Thursday, August 09, 2012

King Kong: completed!

You may be feeling as if you've gone back in time to March 2007, as I completed this game then as well.  It's rare that I will play through a story-driven game such as this more than once, but I remembered really enjoying it and when I had the opportunity to buy a copy for the Xbox 360 for £2 I jumped at the chance.  High definition should be a bonus ...

I remembered the game as graphically accomplished with recognisable characters and beautiful locations. Maybe that was a standard definition illusion, as when played on the 360 it looks pretty basic. It's stunning to see how far games have come in the last five years.  Not only does it look rough, textures are repeated far too often and a lot of the game is just too dark.




Yes, she is meant to be attractive.

I also remembered the game as varied and well structured. It's varied to some extent, with levels split between controlling Jack and Kong, but there are limited puzzles and enemies, and by the time I was 75% through I was getting pretty bored. The chapter system works OK, but games have developed more elegant checkpoint and save systems now - in fact, they had developed them back in 2002 with Halo, but that's by the by.

Most of all, I remembered the game as good.  And it still is, though the difficulty is all over the place and if it went on any longer than it does it would soon turn into a grind.  As it is, it's a good fun short game that's starting to show its age.

Tuesday, July 10, 2012

Limbo: big spiders

Limbo is a black and white game, with the main character's eyes shining more than anything else in the world.  It's a game full of danger and death.  I have died many, many times - and not every death has felt like it's my fault.  I'm getting a bit past pixel-perfect jumping, which seems to be required to get past some of the traps.

I got to a big spider, who impaled me on its legs.  After a couple of deaths, I realised that I could push one of the traps under its feet and it would lose its leg.  I did this a couple of times, but kept dying in the trap as I jumped over it.

Bah.

Tuesday, July 03, 2012

Bit.Trip Saga: bopping along

I really enjoy some of the games on this compilation.  Runner is undoubtdly the star of the show, even if I'm not vey good at it.  Beat gets hard to quickly and makes my eyes go funny.  Core is just too tricky from the start.

The 3D isn't used very well at all, though.  It's much easier to play with it turned off, which is very disappointing indeed.

Friday, June 29, 2012

Legend of Zelda: Four Swords Anniversary Edition: completed!

My commuting game of choice over the past week or so has been the 3DS conversion of the GBA game that was included alongside Link to the Past.  The 3DS game has the benefit of being adapted so you can play it in single-player modes, rather than being restricted to only playing when there's someone else with a GBA and link cable around.

Nintendo evidently realised that such time would be few and far between, so Four Swords actually has relatively little content.  There are three main "dungeons", with three or four levels each.  In the new version, you control two Links, switching between them with a shoulder button, and puzzles have been redesigned so simultaneous actions aren't needed.  It's been really well done.

There have been a couple of times where puzzles have left me stuck for a few minutes, and I only died (properly) once - there were a few deaths along the way but they were paid for with rupees so no progress was lost.  The final boss had a few different forms, but died pretty quickly.

A nice freebie from Nintendo!

Friday, June 22, 2012

Assassin's Creed: completed!

Although some parts of it were a bit annoying - particularly the informer missions - this has been an excellent game.

I was wrong about there being two more missions in the animus - the last block is full of the additional missions such as collecting flags and killing Templars.  There was an obvious twist to the story in the end, though I wasn't expecting that the enemy at the funeral would turn out to not be Robert.  That makes it 50% on the twist-is-a-surprise-o-meter.

After spending most of the game trying to be sneaky and quiet and hiding from the guards, the last bit of the game forced me to fight out in the open, which grated somewhat.  Luckily, I had had plenty of practice at this since the guards throughout Jerusalem had a knack of seeing me even when I was trying to keep out of their way, and so I had been attacked many times over by the time I got to the final mission.  The fights against Robert's men were tricky, and I frequently had to run away to regain some health before returning to the fight.  Robert himself was a skilled fighter, blocking most of my attacks and forcing me to constantly parry.

But he went down, as did the super-secret-obvious end boss, and the game is finished.

I may well go back to collect some flags and kill some Templars, but will need to use a map if I don't want to end up wandering the kingdom forever.

Thursday, June 21, 2012

New Star Soccer: completed!

I'ver probably played this a bit too much.  After coming second in the premiership with Spurs by a single point, I lead England to world cup glory scoring a hat trick in the final against Brazil (which was won 4-0).  Rather than go back to Spurs for another season, I decided to move to Winter in the lower Swiss league - which I presume is FC Winterthur.  This has been a bit of a disaster, with team mates not passing me the ball and fans hating me.

I'm tempted to start over, but there are other things which have piqued my interest recently.  Maybe once I'm able to come back fresh.

Sunday, June 17, 2012

Assassin's Creed: splosh!

Im on the 'final' mission now, which is to find the Templar organising all the blockades and book burning and general malpractice. Except I know it's not the last mission, since there are two more mission blocks in the animus.

The last assassination was exceptionally annoying. The port master was, as his name suggests, at the port. Specifically, he coops himself up on a ship. This would be fine if Altair didn't die with the slightest contact with water. This would also be fine if Altair didn't decide to randomly jump at an odd angle rather than onto the post directly in front. I spent ages working may way around the North dock, as the intelligence says, and on my 267,396th try finally made it to the large boat. At which point I realised that I hadn't triggered the cutscene starting the assassination, so Siread wasn't actually on the boat yet.

When I finally completed the assassination, though, I did so very well indeed. Siread is a jittery mess, and wanders around his boat all the time. I managed to get to a position where I was hanging off the side of the boat, and as he went past I jumped over the railing and killed him with one blow. All that was left was to flee the guards - which I did using the paths along the walls, rather than jumping over the boats and poles again. It's a little samey now, and the informant missions are a bit annoying given the propensity of guards to spot you just because a random drunk has pushed you. Still, off to Jerusalem ...

Friday, June 15, 2012

New Star Soccer: the quadruple

New Star Soccer is the best game on iOS. I have dedicated hours to it while commuting, and am now aged 40 in-game and still playing. Given that you start at age 16, and each year represents a full football season, that's a lot of game. It plays to the strengths and weaknesses of the platform superbly. No virtual joysticks, no overly-long matches, no diddly controls. You watch most of a match in text form, as in Football Manager Handheld, but then when your player receives the ball, you act - either in terms of passing, shooting, or intercepting (of course, that last one isn't after you've received the ball, that would be daft). As you do more training, the strength of your shots and the extent to which you can curve them increases, and your teammates appear in better positions as well. I started playing for Tonbridge in the Conference South. I've made my way up through the leagues, mainly staying in England with a brief flirtation with the Faroese league and some time in Portugal. I've now been playing for Spurs for a few years, and last year we managed to win the league, the League Cup, the FA Cup, and the Champions League. And I'm still playing, since England keep getting knocked out of international competitions at the semi-final stage; the last Euros saw a particularly annoying defeat by Greece of all teams. A superb game.

Wednesday, May 16, 2012

Assassin's Creed: back to Damascus

I've now completed Memory Block 4, which looks to be the longest in the game, and am back in Damascus to explore the last part of the city.  I'm getting through things much quicker now, especially since I fully understand what is expected of me.  It took me just over an hour to climb all the high points and save the citizens, with a few of the investigation missions along the way.

I've been trying to complete all investigations before going for the assassination, but there are two informer missions in this part of the game which are really difficult.  You have to kill certain guards without being detected - but the issue is that the guards in general are all on heightened alert and so you need to constantly blend in with the crowd to hide.  Within the crowd are people carrying pots and bits of wood, and if you get near them they drop these, alerting the guards even if you're blending.  As a result, you need to blend and then stop walking any time a pot carrier comes near.

An exercise in patience then?  It would be if the missions weren't timed.  Very frustrating.

The rest of the game continues to entertain.  The missions are a little samey in some ways, but the story that they impart is interesting and the information you collect can really help with the key assassinations.  The overall story has an obvious twist coming up - all of the victims after death seem to be happy with their actions, after all - but one of the last victims (the executioner) seemed to actually be a thoroughly unpleasant man after all.

Tuesday, May 15, 2012

Wario Land 4: gem collecting

One of the 3DS ambassador games, this isn't something I'd normally have picked up.  While Super Mario Land and SML2 were excellent examples of handheld gaming, taking home consoles experiences and reducing them to more immediate and shorter challenges, I had heard that from SML3 (Wario Land) onwards the games got just a little too complex.

That's true of Wario Land 4 to some extent, with levels being just a little too big to play on either part of my commute.  The character of Wario is a little too large to show enough of the level, and the jumping physics are a bit suspect as well.  It just doesn't feel like a Nintendo platform game.

I think it's unlikely I'll be back to this given the wealth of other games on the console ...

Wednesday, May 09, 2012

Assassin's Creed: touring the Holy Land

I've completed an assassination in each of the cities now, and am on Memory Block 4 which has three parts to complete, one in each area.  I've killed the man in Damascus, and have completed my investigations of Acre.

This is a really good game.  The gameplay flows well, and there's enough variety in missions to mean that at the half-way point (which is roughly where I am) it feels as if there's still a lot to experience.  The difficulty is starting to increase, with guards being tougher and more numerous, and targets are better protected and hidden.  Before each target I'm carrying out the full investigation - including climbing to all high points and saving all citizens - but at times I'm just getting lost in the metagame of assassinating guards and sneaking around.

Controls are still on occasion awkward, and the entire idea of losing your abilities after the first mission is just daft - especially the loss of the ability to catch a ledge as you fall past it.  I can understand not being able to carry certain weapons if you're demoted, but stopping yourself falling to death?  It's also constraining only having five throwing knives, and I hope that I can carry more at some point soon.

Friday, April 20, 2012

Assassin's Creed: to Damascus

I started this five years late in the early hours of this morning. It's a game I've always fancied playing, but have never had as a priority and had never seen cheap enough to warrant a purchase. In the GAME closing down sales I picked it up for £3; while sitting up with Nicholas I have the time.

The controls are occasionally awkward, with an unhelpful camera, as was the case very often back at the start of this console generation. I've died twice due to the camera swinging around meaning that I ran straight back at my attackers. Fortunately, dying isn't a massive issue, and the fluidity of movement generally makes up for it.

Indeed, one disadvantage of playing a game so long after its release is that there are many things you would expect to be included which aren't, or are a bit rough. The map is a little clunky, distances are very long, and riding a horse is more hassle than just running everywhere.

Wednesday, March 07, 2012

Truth or Lies and You're in the Movies: fundamentally flawed

I recently found two games that I bought ages ago, and never played.  I unwrapped them and played them.

You're in the Movies

You take part in some minigames using the Xbox Live Vision camera, in a similar way to in EyeToy Play.  The difference s that the camera takes a picture of the background, and then cuts that out when you step back in front of the TV.  Your exact image is then overlaid the playing field.

That's the idea, anyway.  In fact, I found that after a minute or so my arm would start disappearing, then my neck, then bits of my chest.  Even though I was wearing a dark shirt against a white wall.  It also started to lose my movements, to the extent that half way through I had to rescan the background, and from that point on rescan it after each game - even though nothing had changed.

The games weren't as well defined as EyeToy Play, either - it was unclear what the objective was at times, and there were many cases where I was unsure if I was actually doing the right stuff.

The clever bit of the game comes at the end, when it takes the various videos of you doing stuff, and puts them into a movie trailer.  It would have worked better if there were four people playing, since otherwise it just shows up the difference between the green-screened professional shots and the half-there blurry movies of me.  The game is a good idea, but the execution just doesn't work.

Truth or Lies

Truth or Lies is a type of quiz game where the console acts as a lie detector.  You get asked some incredibly banal questions, and you have to tell the truth, by speaking into a microphone.  Of course, this is designed to be played in a party setting, and you're meant to be very embarrassed about the answers you're giving - that's where the fun would come in, seeing where people lied to save their dignity.  At least, it would do if you weren't being asked pointless questions, and if the lie detector actually worked.

I told the game I was a cow.  I told it I had never kissed a girl.  I even told it that I preferred dogs to cats.  In every case, it told me that I was telling the truth - and more emphatically than when I actually did tell the truth.  The only time t told me I was lying was when I said that I was bored.  That was no lie.

The only way I could consistently get it to think I was lying was by screeching into the microphone.  Strangely, when I'm trying to lie, the last thing I'm going to do is to scrunch my vocal chords up to sound like a mouse.

Not only is Truth or Lies even worse from a technology point of view than You're in the Movies, it's also a fundamentally boring game.  Avoid.

Monday, March 05, 2012

Gravitron X: a difficulty mountain

Gravitron X is an Xbox Live Indie Game - costing around 60p, it's developed by a part-time coder who deserves to have a full-time job somewhere.  The game's similar to Thrust, where you must negotiate passages underground, combating gravity and avoiding obstacles.  There are enemies who fire at you and air vents which push you off target.  The main objective of each stage is to destroy the generators and escape back into orbit before the entire planet blows up.  There are stranded scientists to rescue (who repair your shields) and fuel stations.

I spent a good hour playing this tonight.  The control scheme takes a little getting used to - the ship points where you aim the left stick, rather than it just rotating left and right - but this actually affords a much better level of control, letting you pull off 180° turns quickly and aiming with greater precision to shoot back.  I got to the end of level 19 with eight lives, having lost one in the first few levels while I was still learning the controls.

Level 20 was, however, a massive spike in difficulty.  There were small spaces to squeeze into, which rotated around and let you move to another gear-type contraption.  The surface of the planet was covered with enemies, including homing missiles.  It took me all eight lives to complete the level; I was half expecting that to be it, but then level 21 appeared.  I died pretty quickly.

Thoroughly recommended, even without the extra challenge modes and extra map packs.  These are included with the main package. It's a bargain whichever way you look at it.

Monday, February 20, 2012

Bayonetta: try, try, try again

First annoyance: although I saved and quit the last time I played, I had to restart from the beginning of chapter two.  You can't save mid-chapter, it seems.  This wouldn't have been such an issue if it wasn't for the fact that I restarted just before a fight with the red witch Jeanne, which last time took ages to complete.  This time it took five minutes and I got a gold medal.  Huzzah.

Second annoyance: it suddenly got a lot harder.  There were times that I had to repeat a section five or six times in order to progress.  However, each time I did actually progress, and I was driven onwards by the fact that each time I retried a battle I got a bit further.  The example that sticks out in my mind is the fight against the dragon attacking me in a church: the first time I fought him, I died almost immediately.  I had to open the church door, skip the cutscene, and managed to get a few decent hits on the dragon using witch time, before dying again.  I had to open the church door, skip the cutscene, and dodged many times and performed many attacks until the dragon ripped the church from its foundations and took to the skies, at which point the dragon's second head killed me. I had to open the church door, skip the cutscene, beat the dragon up until it took off, and dodge the second head while attacking the first head, until it went mental and killed me again.  I had to open the church door, skip the cutscene, beat the dragon up until it took off, dodge the second head while attacking the first head, avoid the first head's mental attacks, and then finally the church was thrown heavenwards with me in it.  And I missed the QTE of pressing X in time, so died.

It restarted with the church being thrown upwards.  A good job, or no doubt the controller would have been thrown in much the same way.

I got part of the way through chapter three, which is set in the town after it was consumed by lava, before multiple deaths and a lack of time caused me to stop playing.  I wonder if I'll start it again knowing I've got to repeat the whole first part of the chapter ... but it's a great game, so I probably will.

Friday, February 17, 2012

Bayonetta: back to black

I bought Bayonetta when it fell to £10 a couple of months after release. I played it for 43 minutes according to the save file. I then moved onto something else.

It sat at the top of my TrueAchievements "easy achievements" list ever since.

Then last weekend I decided to give it another go, as part of my 'play games properly' philosophy. I'm now half way through chapter 2 and enjoying it immensely. I think I was put off by the complex combos that it demonstrates while loading, but it's not a case of learning those by rote, it seems, but instead understanding how punches and kicks can be linked together and the timing of each. Combined with the evade button, it is possible to get 'good' and not just 'lucky', it seems.

Though I do find myself using the jump+stomp combo a lot.

A new set of guns has just been unlocked, but I've spent my halos on health items. I've not made any concoctions, or bought amulets, because they're too expensive. I can't see how I'll ever afford those, in fact.

Thursday, February 09, 2012

Phantasy Star Portable: busting out busters

I've managed to equip both a sword and a gun, with the gun automatically firing at things (I think it's my Mag doing it, but I'm not sure) and the sword setting fire to things.  Even so, I have to hit some things many times before they go down.

I really like the story missions in this game now I've got into it.  Having others join you on quests is well done, particularly once I realised that others will heal themselves if left long enough.  The main issue I've hit is that as sword-wielder, attacks from flying enemies can be hard to avoid.  This was brought home by a boss character hovering above the playing field, which I was unable to hit (other than by my automatic gun) except for the rare occasion he landed.  When he did land, I could only hit his hands and tail.  The hints that his wings were the weak point didn't really help.  After ten minutes of grinding away he went down, though.

This has monopolised my handheld gaming for a week now, which is quite amazing given the competition.  It's more clunky than PSO, and the weapons system seems more complex (I can't understand where the gun is coming from, for example), but it's possible by large to just overlook that and hit things.  Which, on a morning commute, is just what you want.

Monday, February 06, 2012

1000 Heroz: first time's a charm

I'm still playing this every day, and have a few targets I've set myself: I must beat Sessile, who's the last remaining competitor in the UGVM group; I must come in the top ten, or preferably the top five, of the RLLMUK group; and I must come in the top thousand of the global leaderboard. I'm generally achieving this.

There have been a number of times when my first run at a course is actually my best; today's course is a good example of that. In the runs afterwards, I've bounced up the hill in a more jerky way, or caught my foot on a block of ice, or landed on an uphill section rather than the flat ground either side.

Wednesday, February 01, 2012

Sonic Generations: completed!


That was really fun.

The last boss fight took a few attempts, particularly when the enemy was throwing clock faces at the Sonics, but it fell eventually. It's well worth watching to the end of the credits, if only to see Cream the Rabbit at Sonic's birthday party and the skit with two Dr Eggmans trapped in no time together.  I smiled when Tails called him Robotnik the first time the Classic round Eggman appeared ...

The end credits were great - they interspersed screenshots from the original games with the equivalents from Sonic Generations.  It was interesting seeing how the newer games in particular had been given a 2D makeover (albeit in 3D) and how they had designed levels around additional abilities such as the boost and homing attack. In fact, seeing that evolution even made the game series itself make more sense.

There are loads of missions to unlock with playcoins, and time attacks modes, and I've got a D grade on a fair few levels, with relatively few As and Ss. I will be going back to some of them, since they are pretty fun, with a few exceptions.  It does remind me of the classic Sonic games though, where you have to learn the levels to play well - I was disappointed at first that I wasn't just breezing through the game, but I could only ever do that since I knew the old Sonic games like the back of my hand.  I'm not sure I'll play Sonic Generations as much as the Mega Drive games, but you never know ...

Wednesday, January 25, 2012

Sonic Generations: not awful music

The 'Modern Sonic' take on Emerald Coast was mostly side-on, in fact, and played better than the 'Classic Sonic' one.  I'm on to Radical Highway now, which is one of the few levels I remember from Sonic Adventure 2, other than the city one.

The music in this game is actually really good - it's standard Sonic light rock, but the old tunes have been altered really nicely with differences between the two acts.  I'm back to enjoying this after my previous frustration.

Friday, January 20, 2012

Sonic Generations: awful instadeaths

I'm still enjoying this, though markedly less so since 'Classic Sonic' got the homing attack and the side-on levels started to be reliant on it.  The homing attack makes sense in 3D, where you can see ahead of you and move towards the targets.  In 2D, the targets are frequently off-screen until the last minute, by which point it's too late to react to them and you fall off the bottom of the screen, again and again and again.

As a result, it took me ages to get past Act 1 of Emerald Coast, because it required a lot more learning of the level than the previous levels.

It's a shame, though, that even the best Sonic game in years doesn't distract me from Mario Kart 7.

Monday, January 16, 2012

Child of Eden: moving up

I loved Rez.  I loved the way it enveloped all your senses and felt easy and natural.  I loved the way the music evolved with the game, and it was built around rhythm in the same way that Daytona and WipeOut are.  I loved the sparse stylised visuals and short structure of the game.

I still love it, but now I love Child of Eden more.

Sure, the Move controls are a little flaky at times, not recognising the flicks to launch projectiles - a bigger movement works better but then you lose where the crosshair is - but on the whole removing the control pad makes this even more involving than Rez and draws you deeper into the game.  There are times when the immersion is broken, like when the game decides that you can't move around the area when previously you could, but this just highlights to me just how transfixed I become.

Is that a good thing?  For the game, yes.  It makes playing this more of an experience than I would ordinarily be used to, and as a result is quite draining.  It's certainly not a good thing for Justine, since she's likely to feel very ignored whenever I play it.  Then again, she's the one who bought it ...

Thursday, January 12, 2012

Crackdown 2: end of an era

It's easier to find agility orbs in Crackdown 2.  For a start, the map screen tells you how many you've found in each area - meaning that my search was restricted to Green Bay (after, that is, working out where Green Bay is, since it's not marked on the map).  There's still a large area to cover, though.  I flew around a bit in helicopters, and using my thrusters and wingsuit, but couldn't see it.  So after completing all the wingsuuit rings, I decided to try some stunts instead.

I spawned an SUV and headed to the beach.  I jumped around in the car a lot, completely failing to get through the vehicle stunt rings.  And then I saw it.



Shining above me, reaching out.  I jumped up there.


A hidden orb!  How exciting.  But that's not all.


Agility orb number 500.  I'm well behind the first game on the hidden:agility ratio, though, with only 212 hidden orbs found.  For now I'll take the achievement.

Sonic Generations: awful cutscenes

If there's anything worse than cutscenes with bad voiceovers, it's cutscenes where only a few words have bad voiceovers.  Worst of all are cutscenes - which are effectively static or with a little animation - of two characters standing side-by-side with loads of badly-written text, where a few words have bad voiceovers.

Luckily, that's the worst thing about Sonic Generations so far.  I'm actually really enjoying the levels, striking as they do the right mix of nostalgia and modern-day polish; the physics on Sonic feel right, although I do keep tying to do a roll with modern Sonic - the boost isn't yet as obvious.  The 3DS version is much more of a side-on game than I've seen of the home console versions.

I've completed Green Hill, Casino Night and Mushroom Hill now, and am up to the Metal Sonic race which, as with the equivalent in Sonic CD, is just immensely unfair until you learn the level.  Nearly there though.

Monday, January 09, 2012

Crackdown 2: 499

499 agility orbs out of 500.  The 499th was on top of a chimney, which I used my wingsuit to glide to.

Amusingly, the narrator commented on me collecting this orb, saying that he knew I wouldn't rest until I found the last one.  At that point I turned the console off and went to bed.

Saturday, January 07, 2012

Sonic CD: fragmented levels

I have played Sonic CD before, on the Mega CD, and found it confusing.  It still is, with the future lampposts being placed in awkward places and me never being quite sure if I've actually created a good future or not.  Do I need to travel to the future after destroying the machine in the past, or is it sufficient to just explode the generator?  Do I need to create good futures for both acts, and if so do I then have to fight the boss?

It seems pretty inconsistent as to how long I need to be travelling at speed; some of the levels have horrible designs, and it just feels a bit bitty.  But it's magnificent, requiring you to explore the levels and avoid not just enemies but also level furniture in order to get to the proper ending.  I've completed the game in the bad way (not getting good futures; not collecting time stones) and am now working back through it.

On the Mega CD I only ever completed one bonus stage; on the 360 I've managed three, but they are horrendous and difficult to control.  Blurgh.

Wednesday, January 04, 2012

Crackdown 2: crashing helicopters

I am surprised that I've not written about Crackdown 2 on my blog before, given that according to my 360 autoblog the original is my most-played game and the sequel is fourth on the list.  I've played the sequel through to completion - the end of the story, at least - mostly alongside John and Kieron, with a few solo outings making up for sessions I had missed.  My agent isn't fully powered up, and I haven't collected all the orbs as yet - I have 498 of 500 agility orbs and 196 of 300 hidden orbs - and so it's still a game to return to.

Especially since I can now spawn helicopters at will, use mag grenades to hang things from the ceiling, and fly using my wingsuit across the whole map.  This is all the more amusing when a new player - such as Toby - joins in and I can sit on the sidelines with a rocket launcher while he goes in to get his hands dirty.  Toby went up two agility skill levels in a two-hour playing session last night, while my shooting skills are resolutely stuck at just over five stars due to my propensity to make everything explode rather than just shoot it.

It's a fine game.

Thursday, December 29, 2011

Mario Kart 7: 150cc starred

I was dreading the rainbow road courses on the higher difficulties, since I struggled in the earlier grands prix, but in the end I was able to finish top of the leaderboard in both final groups, winning every race.  I've now unlocked all characters, but there are still a number of vehicle parts to unlock and mirror mode has just appeared.  Not completed yet, then.

For now, though, I'm racing some time trials against opponents who have appeared through SpotPass or StreetPass.  I have no idea if they will ever know how much I've thrashed them by, but I hope that if I ever StreetPass them again they will receive a big "loser" badge on their Mii.

Thursday, December 22, 2011

Zen Pinball: what's going on?

I am hopeless at pinball videogames.  The tables all seem immensely difficult, I can't judge when to fire in order to hit specific targets, and I can never tell what those targets are meant to do either. There are things all over the tables which look amazing and exciting, but I have no clue what I need to do in order to activate or access them.  The only exception to this was Sonic Spinball, which isn't really a pinball game at all.

Zen is pretty much standard in this way.  I have no idea what I'm meant to do; I frequently find the ball moving to other parts of the table which I'm sure is good but I have no idea what I've done to achieve it.  At least the 3D helps me keep the ball on the table.  I'm still hopeless though.

I like the way the friends list is integrated though, letting you know the next person's score, compelling you to beat it.  I never do.

Wednesday, December 14, 2011

Mario Kart 7: 100cc starred

I'm not sure that I will ever completely three-star the 100cc grands prix, since I'm not entirely sure what it is that influences the number of stars you get.  I have three stars on some, two stars on others, and a single star on two.  You gain nothing for completing everything with three stars in any case.

I'm now half-way through 150cc - well, slightly over, with gold trophies on the first three 3DS grands prix and the first three legacy grands prix.  The last of each eludes me, largely because of Rainbow Road, but if I could get a large enough lead prior to the last track that wouldn't matter.  I shall continue to try.

Online is superb fun, although I'm disappointed that the time trial ghosts aren't populated from my friends list.  From the look of the worldwide distribution graphs, I'm pretty average.  Boo.

Monday, December 05, 2011

Daytona USA: completed!

Daytona is looking a little rough around the edges nowadays, but it's not how it looks, it's how it plays.  This plays exactly like the arcade, which is a relief after the two Saturn versions and the Dreamcast games - all good games in their own right, but they failed to capture the handling and blue skies of the arcade.

Daytona, of course, isn't a game that you will ever "complete".  But I've now placed first on each of the tracks (at normal difficulty) and have won all the achievements.  They were particularly easy.  Even so, I'll be back for another ROLLING START soon, I have no doubt.

Beyond Good & Evil HD: joining IRIS

As BG&E was cheap in a recent sale, and remembering how amazing I felt the game was at the time, I downloaded this.  And, well, it's OK.

It doesn't help that the controls are all wrong; you can either have the up-down camera correct, or the left-right camera correct.  It's such an amazingly simple thing that I just can't understand how they didn't think to add more customisation options.  It's made all the worse since the Xbox 360 contains a default setting which they could have picked up.

But other than that complaint - which is a pretty big one, since it means I'm constantly looking at the floor or the sky - this is still the charming game with the lovely world I remember.  It feels a bit more like a collectathon now than when I first played it, and some of the animation on the characters is rather off-putting, but Jade remains one of the best videogame characters ever and her story - of taking photos to expose conspiracies - is still pretty unique.

But will I play this through to completion again?  Achievements give me an incentive to do so, but the controls are just a major obstacle.

Friday, December 02, 2011

Mario Kart 7: 50cc three-starred

Mario Kart won.  Mario Kart always wins.

I've played a lot of this over the last few days.  I've played through the 50cc grands prix, coming first in every race.  It's really easy, as ever.  I've played a couple of the 100cc races, and have come first in those as well, but at least my opponents were visible on the map screen.  I've played one of the 150cc grands prix, and came second overall after finishing 1st, 1st, 3rd and 4th in the four races.  Unlike the Wii game, I'm going to complete those.

I've also played this online.  It's great, although it's very similar to the Wii version.  I never came last in a race, though I did come fourth out of six once.

The new items are great, and feel like proper additions to the series rather than one-off experiments.  I love the hang gliding sections - starting to use updrafts to my advantage now - but the underwater bits seem a little tacked-on, particularly because on some courses (like the Wuhu Island ones) you just 'die' if you fall in the water.

It's compelling and great and exciting and fun.  Layton may not get a look in for a little while.  I'm running out of gaming time, though; in addition to Mario Kart, I've got my daily 1000 Heroz level to complete, and also Angry Birds Seasons has just been updated with a new advent calendar.  I've beaten Niaz on both days so far.  In fact, I've come top of the leaderboard, but beating Niaz is all that matters.

Wednesday, November 30, 2011

Mario Kart 7: oh wow this is so amazing

It's really great.  It leaves me with a great dilemma.  Do I continue playing Layton, or do I play more of this?

Tuesday, November 29, 2011

Professor Layton and the Last Specter: Luke here

The absence of Luke was temporary, and so now I have two assistants following me around and being annoying.  I have to find out about something that was sold on the black market, and rather than understand that as a figure of speech, Layton is off trying to find a physical black market.

For an intelligent person, he can be a bit of an idiot.

Monday, November 28, 2011

Legend of Zelda: Twilight Princess: going swimmingly

The zora's temple took quite a while, but was full of some very clever puzzles, with blockages needing to be released to let water flow and drive wheels.  On a couple of the corridors there was a waterwheel which blocked my way - no amount of pushing it would do anything - but as soon as there was a trickle of water going past it started turning.  Ho-hum.

The last boss was very clever,  I thought I had it sorted by wearing iron boots and using the hookshot from a distance, but then the monster started swimming around and I was forced to swim myself to ride on its back.  It went down pretty easily in the end, the room drained of water, and then I warped out ...

Only to see Mr Evil turning everything to twilight again, and making me a wolf.  Apparently I have to go and find Zelda to get my decent controls back.

Monday, November 21, 2011

Legend of Zelda: Twilight Princess: saving the prince

I found the light tears, having to repeat the flying section when I didn't realise I had to turn my senses on the first time around in order to catch the bugs.  I killed the big bug, and was all ready to collect the last part of my fuse shadow thing, but the odd crocodile god told me it was at the bottom of the ocean instead. Great.  There was a very odd cutscene with multiple Ilyas floating downwards upside-down.  But finally twilight was banished, and Hyrule Field looks lovely again.  The lake is vibrant, the zora kingdom is clean and blue, and the castle town is full of characters.

I went to see the zora prince, and had to accompany him back to Kakariko village - which was pretty difficult, since it took me a while to realise I had to take out the birds in order to stop them diverting the coach.  Once back there, the dead zora queen gave me an ugly set of clothes that let me swim underwater.  Ilya seems to have lost her memory, and there was nothing further to do, so I took the opportunity to explore the village, blowing up blocks and so on.  I found a couple more pieces of heart.

So, next is the zora temple at the bottom of Lake Hylia.  Water Temple, by any other name.

Saturday, November 19, 2011

Professor Layton and the Last Specter: no Luke?

Instead, there's an attractive female assistant who doesn't have such a whiney voice.  The puzzles so far seem slightly more difficult than normal, but maybe that's because I'm used to May's Mysteries.  Only around 15 puzzles in so far, so plenty of time for that to change.

Oh, and yes, it's spelt "specter" because I've got the US version, since the UK version is missing a rather large bit of content.

Thursday, November 17, 2011

Legend of Zelda: Twilight Princess: hot then cold then hot again

I went North, and found another twilit area.  I find that these actually give me a headache - the colours and music and Midna's annoying voice just feel very oppressive.  The lake had dried up, and travelling upstream - via a natty flying section - showed me why; everything was frozen.  Midna told me I had to try to find some way of thawing it out.  I was last in a very hot place; hmm, I wonder.

So I warped there, picked up a big hot rock, and warped back.  Everything melted and the zora sat around the edge of the pool.  They couldn't see me, of course.  As I left, the recently-killed queen of the zora asked me to find her son.  He's in Hyrule - I saw him being looked after by the girl from my home village - but Link doesn't say a lot.  I'd better get back to say hello to him.

But that means getting rid of the twilight.  I went and found the spirit of the spring, who told me to get some of the tears of light.  I've got four of them.  I'll get the rest sometime soon.

Oh, and I must go back to Kakariko Village when I'm human again.  I completely forgot to explore before shipping out.

Rabbids 3D: completed!

I was expecting to have to battle on for many more levels, given that I'd only reached the middle ages.  But no; there are four worlds of around fifteen levels each, and I've now completed them all.  The last level was an auto-scrolling pain in the backside, and halfway through I noticed that it wasn't just set in the middle ages but also had elements of all the other time periods I'd been through.

I've a total of around 50,000 bonuses across all the levels, which is enough to have unlocked all the extra levels, but isn't quite enough to unlock the final figurine.  I'm not sure I can be bothered to do that, though - not when Layton's waiting.

Wednesday, November 16, 2011

Angry Birds Seasons: the orange bird

Rovio continues to update both the original Angry Birds and its sequel, Angry Birds Seasons, with new levels.  As such, I no longer have three stars on all levels of either game; I'm missing:
  • eight stars from "Ham 'em High" in AB
  • nineteen stars from "Mine and Dine" in AB
  • six stars from "Hogs and Kisses" in ABS
But that'll have to wait, since I've just discovered that there's a new set of levels in Seasons, and with them comes a new bird - the orange bird, who inflates like an airbag when you touch the screen, pushing everything out of the way. It's a welcome addition to a game that otherwise was in danger of getting just a bit stale.

Tuesday, November 15, 2011

Imitation: not a game

I have no idea how I've never seen this before, but I'm flattered.  I'm sure mine's not the original gaming diary - I'm pretty sure Owen and Andy got there first - but it's obviously the best.

Legend of Zelda: Twilight Princess: out of the frying pan

The fire dungeon, as it would be called in earlier Zelda games, was pretty easy overall.  I had to use the boots and the bow and arrow to complete it, with walking on the ceiling and the walls being a particularly clever touch. Standing upside down and shooting a crystal to open the door below was very nifty.

I actually found the mid-dungeon boss more tricky than the end-of-dungeon one.  It was immediately obvious what I had to do for the latter, at least, while I spent ages slashing at the big armoured goron without scratching him.

So I now have two bits of metal shadow fuse thingies, and the ever-helpful spring water has told me to go North.  North.  Luckily I popped into the village shops before I went, since I got across the bridge to find my way blocked by some rocks, which I was able to blow up using my handy new bombs.  On the way out of the village, I was accosted by the postman, who is an absolutely superb character.  Not very efficient, though; he was delivering a letter about the bomb shop and how to make bomb arrows, which I'd already been experimenting with.

I need to get a new wallet soon - 300 rupees is just daft.

Daytona USA: a time machine on four wheels

I've been waiting forever for a good conversion of Daytona.  The Saturn game was disappointing.  The second Saturn game fixed all that was bad about the first, and ruined all that was good.  The Dreamcast game was great, but it was too tricky and involved.

The Xbox 360 game is amazing.

Yes, there are a few added modes on top of the pure arcade game, with challenges and time trials and endurance races, but that doesn't take away from the fact that this is Daytona, down to the octagonal wheels and fuzzy roads.  The only thing that's different from the arcade game - other than the wheel of course - is that this is playing on a better quality TV and is in higher definition than I ever saw before.

I'm inspired to get out the old copies just to see if they are as disappointing as I remember.  Particularly the first Saturn game, with digital steering and all.

Legend of Zelda: Twilight Princess: getting hot in here

Some progress tonight, but as ever with Twilight Princess it feels as if I'm still running against the escalator.  There's so much to do, so much to see, it's all pretty overwhelming.  It was only as I was packing up tonight that I realised I've not been fishing for ages; while I was playing I found a bug (insect, not glitch) which opened up a new collect-a-thon quest; I noticed a piece of heart in a tree and realised I've not been looking everywhere I've been for them.

But I've done a lot.  I've found the children, for a start.  Initially I found them when I was in the twilight realm, so they couldn't see me, and I had to search the village for insects carrying the light tears so I could awaken the spring again.  I did so.

I find the parts where you play as a wolf to be quite awkward - as I said before, there's a bit of a turning circle problem, with the camera often not showing you enemies, and attacking is often just a case of waggling at random. This isn't helped by the darkened palette, and it feels that you can't see as far because you're closer to the ground.  And Midna keeps on grunting and laughing, which gets annoying after a while.

Luckily it didn't last for long, and I was reunited with my horse, Sparks, after exploring the daylight-filled village.  That meant I could escape over the walls and explore Hyrule Field again, which is where I found the heart piece.

After a bit there was a thrilling set-piece where one of the children - Colin - was captured and I had to ride alongside the boar-riding enemy and hit him with my sword.  He rode off to the castle, we jousted, and I rescued Colin.  Now I'm off to Death Mountain, and have sumo wrestled against a Goron in order to get inside.  It took a while for me to work out how to get past one of the air vents which was blowing me off a ledge over and over again, but I got there in the end.  It's all fiery and hot in there.

Monday, November 14, 2011

Rabbids 3D: too large

I am still working my way through this, and am coming to the end of the third time period.  There are around fifteen levels in each period, though, and I'm only up to Ancient Greece and Rome so far, which makes me wonder how many levels there will be in the whole game.  It's not that hard - there are only a couple of places where I've lost lives more than once - and I'm up to a stash of 79 lives already, meaning that I'm not in any danger of seeing the 'game over' screen soon.

It's still enjoyable, but there are relatively few new ideas in the game, and I do feel that I've seen it before in the various platformers I've played over the past twenty-five years.  Not just in other games either; Rabbids 3D has an annoying habit of repeating bits of levels, as if the designed was particularly pleased with one set of platforms so just copied-and-pasted them in again.  The unskippable cut-scene every time you pick up the invincibility power-up is starting to grate as well.

And I've certainly no great desire to replay all the levels multiple times to collect trophies for speedruns and collecting all the coins and ducks.  Whether I'll complete this is up the air, particularly given that the new Layton game is sitting at home in its shrinkwrap.

Legend of Zelda: Twilight Princess: barking mad

I went West.  Well, I went North first, and found Hyrule Field, which was surprisingly empty, and I ran around a bit and killed some enemies to get used to the controls again.  Then I went West, and entered the Twilight realm and turned into a wolf.  It's a very dark game at times, with the shadows being very threatening.

I ran forward and found one of the kids' swords.  Oh, yes, I'm meant to be rescuing some children, aren't I?  I picked up the scent from that, and followed it to a clearing with three monsters.  When I killed two of them, the remaining one would revive them.  I died many times, trying to time my last blow on two of them to be simultaneous.  And then when playing with the controls I worked out that the B button creates an energy field around me which does that job for me.  I really ought to catch up with where I am before playing further ...

I restored the bridge, at least.

Sunday, November 13, 2011

007 Blood Stone: completed!

I've played this a lot over the last few days, often longer than I had planned to since it's really compelling with a real page-turner feel to the storyline.  The next checkpoint seems easily reachable, and you know at all times what you're trying to achieve - the game throws twists at you in a very clever way, meaning that you always feel that you've been successful in what you were trying to do even if it has resulted in ultimate failure.

The game, like any Bond film, takes place in multiple locations around the world.  Each of them felt distinct, with enemies having their own personalities and conversations.  Though they do all speak English, and they all have a tendancy to run out around cover so that Bond can sneak out and take them down.  As I said previously, the cover mechanic works very well here, and there are a few instances when you're forced to play in a different way to how you're accustomed - when chasing an assassin across the rooftops, for example, if he gets too far away due to you hiding in cover too long, you fail the level.

So, yes, I've played this a lot, and have now completed it.  I failed relatively few times, though this may be due to me playing it on the second difficulty of four.  It was a really enjoyable game - thoroughly recommended, and the ending scene was pretty spectacular.  I'm not sure I'll be back that soon to get the remaining achievements, though ...

Friday, November 04, 2011

Rabbids 3D: surprisingly competent

Rabbids 3D is, as I understand it, a simple 3DS conversion of Rabbids Travel in Time, a Wii game.  It's not a simple conversion in any way, though, since it's built in 3D and the added depth gives a lovely sense of focus to the foreground.  There's nothing spectacular about the game mechanics, but that's not to say it's not worth playing - it's actually a very solid, playable side-on platformer, which clever level design and a move set which is large enough to be liberating but small enough to not be confusing.

It's charming.  And seems to be pretty big as well; I've played up to level 13 and I'm still in the prehistoric world.

Thursday, November 03, 2011

007 Blood Stone: peek-a-boo

I was inspired to get this (well, put it on my Amazon wish list, from which it was purchased by my mother-in-law) after hearing one of the music tracks at the Video Game Heroes concert by the London Philharmonic.  I quickly got past that track, but all the music in the game so far has been superb.  It's very, very James Bond.

As, in fact, is the game.  Unlike other "modern" Bond games, this isn't an all-guns-blazing affair, it's using the cover-and-sneak mechanics that made Beyond Good and Evil so good, combined with a clever shooter which rewards silent kills.  Third-person over-the-shoulder shooting is interspersed with driving sections, and I've travelled to Athens and Istandul so far.  Worldwide locations, sneaking around with random explosions and shooting, and a stylish theme tune and title sequence, all makes this feel like a proper full entry in the Bond series.  Which at one point it was.

Friday, October 14, 2011

Tiny Tower: tiny trousers

One of the more frustrating things in tiny Tower is the search for someone.  You'll be tasked with finding someone in particular, with a picture of them so that you don't have to remember, for example, that Doug Fergus wears a red jumper and has orange hair.

The problem is that when you have seventy-odd floors to check, it can be difficult to work out where people are.  And that's not helped by the relatively limited number of shirt colours.


Edgar Little is not on floor 60.  It looks like it, but you can see from the one row of pixels assigned to his shorts and the one row for his legs, that this is actually an entirely different person.

Edgar was, in fact, on floor 3.

Thursday, October 13, 2011

Peggle: chasing aces

When PopCap updated Peggle a while ago, to enable the in-app purchase of Peggle Nights, they also set an "ace" score for each level in the original Peggle.  This means that for every level, there are two rosettes available - one for clearing all pegs (the "100%" rosette) and one for scoring more than the defined score (the "ACE" rosette).

I've got a fair few of these already.  Of course, getting 100% on a level can give you a huge bonus, which often takes you over the ace score anyway.  It being a year since Owen's death, and with Peggle being one of his favourite games (and appearing on his 100 best games list), I decided to try to fully complete a few more levels.

I managed three.  I no longer want to play Peggle, ever again.  I want to shout and scream at whoever designed the level with the two wavy lines down the side, at which it is impossible to get 100% because the ball just bounces all over the place and you can never control it enough to hit the correct pegs.

Next year I'll play Mr Driller.

Sunday, October 09, 2011

Legend of Zelda: limited life

I've only played the original Legend of Zelda game once before, playing it on an emulator on the PC, and quickly dropped it when something else came along.  By modern standards it's pretty limited with no clear direction on where to go, lots of enemies in the way without a great reward for killing them, and it's pretty difficult.

I received it as part of the 3DS freebies programme, and thought I'd give it a shot over the weekend.  It's still hard and directionless, but it's good to see the origins of some of the classic Zelda enemies.  Given the ease with which it can be picked up and put down, I may try to persevere a little more this time ...

Friday, October 07, 2011

Dream Trigger 3D: ouch, my hands

Dream Trigger 3D caught my attention due it being touted as a imagining of Rez. It's not an imagining of Rez, unless it's in the imagination of someone who's a little hard of understanding and thinks that you can fundamentally change something and it still stays the same.

The basic premise is the same - you target things, avoid bullets, shoot them. It's set to music, and it's even the same kind of trippy dance music which manages to not be entirely unpleasant. That's where similarities end, however, and where Dream Trigger 3D starts to lose out.

The targeting system in Rez was simple - you moved your target over enemies, and released it with the music, hoping to destroy several at once. On the top screen here, you also have to target enemies, but it's not that simple. Enemies don't show on the top screen until you've revealed then on the lower screen. You do that by laying sonar pings with the stylus, which are activated as the beat line sweeps across them. If there is an enemy by the solar ping as it goes off, it shows up on the top screen and you can destroy it.

Simple enough. But the enemies move, so you need to anticipate where they'll be when the beat line hits, and all the time avoid their shots - yes, they can shoot at you even when not revealed - and collect powerups and try not to get distracted by the pretty 3D backgrounds behind your target/butterfly/ship/whatever icon they've given you this time. There's a lot going on in the game. And tied to this, you have to control the stylus with your right hand, while holding the 3DS with your left hand, while using the circle pad and the L trigger. The stylus sets sonar pings on the bottom screen, the circle pad moves the target on the top screen, and the left trigger shoots the enemies under the target. You can't just keep firing constantly since you have a limited shot gauge, which is refilled by shooting things or the beat sweeping across.

It's this multitude of controls that leads to the title for this blog post.  I've completed five stages of the story mode now, and I'm starting to get used to looking at the top screen and feeling my way around the bottom. The console is just a little too awkward to hold, particularly since the headphone socket is where I'd naturally put my left little finger. I'd like to play more - it's actually a really good game - but I dread to think what sort of claw hands I'd end up with. Maybe tomorrow.

Grand Prix Story: phut phut

When I look back at it, Game Dev Story was a pretty complex game, with you having to manage the team make up, finances, game creation process, marketing, and staff training.  It didn't seem it at the time, since it let you in gently, slowly unlocking parts of the game as you get further through.

Grand Prix Story is similar, but it's more complex and drops you in the deep end much quicker. It takes much longer to work out what you need to develop and concentrate on, and in the back of my mind there's the thought that, as with Game Dev Story, there's going to be a time limit after which the game won't count any more.  So there's a sense of urgency leadig to an unknown deadline which means that it's all a bit panicked, with lots going on at once.

After the first couple of in-game years I won my first race, and had two car types available - a roadster, and a buggy.  The latter is useful off-road, so I thought it was a good idea to get it ready.  Little did I know I wouldn't have an opportunity to race off-road for another five years, and the car sat there gathering dust and taking up a space in the garage until I decided to scrap it.  I also developed a 'wing car', which is awful and has never come better than last.  On my next game I'll not be repeating those mistakes.

So, it's complex, but it's still got the charm that Game Dev Story had in spades.  And it's very addictive indeed.

Friday, September 30, 2011

Tiny Tower: relaxation

Now that I've admitted I'm never going to catch up with John and Kieron, the game is much more fun, and even relaxing, watching my bitizens going about their business.  The food floors run out of stock far too quickly, while the Apple Shop never seems to sell out of anything, but in general the tower runs well with me visiting once a day to top up stock levels.  I've spent a lot (of virtual money) upgrading floors to hold more stock.

The downside to having a large tower is that you're pretty reliant on paying for people to move into new residential floors, or an estate agent coming by to move them in.  My policy of evicting anyone without a '9' capability means this gets expensive quickly.

Wednesday, September 28, 2011

Rockstar Table Tennis: Jesper

I played Rockstar Table Tennis a while ago, and won a couple of exhibition matches, but it got abandoned at the bottom of the games pile - which is a shame, since it's a well-executed game and works really well.  In my current convalescing state, I dug it out and tried a tournament.

The first two matches were great; after I got back to the controls, I won them with a few points to spare.  Then I came across Jesper.

Jesper hits the ball hard, seems to have a really long reach, and can accurately return almost anything you hit at him.  And he was in the semi-finals.  I lost three matches to Jesper, and luckily you can opt to replay a match if you lose it otherwise I'd have given up.  Time after time I'd just lose to his powerful shots.

In the end, I worked out that if you hit the ball with right-spin to the right side of the table, forcing Jesper to hit a backhand shot, then it'll be weaker, and he'll not have as much control. The only way I could beat him was by hitting right-spin after right-spin until he was far enough to the right, and then hitting a left-spin to the left.  And even that didn't work.

I finally beat Jesper, and got through to the final, which I won on my first attempt.  The problem is that I now know I'd have to face Jesper if I play another tournament, and I'm not sure I can be bothered.  The fact that I had to resort to cheap repetitive tactics to beat him rather turns me off of the game.  That's a bit of a shame.

Burnout Revenge: continuously elite

Back in January 2009, I said that I aimed to get at least a medal on every event for Burnout Revenge.  Since then, I've not played the game.

Destruction Derby 2 left me with a desire for more car wrecking, so I tried some of this.  It's still great, although coming back at such a high level is rather difficult.  I was greeted with a flurry of unlocked cars, which I presume have been unlocked online over time, though I can't see where I can choose those cars.  Having said that, I didn't really deviate from the Elite Racer and EA Racer at the top of my list.

I've now completed the level 8 events, albeit with a couple of bronze medals along the way.  I managed gold on the final grand prix by the skin of my teeth, after coming fourth on the first race.  I've also redone a couple of the lower stages in order to get an achievement for a perfect level 2.  Level 9 races are relatively difficult, but persistence should pay off.

Tuesday, September 27, 2011

Destruction Derby 2: watching the paintwork

I have no recollection of playing this before; my brother had the original game, and the main thing I remember from that was limping around huge arenas in reverse, hoping to hit the one remaining opponent before they hit me. I'd blocked out the racing part, and the points systems, and everything else.  Wikipedia reliably informs me that the original game had all of those.

So the sequel seems to add very little to the overall formula.  I don't recall being able to roll a car onto its roof before, and the tracks in the second game seem much larger and more three-dimensional.  There's also a pit stop, which means there's a little added strategy to the race events.

It's not aged amazingly well.  There's no real weight behind collisions, and it's difficult to control your car to hit others in the right place.  Collisions see cars emit huge triangles of debris, but these don't seem to do anything to a car that hits them.  The driving model itself is very slippy, reminiscent of Sega Rally at times - or even the original Ridge Racer.  Compare Ridge Racer Revolution on the PlayStation to Ridge Racer 3D, and you can see how controls have tightened up in the fifteen years since this game was released.  All too often I'd be involved in an accident, or slide off the track, and think it wasn't my fault.  This could really do with an update, along the lines of a Burnout game - certainly something to make the graphics clearer.  Despite what Gamespot say, it's nowhere near photorealistic.

Despite that, I had fun.  In the main game series, coming first in the race means nothing if you don't hit other cars along the way.  I've progressed into league 3 (from the bottom of league 4), and have been getting better over time.  I may start using a faster car.

Saturday, September 24, 2011

1000 Heroz: breaking the run

Annoyingly, I couldn't come first on the UGVM leaderboard today, meaning that I've managed a run of only six top spots.  Only six.

Thursday, September 22, 2011

Starfox 64 3D: all-range mode

Luckily, I'm able to play this on the tube fine, so it must have been a combination of dodgy taxi driver and lack of sleep that caused my prior queasiness.  Since I can play this on the tube (and the DLR), I've made a lot of progress, playing a stage at a time.  I've managed to travel down a central route, not being good enough to start with to follow the top route, but managing to qualify for the sun stage half-way through.

The 3D effect works really well in this game, helping me to make sure my aim is true.  That's not to say that I'm proving to be expert in aiming, mind; it just means that I can tell when my aim's off from the fact I can see when my blasters are going to miss.  I'm hopeless at using the bomb, and can't get the hang of charging my blaster.  And when it switches into all-range mode - that is, when you can fly around an arena and aren't limited to a straight-line flight - I often get hopelessly lost.

And the less said about the tank level the better.

Tuesday, September 20, 2011

Tiny Tower: diminishing allure

The fun is starting to disappear from the game, as I've run out of new things to discover.  I've got a finely balanced tower at the moment, with fifty-nine floors (sixty including the lobby) meaning I have space for 110 bitizens and jobs for 111.  But nobody moves in with the required skills, and I can't be bothered to wait for people to turn up over and over again.  The game's also given me some very annoying floors of late, including a pub and a video rental shop which get stocked up and then sold out very very quickly indeed.

Oh, and both John and Kieron are miles ahead and I'm never going to catch up, so I've lot that sense of urgency as well.

Saturday, September 17, 2011

Starfox 64 3D: blurgh

It seems I can't play this in the back of a taxi; it makes me feel motion sick.  I hope this doesn't apply to all forms of transportation.

Friday, September 16, 2011

May's Mysteries: the Secret of Dragonville: completed!

I was very near the end the last time I played, it seems, since I turned it on, completed two puzzles, and that was that.  The ending was perhaps the least satisfying I've ever seen; I was expecting to meet Uter, and have to solve some particularly difficult puzzles in order to complete the game.  Instead, after solving the last puzzle (a particularly easy sudoko-type add-up-to-100 thing), we went into Uter's room and after a five-minute video and some dialogue, the game just ended.  I was left with May and Tery sitting on a log in the sunshine, and an opportunity to retry any puzzle or complete any I'd missed.  But I'd finished them all by that point.

So that's that.  Well worth the £15 I paid for it, but it's not as good as a Layton game.

Wednesday, September 14, 2011

Back to the Future the Game: Part 1: completed!

I love Back to the Future.  The fact that this game isn't based directly on the films but is a whole new storyline is amazing.  They've taken liberties with the whole backstory as well, transporting me back to meet Marty's grandfather and Doc when he was a boy.  And, most shocking of all, I went to years which didn't end in a '5'!

What wasn't amazing was how the game stuttered and glitched all over the place, and I'm running it on an iPad 2.  I dread to think what it was like on the original.  It was also awkward having to control Marty with a virtual joystick, and invisible walls just made it frustrating all too often.

I got the first part free, and I'm in two minds whether to buy the rest.  I want to know what happens in the story, but I found playing it rather frustrating.  Maybe I'll buy it on the Mac during a Steam sale instead.

Friday, September 09, 2011

1000 Heroz: running

1000 Heroz is an iPhone game where a level lasts for 20 seconds, on average.  Every day, you get a new level.  For a 24-hour period, any time you register on that level gets entered to the leaderboard, and once that period is up, then your time is enshrined for ever.  You can replay the level, try to get a better star rating, but you'll never be able to share it.  You're too late.

As such, it's pretty compulsive, and the fact that you can register for individual leaderboards means that competition can get quite intense.  I've been doing relatively well on the UGVM leaderboard, with a few top spots to my name; the same can't be said of the RLLMUK leaderboard, but then there are frequently people there who are in the top ten for the world.  My best world ranking was number 50.

Today I'm just outside the top 100, but am still pleased.  There's quite a gulf on the UGVM leaderboard.



Here you can see me registering a time just behind my best, but still a long way ahead of Sessile's.  There's still three hours for someone to beat me though ...

Thursday, September 08, 2011

May's Mysteries: the Secret of Dragonville: picross disaster

I'm still trying to finish off the bonus puzzles before progressing.  I've completed them all other than the hidden pictures - the picross puzzles.  There are loads of them, more than every other puzzle type (other than the sliding puzzles) put together.  They're all 10x10 puzzles, and I'm getting increasingly annoyed.

Why?  Because in quite a few, you have to guess in order to complete the puzzle.  Not only for  one or two spaces, but in Hidden Puzzle 37 I had to guess where eight of the pieces were. This is because there were diagonal lines in the pattern, with relatively few black squares.  Hidden Puzzle 35 was even worse - it was actually impossible to start the puzzle without guessing.

This really annoys me.  The project manager probably heard that these picross puzzles are quite popular, and they're easy enough to program.  So he told the development team to add in forty more.  Nobody on the development team understood the need for the puzzles to be solvable though - the importance of a lack of symmetry, the proportion of coloured squares, and the lack of diagonal lines, just wasn't understood.

So we're left with a slog through picross puzzles which can, at times, require you to use up a number of the hints you've been working to earn.  Really disappointing.

Half-Life 2: meeting up with friendly faces

I had played Half-Life 2 a bit before, despite what my gaming diary says.  First on my old PC, then on the original Xbox, then on the Xbox 360.  I even started it on the Mac, but never got that far.

Last night I decided to work through a bit further.  I'd previously, it seems, got through to a section where I was driving a hovercraft around, and I spent a good twenty minutes driving around trying to work out where to go - and being killed by rocket launchers.  After a while I, by accident, found that if you shot one end of one of the containers lying in the water, it fell off, meaning you could drive through that and out into safety.  So I did, and then carried on through the waterways.  This game was designed for a quick save option.

In fact, this game was designed to be played several years ago.  Some of the mechanics feel very clunky now - a lack of recharging health, expansive armoury, empty corridors and long loading pauses.  When a helicopter appeared, I felt as if I was fighting the controls rather than the enemy.  I eventually dispatched it, and have driven over the side of a dam, found some friendly faces and am now in a tunnel on the way to Ravenholm.  Apparently, people don't go there.  I am.

Tuesday, September 06, 2011

May's Mysteries: the Secret of Dragonville: at the foot of the tower

After setting fire to the zoo and setting all the animals free, with no illustrations of fire or video of fleeing animals, I've crossed the lake and found Uter's tower.  The script hints quite strongly that once I've gone in, there's no return, so I'm going through a lot of the bonus puzzles before I do.

One of the things I don't like about this game is that each puzzle has the same reward - 30 points.  Some really difficult puzzles feel that you should get more; some simple ones (like the matchstick puzzles) should get fewer.  With the Layton games, the size of reward gives you a hint as to how difficult a puzzle should be, so you can go in with the correct expectation.  With this, you go in blind.

Monday, September 05, 2011

Tiny Tower: grinding upwards

I now have 47 floors in my tiny tower, and each is becoming more expensive to build.  Following advice from Kieron, I've been ruthless and evicted anyone from my tower who doesn't have a competency rated 9 - and then I've gone through and got a load of new people in to replace them.  There's still a bit of an imbalance though; I've five jobs open on service floors, and four bitizens with 9s in other areas.

The biggest disaster, though, is that Kieron has overtaken me (with 50 floors) and John isn't far behind (with 46).  My excuse is that I neither have a job where I work at home, nor have been off work awaiting a baby.  Such things help with tiny tower building.