mini and a Beetle so that Nicholas can play with them in free roam.

And I've just ordered Forza Horizon 2, because I've heard it's even better.

Wednesday, May 13, 2015

80 Days: 89 days

It's been a while.  I've been playing a fair bit - progressing in 200cc grands prix in Mario Kart 8, getting the gold wristband in Forza Horizon, pootling around the world in Majora's Mask.  I've completed Peggle Blast and found that I am hopeless at Worms Reloaded.  Maybe at some point I'll write more, particularly since I have a draft post on the last of those half done.

But what I wish to talk about today is 80 Days.  It's an iPad game, although it can be played on a phone if you really must.  It's a text adventure with trading and route planning, based loosely around the Jules Verne novel but with a great deal of artistic licence thrown in.  Your primary objective is to get around the world in 80 days, but if you fail (as I have done) you simply restart but with knowledge over what may happen.  There are hundreds of routes to choose from and the world seems to be based on a random seed meaning that no two games will be the same.

I started well, travelling through France and Germany, then up to Scandinavia.  Unfortunately routes to Russia were limited and I ended up having to travel back down through Turkey and the Middle East to India, arriving in Japan at around day 45.  Not too bad, but my journey across the Pacific (a direct boat to San Francisco) was interrupted by a storm, and we lost a number of days heading down to Hawaii instead.  I led a mutiny to get the boat to depart for the US West coast immediately, but travelling across America took a long time and on day 80 I was aboard a paddle steamer, just after it had exploded.  No oceanic transportation from New Orleans meant a slow trek up the coast to New York.


It felt a huge anticlimax, and this made me realise just how exciting the game had become.  Every time plans went wrong, or I arrived at a city with no clear path forwards, I was feeling genuinely anxious.  I remember watching Michael Palin's second travelling series Pole to Pole, and feeling that without the time constraints of Around the World in Eighty Days it felt a little pedestrian.  Here again I could see the deadline creating the tension.




A game like this needs to have good writing and a clear visual style, and 80 Days has both.  It's a testament to its quality that as soon as I'd arrived in London I was ready to set sail again.  On my second journey I managed to make good time across Europe and Russia, until on day 23 I was thrown into a Russian military jail.


Let's hope I can continue at this pace.