Showing posts with label nes. Show all posts
Showing posts with label nes. Show all posts
Friday, January 24, 2014
Blips: A Zap of Nostalgia
Source: Gaming's Greatest Forgotten Technical Innovation
Author: Joel Boyce
Site: Unwinnable
This video of NES/Famicom title screens combined with Joel Boyce's explanation of the technology behind the NES Zapper over on Unwinnable, have set me upon a strong nostalgia trip. While that video is certainly cool, understanding how the Zapper works is kind of incredible. If you're unfamiliar with the Zapper, it's a gun peripheral for the NES, most notably used with the game Duck Hunt, wherein you shoot ducks and a maniacal dog retrieves them. The Zapper simply plugs into the NES and you aim it at the targets on screen an pull the trigger to use it; no sensor bars or motion controls or accelerometers present.
I remember playing Duck Hunt as a kid and being filled with an unanswered curiosity about how the Zapper functions. The most common misconception was that it used some kind of laser targeting; it was called a "light gun" after all. Boyce's explanation is much simpler though, but perhaps more impressive for its simplicity. The Zapper contains a directional light sensor, and when you pull the trigger, the screen flashes black and then a white box flashes wherever the targets are positioned. The light sensor understands high fluctuations in a light reading as a hit. If you're not aimed at the target, the sensors won't pick up the white box, meaning it won't see the light fluctuation necessary to register a hit.
It all seems so simple now, but for a device that has multiple decades on the motion control fad, it deserves recognition for its forward-thinking technological achievements.
Labels:
blips,
duck hunt,
joel boyce,
nes,
unwinnable,
zapper
Monday, November 8, 2010
Review: Championship Bowling (NES)

It's with this contemporary backdrop that I'm playing Championship Bowling, a product from a company called Romstar (a great name for a UK grime MC) originally released in 1989. Like bowling, the core game is 10 frames of rolling heavy spheres down a slippery wooden plank. Championship Bowling relies on old fashioned timed button presses to gauge how powerful and with how much curve each ball will be thrown. This is indicated by some self-explanatory HUD devices. That's pretty much the entirety of how the game plays.

The surprising thing is that Championship Bowling can be kind of fun. Perhaps this is because the core of the bowling simulator experience hasn't really changed much over the years. It's still satisfying to get strikes and challenging to throw them consistently, yielding ever-prized depictions of turkeys. Likewise, Championship Bowling is a better group activity than a solo one. Bowling is often an activity associated with parties, another aspect that translates well from the real world to the game world. You don't have to pay attention to Championship Bowling or any other bowling game until it's your turn, keeping associated party experiences well-rounded instead of feeling gamer-exclusive.

I hope we'll get a break from bowling games for a while, seeing as they're now on every system on the market, and an individual console definitely doesn't need more than one of them. At this point, if you're seeking a bowling videogame, just pick up one for whatever controller you like best. As for Championship Bowling, there's not really much reason to go back to it, though, music aside, there's not anything horribly wrong with it either.
:screenshots from VGMuseum and Giant Bomb:
Saturday, October 16, 2010
Review: TaleSpin (NES)

TaleSpin is a side-scrolling shooter that requires you to dodge enemy fire, pick-up money and cargo, and defeat a boss character at the end of each of the 8 worlds. The game starts you in a frustratingly underpowered position, allowing you only one shot at a time, and clunky maneuvering capabilities. It's worth stomaching the first level and collecting enough money in the process, because you can use the cash to upgrade between stages. I found that getting the rapid fire gun as soon as possible made the gameplay much more pleasant to work with.

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TaleSpin's flaws end up denting the overall experience, but certainly not rendering it undrivable. Even more so than DuckTales, TaleSpin demands your respect, as it's not to be taken lightly despite it's cartoon tie-in.
:screenshots from Giant Bomb:
Friday, October 15, 2010
Review: DuckTales (NES)

In the game you play as Scrooge McDuck, crotchety mansion dweller and greedy treasure seeker. In an action-platformer style, you cruise through 5 levels, collecting precious gems, uncovering hidden treasures, and defeating several bosses. From the outset you're given a choice of which of the 5 levels you would like to begin with. The non-linear approach is pretty striking, though there does seem to be a planned progression to the levels in their given order, since the designs do gain slight complexity later on in the Himalayas and on the Moon. All in all, the path doesn't matter too much as there's just a cakewalk of a boss in each that needs to be defeated to get the special prize for each world.

I had a hard time making it through DuckTails at first, and was disheartened when I read reviews claiming how it's so easy. I don't think I approached this game with proper respect though, as the change-up in control scheme will make this feel like a different kind of game, and it takes getting used to. That said, once you do get it down, and figure out where the bosses are, the difficulty ratchets down tremendously and I found myself blazing through the entire game in no time. There are higher difficulty settings to add more challenge, but it becomes clear eventually that this game was probably meant for the younger set.

:screenshots from Giant Bomb:
Wednesday, May 26, 2010
Review: Abadox (NES)
The analogy of visually overlaying a skeleton is particularly apt in Abadox too. In a genre where it's pretty easy to default to jets, tanks and other standard military combat fare, Abadox rises above a lot of the competition with its disgusting, fleshy art direction that still carries over despite the 8-bit representation. Giant tongues writhe and intestinal masses twitch as disembodied eyeballs and teeth attack from all sides. Altogether it amounts to one of the most creatively repulsive-looking games I've played.

Abadox distinguishes itself visually as a unique slice of genre-fare with a solid Konami-like soundtrack. It can satisfy some impulse-play tendencies, but once some of the more arduous levels pop up, Abadox increasingly becomes a casual gamer's nightmare. Abadox is far from being a purveyor of "bullet hell," but it's also not to be taken lightly.
:screenshots from VGMuseum:
Friday, May 14, 2010
Review: Metal Gear (NES)


You still take control of Solid Snake here, infiltrating the oft future-referenced Outer Heaven stronghold, to rescue POWs and gather intelligence about what kinds of heinous activities are taking place there. You're dropped off on the island in the jungle with only your fists and a pack of cigarettes at your disposal. Early on you learn how to use cover to your advantage to sneak up behind guards and take them out quietly. Throughout the game you will build an arsenal of weapons and gadgets that will make handling unfriendlies much easier and allow access to areas of the map that would have been otherwise restricted. Freeing POWs and responding to transceiver frequencies will prompt you to the next destination and provide hints for items to look out for.


There remain a cavalcade of other minor annoyances in Metal Gear that serve to mar what could have been a truly great game. Each caveat adds it's own brand of monotony to the proceedings, leading you to trudge through one poorly designed element after another. I won't list all of the issues individually, but the point is that what this game lacks that the Metal Gear Solid series really utilized to its advantage, is polish. I understand that Kojima has dismissed this NES port as some kind of bastard child, but regardless of where the blame lies, even he understands where this forebearer fell short. And no, Metal Gear is not a bad game, but it's certainly not up to the usual standards of the pedigree behind it.
:screenshots from VGMuseum:
Labels:
metal gear,
nes,
review
Wednesday, February 24, 2010
Review: StarTropics (NES)


The lack of fluid control does seemingly make the game more difficult, but StarTropics is actually a very fair game, despite the frustration it can cause. Dungeons are conquered with sometimes lengthy trial and error, slowly progressing and figuring out the tricks to passing through each room. The nice thing about this is once you figure out how to beat a room, you'll likely breeze through it on successive visits, making the restarting process feel like the game is trying to teach you rather than punish. Boss fights often require you to use the surrounding environment to defeat them, adding a level of strategy to the projectile-dodging. In general, the puzzles and action in StarTropics are smartly designed experiences that both with and despite the controls, feel very unique.


Maybe this review reads as a little more harsh than I mean it to, but while StarTropics pulls off a fun and unique challenge, it's also a game that I'm glad to be finished with. Maybe this says more about me than the game, but 8 chapters feels like just the right length for a game of this structure and type of difficulty. I should probably seriously avoid Demon's Souls. Thus, I leave my time with StarTropics very well satisfied, and willing to play its sequel (Zoda's Revenge) at some point down the road, but it's not at the top of my queue.
:screenshots from VGMuseum:
Labels:
nes,
review,
startropics
Saturday, February 6, 2010
Review: Castlevania II - Simon's Quest (NES)

The alternative tone is apparent from the outset as whip-cracking protagonist Simon Belmont begins his quest in a small town absent of enemies, but instead inhabited by townsfolk who offer cryptic "clues" for Simon's journey as well as selling items as merchants. The only direction given the player is the paragraph of prologue during the title screen dictating that Simon must recover five pieces of Count Dracula, whom he defeated in the previous title, in order to rid himself of a deadly curse which has been cast upon him. The player can choose to exit the town screen to the left or the right, which seems to offer a degree of open-worldness, but the left option is a far too difficult path at the beginning of the game. This is one example of many in Simon's Quest where the game appears to offer the player distinctive choices when in actuality there is only one correct solution.


Unfortunately, the way to make Simon's Quest a much more fun and manageable game today is to sparingly use an online walkthrough to inform players on these otherwise indecipherable situations. It seems reasonable that if someone was to play this game when it was just released that a number of the abstract solutions to the game's challenges would have been spread through word-of-mouth. Given that Simon's Quest is a much older game now, using a free guide is the way to go unless an extensive timeframe has been set aside to play it.

Castlevania II certainly has its problems (botched localization, lack of instruction, and an incoherent hint system), but knowing about these issues ahead of playing will prevent them from being much of interruptions. This is a case where some limited exposure to help texts or even just taking into account the troublesome scenarios listed in this review, will make for a far less frustrating game experience and allow for the positives of the game to shine. Not to make too many excuses for a game that clearly misses the mark on some important design decisions, but there is still a considerable amount of fun to be had here.
:screenshots from VGMuseum:
Tuesday, January 26, 2010
Review: Metroid (NES)

Two of the more amazing things about playing Metroid now are how many well-executed similarities it has to the Prime series and how much of a sense of adventure this old game could convey despite my mind being spoiled by the visually immersive gaming experiences on modern systems. The player controls Samus Aran, then-secretly female bounty hunter, equipped with an arm cannon, as she explores the planet Zebes. At the beginning of the game, Samus' abilities are limited, making the locations she can access restrained. By locating ancient relics she will learn new techniques which allow her to research new areas and progress through the game. This formula is still the core of contemporary Metroid gameplay.

Another key aspect of "adventure" as a genre is exploration, which Metroid offers, but not without one caveat that my Prime sympathies can't help but mention: the lack of a map. To be clear, I would have liked a map that only kept track of where I had been, not where there was still to go. Having that sense of discovery and not knowing what's through the next door is what adventure games are all about and I wouldn't want to disrupt the up-and-running system already in place. However, when I finally reached the point where I was ready to descend to the final boss confrontation, I discovered that I had to go back and reacquire the ice beam to continue further. Without a map to assist in retraversing the entire maze, this fetch quest became unnecessarily frustrating. Alternatively, Samus could have been given the ability to switch between different beams on the fly. Sadly, I remember Metroid Prime pulling a similarly unfun backtracking stunt on me at the end of that game. Some traits shouldn't be passed on through generations.

Metroid is the total package when it comes to game design, so much so that the franchise isn't much different in modern iterations (though improvements have been made). It offers a legitimate challenge, one that actually forces the player to think strategically during combat while presenting puzzles and hidden secrets that test one's wits and encourage (and reward) discovery. I have come away from the game extremely eager to jump into Super Metroid in the near future.
:screenshots from VGMuseum:
Labels:
metroid,
nes,
play this game,
review
Monday, January 18, 2010
Review: Super C (NES)
The original Contra on the NES is a classic run n' gun game that sits in the greater game canon and is looked upon with a nostalgic fondness by those who grew up with it. People tell me that game is supposed to be difficult, but it's one of those few games that I've beaten so many times that there's no real challenge and I instead enjoy it as a form of catharsis. Strange then that I'm only recently playing its sequel Super C (short for Super Contra, one would assume). Full disclosure: this review is referring to the original NES cartridge version of the game.
As with many sequels, it's difficult to talk about subsequent entries in a franchise without addressing their predecessors, especially one as iconic as Contra. Super C recycles some of the original graphics, including the protagonists, a few enemies, and sound effects. However, there are plenty of newly minted sprites here as well, and for the most part the new graphics appear slightly more sophisticated. Gameplay is nearly identical, maintaining the basic format of platforming, shooting, dodging, grabbing power-ups and fighting bosses at the end of each level (8 here). There are a couple notable exceptions including the addition of inclined surfaces, a retooling of the F gun into a charge shot, and two stages where you control the character from a top-down perspective. All three are well-executed and either enhance or take gameplay into a new direction for the series. The music is still solid this time around, but not quite as catchy as some of the tunes in the original.
As for that trademark difficulty level, Super C proves to take a bit more skill, but maybe this is just because I haven't locked in near as many hours as Contra. That said, level 8 in particular throws a lot of obstacles in your way that if you die and lose what is likely your spread shot gun, it can be rough. We're still talking one-hit deaths here. Even so, bosses are, for the most part, a cinch. The final boss is especially a letdown seeing as you fight through a grimy, disgusting alien fortress only to discover a weird, gray, human-faced statue-like mass coming out of the ground to spew a few spike-balls your way as you easily run up to it and shoot it in the face, totally unabated. Furthermore, the lame ending then kicks in which is just a shot of a helicopter flying during a sunset, offering no text explanation or really any kind of resolution. Not that anyone really cares about the "Contra fiction," but something to add more of a sense of accomplishment would be welcome.
Some design choices in Super C certainly raise a few eyebrows. It's no secret that the protagonists Bill and Lance are clearly modeled after Arnold Schwarzenegger in Predator and Sly Stallone from Rambo, but the design knock-offs go further in the sequel. The running alien enemies in the last two levels are total rip-offs of Ridley Scott's Alien aliens and you could make a case that the level 6 boss' face looks an awful lot like the Predator monster. Sure these developer decisions seem a bit dubious in a way, but they also provide a gameplay experience that compliments those films pretty well. Where I'd rather criticize design is when it comes to the sharpness and clean appearance of the last two boss characters which really don't fit into the fleshy, sticky alien lair where they are found. Those fights feel more like they're against some crappy background image than an actual monster to be feared.
It's not really fair that Super C is as overlooked as it is, seeing as it's a successful sequel to a hit game. Perhaps it's the fact that Super C is short on significant innovations in the greater series that keep it from standing out. If you're only going to play one Contra game per console, you should select the original game since it's more relevant in terms of modern references, but Super C does follow-up on that formula in an incrementally satisfying way that will serve players who are already series fans just fine.
:screenshots from VGMuseum:
As with many sequels, it's difficult to talk about subsequent entries in a franchise without addressing their predecessors, especially one as iconic as Contra. Super C recycles some of the original graphics, including the protagonists, a few enemies, and sound effects. However, there are plenty of newly minted sprites here as well, and for the most part the new graphics appear slightly more sophisticated. Gameplay is nearly identical, maintaining the basic format of platforming, shooting, dodging, grabbing power-ups and fighting bosses at the end of each level (8 here). There are a couple notable exceptions including the addition of inclined surfaces, a retooling of the F gun into a charge shot, and two stages where you control the character from a top-down perspective. All three are well-executed and either enhance or take gameplay into a new direction for the series. The music is still solid this time around, but not quite as catchy as some of the tunes in the original.


It's not really fair that Super C is as overlooked as it is, seeing as it's a successful sequel to a hit game. Perhaps it's the fact that Super C is short on significant innovations in the greater series that keep it from standing out. If you're only going to play one Contra game per console, you should select the original game since it's more relevant in terms of modern references, but Super C does follow-up on that formula in an incrementally satisfying way that will serve players who are already series fans just fine.
:screenshots from VGMuseum:
Labels:
contra,
nes,
play this game,
review,
super c
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