Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Monday, December 22, 2008

Retro Game Review: Pit-Fighter

What fighting games looked like before steroid testing.

Platform: Arcade
Released: 1990
Developer: Atari Games

Background:
"Pit-Fighter" was, well, I don't know what exactly to call it - strange, risque, a cross between professional wrestling and a Jean-Claude Van Damme movie - I really don't know. Strangely, though, this pre-"Street Fighter II" 2D fighting game was actually revolutionary - it featured digitized characters modeled after real-life actors. In fact, "Pit-Fighter" (gasp!) looks better than some of the latest fighters do. I remember first playing this game in a convenience store near the house I grew up in, and even then that guy in the leather mask seemed a bit odd to me.

Graphics: 5/5
I know, I know. But you have to understand I'm comparing this game to others that came out around the same time, so then it looks great. But the digitized character modeling, along with a crowd that actually looks like people, was the closest thing you got to realistic in 1990.

Sound: 2.5/5
There are a lot of generic sounds in this game. Otherwise, nothing much to write home about. While the graphics were top-notch, the sound was anything but.

Controls: 3.5/5
The arcade configuration was a joystick and three buttons (punch, kick, jump). Pressing all three face buttons at the same time resulted in your character performing a "super move."

Gameplay: 3/5
You can pick from three fighters - Buzz, Ty and Kato (or Larry, Curly and Moe if you want them to be) - and each has its own fighting style. Then you have to fight eight opponents, capping off with a final match against the "Masked Warrior." Meanwhile, people with knives or sticks would sometimes interfere with your match. And in a multiplayer game, all playable characters had to beat the tar out of each other to decide who fights the "Masked Warrior," since only one person has the unfortunate opportunity - er, ultimate chance - to face the final match. By the way, don't stay in the crowd too long - they'll throw you back in!

Overall: 3.5/5
Using the composite of all the scores above to get this score can be misleading. Why? Because this game really isn't that good. While looking back at how great it was for 1990, I still can't defend this one today. I mean come on, have you actually played this?

Monday, November 17, 2008

Retro Game Review: Metal Slug: Super Vehicle-001

Everything in "Metal Slug" is bigger and badder. And that's a really good thing.

Platform: Neo Geo
Released: 1996
Developer: Nazca Corporation

Background: "Metal Slug" is "Contra" on 'roids. That's about the best way I can put it. The guns are bigger, the explosions are bigger and the bosses are bigger in this game, which retained all its arcade glory on SNK's Neo Geo home console. Most of us couldn't afford to fork out 600 bucks-plus for a Neo Geo, let alone the 200 bucks or so each game cost, but Nintendo Wii owners can download this piece of gaming glory for just 900 Nintendo Points (9 bucks!) - and, it's compatible with the Wii Remote, so no additional hardware is necessary! The storyline in a nutshell is you and another player (in 2-player mode) have to mow down General Morden's Rebellion army and recapture the Metal Slug tanks (which yes, you get to drive). But the storyline won't grab you anywhere near the game itself.

Graphics: 5/5
There's a reason the Neo Geo was so expensive: It was the guts of an arcade cabinet inside a home console. This game features hand-drawn elements (You heard me) with vivid backgrounds that feature little to no empty space. Even though this a a 2D side-scrolling game, it still has sort of a 3D feel.

Sound: 5/5
The background music is very well-done. It's clear and doesn't feel like a drill into the head after five minutes. The voices are done perfectly, which can also be attributed to the Neo Geo's technology.

Controls: 4/5
You use three face buttons - one each for jumping, shooting and grenades/cannon. The joystick/D-pad movements are fluid. However, I knocked a point off for how difficult it is to shoot straight down or on an angle.

Gameplay: 4.5/5
This is a run 'n gun, just like "Contra." However, like I said before, everything is bigger - much bigger. And the weapons surpass everything "Contra" has to offer (with the exception of the Spread gun, of course). You start with a single-shot pea-shooter, but you can upgrade to such weapons as a heavy machine gun, flame thrower or even a rocket launcher (You rescue POWs for weapon power-ups). If an enemy gets too close, you can slash him with a knife. And most of the scenery can be destroyed, too. You mow through cities, forests, mountains and military bases, so the game never gets old.

Overall: 4.625/5
This game has just as much replay value as "Contra," the run 'n gun game I've measured all others against. In fact, this is probably the only one I feel is better than "Contra," which is saying a lot. One thing I forgot to mention to all the parents and censors out there is "Metal Slug" is bloody - both you and your enemies bleed when hit - but the cartoony look and humor in the game (like shooting enemy soldiers while they're camping) makes this game tons of fun but not all that serious. I can't stress enough how much I think you should play this one.

Friday, October 31, 2008

Retro Game Review: Castle of Illusion Starring Mickey Mouse

Can't you just, like, throw water on her or something?

Platform: Sega Genesis/Mega Drive
Released: 1990
Developer: Sega of America

Background: In honor of today being Halloween, I decided to review a game with a Halloween theme (I was going to offer a list of Halloween-themed games you could play tonight but ran out of time). There were a few other games I thought of reviewing, including "Doom" (too violent), "Halloween" for the Atari 2600 (too goofy) and "Michael Jackson's Moonwalker" (too weird!). But I settled on this little nugget because even your kids can read this review, and also because it's actually not a bad game.

"Castle of Illusion" was released for the Genesis in 1990, before even Sonic the Hedgehog sprinted onto the scene, meaning this came out during the console's early years (It was also released for the Sega Master System and Game Gear). In it, you play as Mickey Mouse, and your mission is to rescue Minnie from the evil witch Mizrabel. To do this, you make your way through a giant castle, acquiring gems as you go. These gems are necessary to reach the final battle with Mizrabel.

Graphics: 5/5
For being one of the Genesis' early releases, this game really did shine visually. The levels are very colorful for the most part, and Mickey looks like, well, Mickey.

Sound: 3.5/5
Other than certain sound effects heard throughout the game, each level of the castle has accompanying music that isn't too bad.

Controls: 3.5/5
Being your typical 2D side-scroller, there isn't anything special that can be said. The Genesis only featured a directional pad and three "fire" buttons on its controller at this time, so function wasn't much more than on the NES.

Gameplay: 3/5
This game is easy - very easy. So easy, you'll probably finish it rather quickly. But if you're a fan of side-scrollers and Disney you'll enjoy this game. You'll also get caught up in how good this game looks while you're playing.

Overall: 3.75/5
If you like great 16-bit visuals and can get past the fact it's a Disney game, "Castle of Illusion" is a great game to try. Otherwise, it doesn't really set itself apart from other 2D side-scroller offerings of the time. It was one of a series of Disney-themed games released by Sega.

Friday, October 24, 2008

Retro Game Review: Pong


Say what you want about how this game looks, but you probably wouldn't have many video games to play at all had this not been created.

Platform: Arcade
Released: 1972
Developer: Atari Inc.

Background: Anyone who spends hours on end playing Wii Sports, Madden or NBA 2K can thank Allan Alcorn. Why, you ask? Because Alcorn developed "Pong" (even though Magnavox had earler developed a similar game and won a lawsuit in regard to it. Atari's "Pong" is more well-known, anyway). Without this barebones (by today's standards) video game, who knows whether or not the gaming industry takes off into the 1980s and becomes the multi-billion-dollar industry it is today? The instructions were simple: "Avoid missing ball for high score." It was so popular, home console versions were also developed.

Graphics: 1/5
Let's not kid ourselves here. All "Pong" consisted of was a group of white lines and dots on a black background.

Sound: 1/5
Nothing more than a couple beeps and blips.

Controls: 5/5
You moved your paddle with those famous round "paddle" controllers that were also popular with the Atari 2600 console. So easy the drunkest guy in the bar could figure it out (and I think that was actually the idea).

Gameplay: 3.5/5
"Pong" was hard: not "Mega Man" hard, but difficult enough. Your timing had to perfect to hit the ball right, and the ball bounced around at some funny angles.

Overall: 2.625/5
You're not going to find yourself spending entire weekends in front of the TV playing "Pong," but I hope you get an appreciation for it if you haven't yet. Sure, it's nothing at all to look at, but it does give a great example of how far video games have come. What were once nothing more than a bunch of lines and dots on the screen has evolved into realistic-looking games that narrow the line between what's real and what's just a game.

Tuesday, October 21, 2008

Retro Game Review: Yie Ar Kung-Fu

My money is on the little guy.

Platform: Arcade
Released: 1985
Developer: Konami

Background: Yes folks, there actually were fighting games before "Street Fighter II" came along (There had to be an original "Street Fighter," right?). Now truth be told, compared to SFII and "Mortal Kombat," they weren't that great. One of those early arcade fighters was "Yie Ar Kung-Fu," a Konami contribution to the genre. You played as the fighter Oolong and had to defeat 11 other fighters over the course of two gauntlets. The fighters were faced in a set order and supposedly got harder as you went, but some of the middle fighters seemed easier to me.

Oh, and did I mention you only had three lives to do this? My bad.

Graphics: 3/5
It's like watching Looney Tunes fight. OK, the fighters don't look that much like cartoons, but they don't look overly real either. The black outlines on the fighters' sprites is so thick their movements look more like goo than anything. The backgrounds aren't that bad, which saves this game visually.

Sound: 3.5/5
There is in-fight music, sound effects and a little bit of speech throughout.

Controls: 2/5
Don't expect fluid movements while playing this. You can punch and kick, high and low, as well as jump. The problem is that when you jump, you don't have much control over how high or how far. And kicking while in the air is difficult - scratch that - nearly impossible. The direction of your jump is shown by the little yellow arrow that follows your guy around.

Gameplay: 2.25/5
I'll admit this game is fun to play - at first. But once all of its little quirks begin to come out, you'll quickly become tired of it. And since it's an early fighting game, the hit points on each character aren't perfect, which means you might clock a guy in the head two or three times but only actually hit him once. I was torn between giving this game a 2 or a 2.5 for gameplay, so I settled for the middle.

Overall: 2.69/5
It's no "SFII: Hyper Fighting," but if you want to see how fighting games were in the early stages, check out Yie Ar Kung-Fu. You probably won't be finding it in many arcades these days, but there are ported versions available on newer home consoles (Warning: the NES version is completely different from the arcade). It probably won't dazzle you with top-notch graphics, sound and gameplay, but it'll give you a good idea on how far fighting games have come.

Friday, September 26, 2008

Retro Game Review: Ghosts 'n Goblins

Not exactly the knights who say "Nee!"

Note: This review was requested by my friend Kevin Johnson, an indie artist in the Greater New Orleans area. Kevin recently created his own Webcomic, "Strange City Heroes," which can be viewed by clicking here.

Platform: Nintendo Entertainment System
Released: 1986
Developer: Capcom

Background: Dust off the 'ol Game Genie, because if you're thinking about throwing your NES controller through your TV, you're probably playing Ghosts 'n Goblins. Capcom's brush with the afterlife is a difficult, frustrating game that slaps you right in the face just about the time you think you've reached GnG immortality. The story is your run-of-the-mill "girlfriend gets kidnapped by the devil and you have to fight your way through several levels to take on the Dark One and rescue her" story.

Graphics: 2.5/5
Because they're only half as good as the arcade version (which set the bar high for its time). While the level in the screenshot above is pretty detailed, other levels (I'm looking at you, Stage 6) are nothing more than patterns of equally-sized white and gray blocks. Other stages are much more detailed, but the NES version is so far out of the arcade version's league it makes me a harsh critic.

Sound: 3.5/5
The sound and music are actually not all that bad for a game in the early days of the NES. The squeaking noises do become annoying after awhile, but the game's music is some of the best. Capcom games typically featured some of best music on the NES, most notably in the Mega Man series.

Controls: 4/5
You really can't do more with an NES controller on a side-scroller than run, jump and shoot.

Gameplay: 2.5/5
Let's just stay in the middle on this one. If you like a game that'll make you prematurely go gray up top, you'll give this game high marks. If you don't, you'll score it very low. This game is punishing, and if you can complete it without throwing your console out the window, I have a friend who might want to challenge you to a game of Contra with just three lives. And if the game isn't hard enough, when you do reach Lucifer and defeat him, don't claim your trophy quite yet - It's all just an illusion, and now you have to start all over again (Did I mention it's even harder the second time around?). Then, upon laying the smackdown on Lucifer the second time to rescue your lady, you're treated to a short ending that features one of the game's trademark bad English translations ("Congratulation. This game is happy end").

Overall: 3.125/5
I won't say anything more about how hard this game is, but despite its difficulty, Ghosts 'n Goblins is truly a classic. If you're a glutton for punishment, this is the game for you!

Saturday, August 30, 2008

Retro Game Review: Ballblazer

Soccer in the future may look something like this.


Platform: Atari 7800 ProSystem
Released: 1984 (original)
Developer: Lucasfilm Games
Background: Ballblazer was the first video game developed by Lucasfilm, originally for Atari's 8-bit systems. It was a 1 or 2-player game in a 3D format. This was actually a futuristic "sports" game with simple rules: You took control of one of the rotofoils and attempted to grab the ball, or Plasmorb, with the invisible beam on the front. The idea was to put the Plasmorb through the opponent's goal, which moved back and forth horizontally across the baseline - placing it got you one point, while shooting it got you two. As you score more goals, the goal gets more and more narrow. The game ends when the clock expires or one player scores 10 goals. One of the features of Ballblazer seen in many of today's multiplayer games is split-screen action from two separate first-person views.
Graphics: 4.5/5
Keep in mind we're talking about the Atari 7800 here, so you're not going to get better graphics except for maybe Pole Position II or the 7800 version of Ms. Pac-Man, which is extremely close to the arcade version. One of the things you'll notice when playing Ballblazer is there's no screen flickering or anything like that.
Sound: 5/5
Hands-down the best music on any early Atari console game. I read somewhere a reviewer said it sounded like John Coltrane. It's not, but the jazzy tune that plays during the game is one of a kind. The sounds when you fire the ball or bump your opponent's rotofoil are very well executed, too.
Controls: 5/5
The controls are simple: The joystick moves you, the button fires the Plasmorb. When your opponent has the Plasmorb, you can press the button to try to steal it away.
Gameplay: 5/5
This game runs so smooth, you'd be surprised today it was being played on such an old system. And despite its simplicity, it's a lot of fun. While you can play against the computer, it's best when going up against one of your friends. There weren't many (if any) split-screen multiplayer games with first-person perspectives around at the time, so this game offered a unique gaming experience.
Overall: 4.875/5
In a nutshell, this game is fantastic. I spent many hours when I was younger playing Ballblazer. I used to use a third-party controller on my 7800 that looked like the yoke for a fighter jet with a trigger button for your index finger. I always thought the 7800 was an under appreciated system, especially since it had to compete with the original NES and Sega MasterSystem. But Ballblazer showed gamers the best Atari had to offer at the time. With a company like Lucasfilm developing the game, would you expect anything less?

Friday, August 8, 2008

Madden before the monopoly: Part II

Madden 97 for the Nintendo Game Boy gave you most of the elements found in its large-console brothers, the key word being most.

Since the new Madden is game will be soon released to the public, and because I've reviewed the other two football games I own for the Nintendo Game Boy, I figured I'd go ahead and take a look back at Madden 97. But instead of breaking the game down by graphics, sound, etc., I'm just going to give you a "What I like/don't like" rundown. The game was released in 1996, the same year the series made its debut on the Sony PlayStation and Sega Saturn. Other consoles, such as the Genesis and SNES, also featured this title.

What I like: This game is all retro Madden and reminds me of my favorite Madden, John Madden Football '93 for the Sega Genesis. From the vertical, top-down gameplay to the use of passing windows, this game is old-school. Even though this is a Game Boy title, it still features the complex offensive and defensive playbooks featured throughout the series. There are some stats available for viewing during gameplay. Cutscenes and sound bytes featuring the referees and crowd are also present. And I really like the little dances players do when the score.

What I don't like: Notice the title of the game is "Madden 97" and not "Madden NFL 97," meaning the game doesn't feature actual team names (only cities, like in Tecmo Bowl) or player names (only numbers). Also, it took me quite some time to differentiate what was actually the ball (which is abnormally huge) and what was actually the shadow under the ball. Passes fly through the sky in slow-motion, and punts by the computer have a hang time in the 8-second range, as if you're playing football on the Moon. And since it's built on the Game Boy platform pre-GBA, you have to keep track of the medieval password save system to keep a season going.

If you're going to play this one, I'd highly suggest doing so using a Super Game Boy or Game Boy Player. My Game Boy Player gives the title screens and menus a green tint and the in-game screens a blue one, unlike the screenshot above. If not, you may have trouble seeing so many players on the screen at the same time. If you don't necessarily need Madden to get you video game football fix, then I'd suggest finding a copy of Tecmo Bowl instead.

Thursday, August 7, 2008

Retro Game Review: Tecmo Bowl

Even though Tecmo Bowl for the Nintendo Game Boy was small, it was still better than no Tecmo Bowl at all!

Platform: Nintendo Game Boy
Released: 1991
Developer: Tecmo, of course!

Background: Duh, na, na, na, na, na, na... dum, dum...Duh, na, na, na, na, na, na... it's Tecmo Bowl! Yes, fans, it's that game we all wasted many a summer afternoons playing one another, hating your best buddy because he picked L.A. and ran all over you with Bo Jackson. Your only solace was you had the Giants and blocked every kick with Lawrence Taylor. In 1991, Tecmo released this classic in portable form for the Nintendo Game Boy. The game was essentially the exact same game as the NES version released a few years earlier with a few tweaks, the most obvious being the monochrome screen, the score and clock being located under the player names instead of in between and some sound issues, which I'll go through later. Licensing allowed Tecmo to use actual player names but team nicknames were forbidden (Punter Sean Landeta, who officially retired this year, was the last player from the original TB still playing in the NFL). The game features 12 teams based on those which made the playoffs when the original NES version was developed. Each team had four plays to choose from, and defense was played by guessing which play the offense picked. In TB, you played each of the other teams once apiece to earn the title and become TB champion. This game didn't have a save feature, so you had to write down a password after defeating each opponent.

Note: I played this game on my Nintendo GameCube through the Game Boy Player, which automatically adds color to the game. One team is always white, and the other is always red, no matter who you are or who you're playing. However, I'm grading visuals on what the game looked like on an original Game Boy, circa 1991, like in the screenshot above.

Graphics: 3/5
Compared to other football games for the GB I've reviewed (see Jackson, Bo), the graphics are above average, at least. The ball itself is still larger than life, but you can actually tell they are people playing football. Even if it's 9-on-9, it still looks good.

Sound: 1.5/5
This is where the Game Boy version slips away from its NES counterpart. The GB version keeps the same music throughout the game from the title screen on (including during plays). However, hardware restrictions (I suppose) forced Tecmo to remove all the voices from the game. So no hearing "Hut!" 100 times, no "Touchdown!" and no "It's good!" Instead, the voices are substituted with sound "blips" that take a little away but not enough to throw this game in the trash.

Controls: 4/5
Tecmo Bowl certainly isn't known for its complex control scheme. If you can press the D-pad up and down diagonally, you can pretty much run the ball without any trouble. Passing is nothing more than choosing your receiver with one button while pushing the other to throw. How hard is that?

Gameplay: 4/5
Other than the voices being nonexistent, my only gameplay complaint is that the players on the screen flicker insanely when everyone is on the screen doing something at once. And it's not the same during every play, either, which can be even more annoying. But based on what football video games were like back in 1991, I can give it a pass for this. Otherwise, it's nearly flawless fun, especially with two players.

Overall: 3.125/5
Before Tecmo Bowl, football video games were, in two words, pretty bad. After Tecmo Bowl, they grew into complex affairs that casual gamers can be turned off by. And while I sometimes like to delve into the more complex Madden franchise, there are other times a good pick-up game of Tecmo Bowl is all I really need to get my fix. If you find a GB or NES copy of Tecmo Bowl anywhere, pick it up and play it!

Tuesday, August 5, 2008

Retro Game Review: Evander Holyfield's "Real Deal" Boxing

Screenshot snagged online. Long before "Eargate," Evander Holyfield was the man, and his game was 1,000 times better than the other guy who beat Tyson's video game.


Platform: Sega Genesis/Mega Drive
Released: 1992
Developer: ACME Interactive
Background: Before Knockout Kings came around, this was my all-time favorite boxing video game. So, I guess you can say it's my favorite retro boxing game. In the infancy of the Genesis/Mega Drive, boxing games were scarce, the most notably of the early titles being James "Buster" Douglas Knockout Boxing, a really bad game from all aspects (the fighters are so ripped, I'm surprised they could actually move!). Enter the "Real Deal," a game that was fun and ahead of its time from some aspects. While Evander himself is the only real fighter in the game, you have the option of creating your own fighter to lead through a 40-fight career. I used to create a guy who looked like Rocky Balboa because I thought the idea of Sly taking on Holyfield would be awesome... Give me a break, I was still young then.
Graphics: 5/5
Remember I said this game was ahead of its time? While the camera during fights always gives you a 2D perspective, the ring and crowd is in 3D. Fighters actually look like humans, you know, proportional and stuff and not overly ripped (Can you say 'roid rage?). The spectators actually have faces, and the ring girl between rounds looks like the redhead from the B-52's ("Rock Lobster," anyone?). Overall, ACME did a fantastic job with the visuals.
Sound: 3/5
First, the negative sell: Some of the music is cheese, and after a while you get tired of the gurgling sound a fighter makes when they get hit, since it never changes. But the game's speech isn't half-bad, and by pressing the A,B and C buttons together at once makes your fighter taunt your opponent by saying "Come out and fight, you wimp," which was usually followed by you getting pummeled, especially by higher-ranked fighters.
Controls: 2.5/5
The punch buttons are A and C, with a stop at B for blocking. And which direction you press on the D-pad decides what kind of punch you throw. Moving toward and away from your opponent can be slow at times, especially if you haven't acquired many speed points yet.
Gameplay: 4/5
This is about the closest thing you'll get to real boxing as far as retro video games go. The fighters aren't too cartoony and they do move around the ring 360 degrees. You can see where you're positioned by looking at the overhead cam at the top of the screen. There's also cuts, blood and TKO's for beating your opponent into submission even though they won't fall down. And with so many fighters to face and just 40 fights to beat Holyfield's $50 million mark, you won't want to stop playing any time soon. But truth be told, this game is even better when beating the tar out of a friend in two-player mode.
Overall: 3.625/5
This game is fun all-around, but it's the most fun with a friend. That is, even though you might not be speaking after beating each other to a bloody pulp. I spent countless hours playing this game, and it's still today one of my favorite Genesis/Mega Drive titles. If you don't have this one, I'd highly recommend picking up a copy if you stumble upon one.

Thursday, July 24, 2008

Retro Game Review: Hit the Ice

Screenshot retrieved online. Hit the Ice stressed what many of us love about ice hockey.

Platform: TurboGrafx-16
Released: 1990
Developer: Williams, Taito

Background: It's Arch Rivals on ice! It's everything many of us love about hockey - beating your opponent into a bloody pulp and the dream of driving that goalie right through the net! The Video Hockey League features the most insane hockey game you'll ever play! It's 3-on-3 (one forward, one defenseman, one goalie), and nothing's really barred. Slashing, punching and kicking are all OK - actually I think it's encouraged. I owned this title many moons ago for the TG-16, a console I always despised for only having one controller port standard.

Graphics: 5/5
Other than an insanely-humongous hockey puck, this game is pretty crisp. The graphics on this game are so good you can tell how petrified the referee is (and bald, too). All of the players have unique facial features, and the playing screen as a whole is crisp.

Sound: 2.5/5
The biggest sound on the game is when the crowd roars after a goal is scored. Other than that, nothing to write home about.

Controls: 3.5/5
TG-16 controllers are designed just like NES controllers with a standard turbo control for the two action buttons. On offense, the action buttons allow you to pass and shoot. On defense, they allow you to wreak havoc on your opponent. Loses credit for that one controller slot issue.

Gameplay: 3.5/5
At first, this game rocks. It's awesome. But after awhile it can get boring doing the same things over and over again. While the "super shot" that sends the goalie into the goal is cool, this is one of the first times I'd seen what's become a bad trend in sports games - Captain Comeback AI. If a team gets far behind and grabs the "super drink," they become all-world in order to catch up. Sports games today seem to be going in this direction, a trend I don't like.

Overall: 3.625/5
This game looks great, as does many TG-16 titles. But a lack of depth and because all of the players featured in the game only differ in the way they look make this a game you'll put down quickly and seldom go back to.

Tuesday, July 22, 2008

Inside the 8-bit Zelda universe


Screenshots from Wikipedia. The original Legend of Zelda (top photo) utilized a top-down overhead perspective throughout the game except in secret passageways, while Zelda II: The Adventure of Link utilized side-scrolling screens for battles, towns and palaces.

There have been about a bazillion posts online about Shigeru Miyamoto's masterpiece, The Legend of Zelda, and the numerous sequels that have followed, so I'm not going to bore you with more history about how the game came to be (Miyamoto is my hero in the gaming world). But what I am going to do is break down what I like and don't like about the two 8-bit titles released for the Nintendo Entertainment System, the original Zelda and Zelda II: The Adventure of Link. So let's get started:

The Legend of Zelda
Released in North America: 1987
Developer: Nintendo
What I like: The Legend of Zelda was a groundbreaking title. It was the "anti-Mario," designed around the same time as Super Mario Bros. Where Mario's quest was completely linear, Zelda was exactly the opposite, allowing you to roam Hyrule at your own pace in your own way. Even though there were nine dungeons that had to be conquered to complete the game, the side quests and numerous secrets added hours of playing time. The graphics are good all-around, and some of the enemies and bosses look really good for an 8-bit title. The sound track is unforgettable, as it introduced us to Zelda's main tune. Controls are very fluid, but it can be difficult to throw the boomerang diagonally using the D-pad. Overall, this game is a classic and still fun to play today.
What I don't like: I know the system limited the number of sprites developers could use, but you can go cross-eyed looking at all those same trees in the forest. I know they are different colors in different regions of Hyrule, but come on. And when I defeat a Darknut, can it please stay away forever? Those things are hard to kill!

Zelda II: The Adventure of Link
Released in North America: 1988
Developer: Nintendo
What I like: Not much, really. Being able to visit different towns, interact with the folks there and collect items from the locals is nice, and it's been used in Zelda titles ever since. And the expansive use of magic is unlike anything found anywhere else in the series. It's actually a refreshing addition to the game, although you have to search high and low to find all the spells. And the expanded map of Hyrule is a plus, too. Lastly, the music is different from the original, but it's not bad.
What I don't like: It's the game in the series that doesn't feature the phrase "The Legend of Zelda" in its title, so no wonder it's considered in some circles as the black sheep of the franchise. This game is a combination of Super Mario Bros. and Final Fantasy put together to create a single game. The fact that enemies suddenly ambush you from three sides would be great if I were playing Final Fantasy. And the side-scrolling battle and palace scenes are great for Super Mario Bros., but they don't work here. Wasting a button on an already limited controller for Link to jump just doesn't make sense. And since there are only a few different backgrounds for side-scrolling levels, they get old fast. Last, but certainly not least, can Link please get a bigger sword!? Sending him into battle with the equivalent of a Bowie knife is like storming the beaches of Normandy with a Nerf gun!

Ultimately, both titles were groundbreaking, with the original installment ranked among the greatest video games of all time, and rightfully so. I still play the Japanese Famicom version of the original regularly and still pick up Zelda II from time to time, trying to force myself into liking it (I AM ERROR). Still, I think the guys at Nintendo agreed with those who frowned upon Zelda II's gameplay since the 16-bit SNES classic "A Link to the Past" went back to the original style of gameplay in a vast world that rivaled the size of Zelda II's.

Agree or don't agree with this blog? Feel free to leave comments if you like.

Sunday, June 22, 2008

Retro Game Review: Yars' Revenge

Screenshot from Wikipedia. To go old-school, click on the headline above to see an original commercial for the game. Looking at it today, it's pretty darn funny!

System: Atari 2600
Released: 1981
Developer: Atari/Vatical Entertainment

Background: "Yars' Revenge" was the best-selling original title for the Atari 2600 console. Though it was initially the port of another game, "Star Castle," it looked nothing like it when released. In the game, your insect character, or "Yar," had to shoot through a shield to destroy the "Qotile" hiding behind it. The "Qotile" would at times turn into a swirl and lunge after you. Meanwhile, an enemy torpedo followed you around, trying to destroy you. You could hide from the torpedo in the "neutral zone," but you weren't allowed to shoot from there. Upon destroying the shield, you could then fire a projectile at the "Qotile" to destroy it.

Graphics: 3/5
For an Atari 2600 game, the graphics in this game aren't half-bad. Think about it: You can tell your character is some insect-like creature, and the "Qotile" isn't just a block. And when it goes all swirly on you, it looks like a hurricane fast approaching you! There are also alternating levels where the shield is constantly shifting, making it difficult to just shoot a straight hole through the middle of it.

Sound: 2/5
Sound on the 2600 is very limited. This game follows that mold. There are the usual pings and blips, but nothing extraordinary beyond that.

Controls: 4/5
It's the Atari 2600 for crying out loud! It's a joystick and one button! Anyone who couldn't learn how to play a game on this console has no thumbs! (Note: Sorry to those who don;t have thumbs.) The joystick moves the "Yar," and the button shoots. You can move around to just about anywhere on the screen.

Gameplay: 4/5
The game seems simple at first, but if you play enough it gets harder. For example, the enemy torpedo gets faster as you progress in the game. Also, the "Qotile" will begin to do different things in swirl mode, making completing levels more and more difficult. There isn't really any "end" to this game, so you just keep on playing until you're dead!

Overall: 3.25/5
While the sound and graphics don't say much when compared to today's gaming platforms, the simplistic controls and play make this an addictive title, even though it will soon be 30 years old.

Saturday, June 21, 2008

Retro Game Review: Mike Tyson's Punch-Out!!

Screenshot taken from somewhere online. Seriously, there's like a thousand Web sites with screenshots of this game on it.

System: Nintendo Entertainment System
Released: 1987
Developer: Nintendo

Background: Even though its big character draw was replaced with "Mr. Dream," "Mike Tyson's Punch-Out!!" remains one of the most popular games to ever grace the NES. The game is somewhat of an arcade port, but your arcade character has been replaced with Little Mac, who teams up with Doc, his trainer, to fight his way to the top. The game features memorable fighters such as Glass Joe, King Hippo and Bald Bull, among others, each with their own fighting styles.

Graphics: 5/5
For being released in the earlier days of the NES, the graphics are top notch. They eclipse the graphics of earlier releases such as Super Mario Bros., Metroid and Pro Wrestling. None of those games showed off their player's or opponent's muscle definition like "Punch-Out!!" did (Check out how ripped Iron Mike is!). The color combinations are easy on the eyes, and all of the fans in the seats actually have faces! Side note: This game is so detailed you can see the part in Mike Tyson's hair, too.

Sound: 3/5
Mario, who guest stars as the referee, doesn't speak except through comic bubbles. The majority of the sounds, with the exception of the background, cut scene and entrance music, are pretty limited when fighting. There's only a handful of sounds shared by all fighters.

Controls: 5/5
It literally takes about 30 seconds to learn how to play this game. A throws a right punch, B throws a left punch, up throws and uppercut and select is for your super-duper-knockdown punch. Press down to block and there you go, you've learned the control scheme. Just remember to move left and right to dodge.

Gameplay: 3/5
This game is fun and still addictive more than 20 years later. But while every other fighter does something special, Mac is pretty much limited to a handful of punches. You stand in place the entire game, as opposed to another NES boxing release, "Ring King." Another downer is this game is for one player only. Imagine how awesome it would be to pit Bald Bull vs. Super Macho Man!

Overall: 4/5
This game remains an NES classic, and a hard one to find at that. Many people you find selling it want a nice chunk of change for it. But if this is a game you cherish more than ice cream and pie, it may be worth the price. 007-373-5963

Friday, June 20, 2008

Retro Game Review: Bo Jackson's Hit and Run




Screenshots taken from Gamespot GameFAQs
To bring back a little nostalgia, I'll be spending some time reviewing some of my all-time favorite (and not-so-favorite) video games from before the fifth-generation consoles came out (the original Sony PlayStation/Nintendo 64). Those of you who grew up in the 80s and 90s should remember playing several of these. The first title in this series is "Bo Jackson's Hit and Run! Baseball and Football."
Year released: 1991
Developer: THQ
Platform: Nintendo Game Boy
Background: Starting in the late 1980s, Bo Jackson was the superstar athlete. And who could argue? Apparently, he knew everything (I still remember the commercial like it was yesterday). So in 1991, the two-sport athlete got a shot at his own release for the original Game Boy. That same year, Bo Jackson Baseball was released for the NES. However, "Hit and Run!" was a combination of both Bo sports, adding a football game to the mix.
Note: Since the baseball and football games are glaringly different, I'll be breaking down each one separately.
FOOTBALL
Graphics: 1/5
Even for an original Game Boy title, the graphics on the football side of "Hit and Run!" are pretty bad. There are only two teams (East and West), and they are simply black or white. When the players are running, their arms and legs barely flicker, and it always seems one leg is shorter than the other. The playing field looks simple, yet decent, but it's hard to tell which dark spot on the field is the football and which one is the shadow of the ball!
Sound: 1/5
The fact the game has this ear-piercing music that plays while a play is going on can kill the entire football experience. The other sounds are simplistic and bad at best.
Controls: 2/5
Controlling players is easy. Tackling players, well, not so much, which can probably be attributed to the bad graphics. Passing is easy except for the fact you have no idea who you're throwing to until the pass is thrown. Switching between players can also be a chore when the function works properly.
Gameplay: 3/5
This rating is enhanced more by the game's features than the game itself. Plays develop and move along slowly, but this game features several enhancements that are standard in football games today. Aside from the coin toss, the game features formation/coverage/blitz choices on both sides of the ball, time outs, penalties and a create-a-play option. You can also select the length of each quarter.
Overall: 1.75/5
Easy control while carrying the football and some ahead-of-its-time features saves this game from being a complete bust.
BASEBALL
Graphics: 3/5
While the field view when a ball is in play is about as good as the football game's in-play screen, the pitching/batting view is about as good as you're going to get on the original GB. The shading on this screen adds quite a bit to the game's look and feel. The scoreboard screen looks impressive, too.
Sound: 1/5
About as good as football without the annoying in-play music.
Controls: 3/5
Hitting, pitching and throwing are relatively easy to do. However, guessing which fielder the game is letting you chase the ball down with makes you want to throw the game out the door.
Gameplay: 3/5
The fielding problem affects this rating, too. However, just like football, this game was ahead of its time in many ways. You can choose what kind of pitch you want to throw (Ex: instead of having to make a pitch curve manually), move the pitcher side-to-side on the mound and the batter all around the batter's box. You can also bean the batter. A lack of team choices (but still more than two) also brings gameplay down a little.
Overall: 2.5/5
Other than bad sound and confusing player control in the field, this is actually a really good baseball game built for the GB.
OVERALL FOR BOTH: 2.125/5
A mediocre football game takes some of the luster from a reasonably good baseball game.