Sunday, September 10, 2017

Worse Comic: Swordquest #3

Swordquest #3 landed this week and sadly things did not get any better.  If anything this comic tumbled straight down the hill and landed squarely in downtown Crapsville.  Since it was very cathartic for me to take issue #2 apart, I figure why not vent my frustrations on issue #3 in the same manner and maybe we can all learn a little something about how not to make terrible comics in the future.

I got lucky (?) this month and my comic shop owner had pulled the Cover “B” variant for me instead of the dreadfully mundane Cover “A” in the style that bored us all to tears last month.  The Cover "B" variant featured a striking image of Torr and Tarra from the original (good) Swordquest comics by legendary, and original SQ artist, George Perez.  This was bittersweet however as it kind of looks like Perez wasn’t at this best and maybe rushed through the project in order to do work he actually wanted to do.  There is a sketchy quality to it that, while still distinctively Perez, is uncharacteristic of his usual polish.  Still, even on his worst day, a George Perez cover beats a computer-enhanced image of a woman holding a flashlight…

But that’s just the cover and results may vary.  We’re here for the riveting story and excellent storytelling that is sure to be found within these pages…

Well, crap, we’re 6 panels in and off to a thrilling start.  Our main character’s (I still don't recall his name) suddenly chesty and square-jawed mother (whatever happened to her pointy chin from last issue?) has wandered downstairs to find a note that suggests that maybe something might actually be happening in the story to move the plot along.  Don't get too excited.  You would kind of hope and assume that with three issues under his/her belt, Ghostwriter X would have settled in with these characters and gotten comfortable drawing them.  Nope.  It looks like every panel is a struggle just to get coherent lines on the page. I'm definitely not against new artists getting out there and doing stuff, but I expect a much higher level of execution from a $4 comic book from a company that wants to be a major player on an esoteric comic that is going to have to work very hard to find an audience outside it’s minuscule native one.  This first page, and protagonist’s mom, are a mess.

Things don’t get much better as the (lack of) action picks up on the following pages.  Our intrepid team is heading to LA to steal the Sword and apparently drop in on Konjuro, I mean Konrad Juros, for reasons unclear.  In what I can only assume are supposed to be character building and plot justifying moments, we get some very awkward moments between our cast members, not the least of which is this bizarre moment where a stranger approaches the brother of the Dunmer girl because he recognizes him from a reality TV show (makes it topical and relevant).  During this exchange, for no reason I can discern, we get this panel featuring the Dunmer brother as the chef from Burgertime

What the ass?  This goes completely unexplained and is just there because video games.  Maybe it’s there to break up what is otherwise a very dry and tedious interaction.  It’s kind of like on the next page where it’s clear that Ghostwriter X read on an online forum that to make talking heads more interesting you just move the camera around willy-nilly so that the characters are all at different and unnecessary angles.  

And then there is this moment where the Dunmer and the Protagonist share an uproarious laugh.  Look at those two.  They are breaking up with hysterics.  Try to calm down you two, you’ll get booted from the airport.

And before you accuse me of just being a big bully about the art, I want you to remember that this guy

is also this guy

somehow.

Ok, I’m going to try to give the art a rest and focus on the miserable story it’s so desperately trying to tell.  The team goes to LA and they get there a couple days ahead of the convention where they are going to steal the sword, so with the extra time they decide to look in on Konrad Juros, you know, for no reason at all that I can determine.  It is unclear what they hope to gain apart from finding out if he is really an evil wizard from a comic book.  And if they do discover that, what then?  If he's an evil wizard, he’ll just kill them, and if he’s not then we’ve got a scene worthy of inclusion in the Twilight books.

They get to the office and Protagonist uses his “notice words in the room around you power” to convince Konrad Juros to see them despite their lack of appointment or general purpose in life.    When we meet Mr. Juros it appears he’s put on some pounds since his appearance in the magazine at the end of last issue.  It also appears that Ghostwriter X got ahold of a comic book where Steve Dillon drew Wolverine and decided to copy that work for exactly one panel.  (I know, I tried to restrain myself).

Juros let’s our team into his secret arcade of games he created but never released and sure enough in that arcade is the long lost and lamented Airworld, the final game in the Swordquest series. Juros eagerly allows Protagonist to give the unreleased game a try and hands him an Atari 2600 CX40 joystick that is either connected to absolutely nothing, or is connected to a nearby arcade cabinet.  Either way, what the hell?







But I’m getting ahead of myself and have skipped over two video game-related gaffs that are absolutely inexcusable.  First, Konjuro explains away his coincidental name by claiming that it was the way programmers worked their names into video game related materials since there wasn’t room in the game programs for credits.  This is complete and utter bullshit and an outright lie.  There was plenty of room to program your initials or other credit into Atari 2600 games.  You can see this in numerous games from back in the day where programmers snuck their initials into games either on the sly or legitimately.  Hell, there’s an entire credit screen in the Asteroids game that says Atari, 1980.  It’s an entire screen JUST FOR CREDITS.  Tell me there isn't room for credits in the game.  BULLSHIT. The real story is that Atari refused to allow programmers to put their initials or names into games because they didn’t want to give their programmers independent credit for their games.  Don’t believe me? Find a programmer’s name in the Missile Command manual.  This is largely why Activision was founded and why you get an “about the programmer” page in every Activision game manual.  This is why Atari programmers had to hide their initials in their games as Easter Eggs.  This is why the most famous video game Easter Egg, Warren Robinett’s secret credit room in the classic Adventure game exists.  Not because there wasn’t room, but because Atari didn’t want their programmers to get credit. But this is an Atari sponsored comic, so I guess the truth can be flexible.

However, that makes the second gaff even MORE inexcusable.  In the same panel, Konjuro provides a second example of programmers hiding their names in game stuff by citing Yars’ Revenge as being Ray Kassar’s name backwards.  First, the nitpick:  Yars’ Revenge backwards is Egnever ‘Syar.  Not “Ray Kassar.”  And while it's true Yars’ is intentionally Ray backwards with an S, (the story goes that the game was Ray’s attempt to get back at the programmers who left to form Activision) the game was programmed by Howard Scott Warshaw, NOT Kassar.  Kassar’s name was used for the game title and other aspects to be a tongue-in-cheek “screw you” to the programmers who wanted credit for their work.  Kassar is reportedly the one who told programmers that they were no more important to the video game process than the assembly line workers who constructed the actual cartridges.  Ironically, and apparently obliviously to Chad Bowers (our esteemed writer), Howard Scott Warshaw had to hide his initials in the Yars’ Revenge game as an Easter Egg as well.  But again, this is video game history according to Atari as told to Chad Bowers, so the truth is subjective. (I’ve met Howard Scott Warshaw, he’s a really cool guy, this is a complete disservice to him)

Absolutely unacceptable.  If you are going to write a comic book about classic video games targeted to an audience of classic gamers, YOU SIMPLY CANNOT make these kinds of errors or rewrite real history the way you rewrite the history of the Swordquest world.  Complete horseshit.  All of this is common knowledge in the classic gaming world, you can’t swoop in with your revisionist comic and try to sell us crap goods.

But back to the story.  So Protagonist is left alone with Airworld so he can give it a try.  Konjuro is unworried because he knows the game is unsolvable due to impossible rooms in the game.  Moments later, Protagonist comes out of the room claiming to have solved Airworld.  Our team leaves and Juros checks out Protagonist's claim.  Sure enough, the game says, in far more text than the screen would be capable of displaying along with a playfield, that he did indeed defeat the game.  This is the same game that doesn’t have room for the programmer’s initials, mind you.  Konjuro does not look pleased.  Of course, Konjuro was right, Airworld does contain impossible rooms, rooms where you can have tons of text and a playfield.  If you are writing a comic about a specific video game on a specific system YOU MUST KNOW that game and system inside and out or you are going to look very very stupid to anyone who knows anything about said game and system. 
Impossible, indeed...

And while we’re at it, what the hell kind of paddles are those?  They certainly don’t belong to the 6-switch woody they are in front of.  It would also help if they had cords…

Later, Protagonist explains that he was able to complete the game because the it was completely randomized and Biker Bun gave him the, not only unpublished, but completely never written or drawn, Airworld comic book which had all the clues in the right order.  Then they all decide that everything that has happened is due to fate (not blatant cheating) and that they have no choice but to steal the sword.  

The final scene is of Konjuro putting on his robe, because nothing could be more predictable and trite, and getting ready to confront Protagonist over the Sword. 

Dear God, kill me now.

BAIT
As a parting shot, the other bittersweet thing about getting the George Perez cover is the literal “bait and switch” tactic at play.  You get a bright and colorful fantasy cover on the outside and THIS on the inside.  
SWITCH!

The textbook definition of “bait and switch.”  



This is a great comic book written by someone who read three wikipedia articles about classic gaming when tapped by Dynamite for the project.  This is a great first comic for a sixth grader who shows a lot of promise as a future sequential artist.  As anything else, this is a giant pile of crap.  Crap.  And they want you to pay $4 for it.  Don’t do it, let me take the hit for you.  Spend your money on good comics like X-O Manowar or Motor Girl.  As someone who grew up with and loved the Swordquest games and Atari in general this comic is a slap in the face.  Pathetic.


Friday, September 8, 2017

Homebrew of the Month: Chunkout 2600

Chunkout 2600
Developer: James Todd
Available:  Atariage

This game should be called “Just One More 2600” because that’s pretty much how it goes.  A maddening puzzler in the same class as AStar, Jammed, or Okie Dokie, Chunkout 2600 will definitely transform 10 minutes into 60 in the press of a button.


What’s All This Then?


There is a 1980’s level “more story than you ever need for this game” backstory to Chunkout, but honestly, you don’t need it   The short of it is that you are trying to break through the defense grid of your enemy by taking it out in huge chunks.  However, to be successful you must take out the ENTIRE grid, no stragglers.  Failure to remove all of the chunks results in GAME OVER.  There are only 4 levels in Chunkout, but you play them separately, so you can use the early levels to hone your skills. Then you can call me when you clear level 4.  You see, the game isn’t easy.  You can only remove chunks when two or more adjacent chunks are of the same color.  You can remove more than 2, one might say it’s the only way to victory, but you must match two to clear.  This is fundamental blocking-clearing game play, no different than BeJeweled or Candy Crush or whatever.  The trick with Chunkout is that you must clear all of the chunks on the screen using only the chunks currently on the screen.  No new chunks will come along to help you.

Let’s break it down a bit.  When the game starts you will be presented with a screen full of various colored chunks.  Your job is to eliminate all of the chunks on the screen by matching two or more of a like color.  Thus you can take out chunks in pairs or large swaths, whatever it takes to get them clear.  As you clear chunks, the remaining chunks will drop straight down and/or shift left to prevent any blank spaces in the grid.  This will ostensibly create new grouping of chunks as the grid reduces in size.  You cannot manipulate the chunks in any way, you can only clear chunks where possible.  Clear all the chunks and you win.  Clear larger and larger chunks at a time to rack up points.  Go.
It's all downhill from here...

How’s It Play?


As stated above this is a game that inspires the “just one more” mentality.  The gameplay and rules are super simple, so you can pick it up and get playing in seconds.  You’ll probably even clear the first level on your first try in a matter of seconds.  Game 2 will add an additional color, but again, you’ll breeze through.  Then you’ll play Game 3 and start to see where strategy and planning come into play.  And when you are feeling bold, you’ll switch over to Game 4. Remember you have to clear ALL of the chunks to win. And that’s where Chunkout’s ridiculously high level of challenge comes in to play.  Each game can take as few as five minutes to play, but Chunkout pros soon learn that this is a game that, much like chess, wants you to think many, many moves ahead.  I would be willing to wager that the very best Chunkout players have the entire screen solved before they remove the first chunk.  Everything you need is on the screen when the level starts, you just have to figure out how to remove the chunks so that none remain.  Clear too many pairs and you’ll just end up with a mess.  Work on large clusters and you risk isolating a single color chunk that you can’t clear.  Should you work from the top down or from the bottom allowing the chunks to drop into new configurations?  Every Chunkout master has his or her own strategy for success.  My wife is a thousand times better at this game than I am.  She can clear level 4 on the regular.  I have never cleared level 4.
Expect screens like this a LOT.
Controls are simple: just move your cursor and press the button to clear valid chunks.  You can pick your Game variation using the Difficulty switches.  Pressing the button will restart your game when you inevitably fail to clear the chunks.

Whistles and Bells


With full apologies to Mr. Todd for my above remarks, the Chunkout 2600 manual features a full backstory for the game play.  The manual is designed like the classic Atari manuals from just before the Silver Label era.  So you can have a lot of fun just soaking in the nostalgia of reading about the world in which the game is set.  There’s even a haunting portrait of Lord Gyrak and the Xotec armada! (read the manual)  Otherwise, this is pure 100% game without too many extra trappings.
I've had my copy for a few years, so the wear is starting to show...

Final Assessment


A lot of people are going to sleep on this game because it doesn’t look like much.  It’s just a screen of multi-colored blocks.  It doesn’t have a flashy title screen or rocking soundtrack.  What it does have is incredibly addictive puzzling action that anyone can immediately pick up and play, but few can actually master.  And if you master it, there is still the matter of getting a good score.  I can easily pop this in the Atari and blow a solid hour before I realize it.  “Just one more.  I know I can clear it this time…”  Famous last words.  If you like puzzle games, Chunkout 2600 is a winner.

Tips and Tricks 


PRACTICE.  I realize Games 1-2 are very, very basic, but spend some time playing them.  Even as simple as they are they will provide good practice and hone your instincts for the more difficult Game 3 and the nigh unto impossible Game 4.  Practice.

The Bigger They Are.  Work the biggest chunks first, taking out as much of one color as you can, then smartly mop up the smaller bits.

Don’t Start.  Start eventually, but don’t rush headlong into clearing chunks until you’ve studied the board.  As I said above, I feel confident you can plan your moves to clear the entire screen before you press a single button, if you’ve a mind for it.

There is No Try.  Unlike puzzle games like Tetris, there is no fixing a screen you’ve botched.  There is no wild card piece that will show up to clear a mess.  That’s not to say that there is only one solution per screen, but don’t think you are going to salvage a sloppy round.

The Zone.  This is very much a zone game. Don’t sit and play one game, lose and quit.  Play 10 games, 30, 50.  At some point you will enter the zone and you’ll start clearing chunks by instinct.




So there you have it, simple and addictive puzzling action for your VCS.  Chunkout isn’t going to blow you away with it’s peripherals, but once you get into the game you won’t care.  The classic stylings of the manual and game design will take you back to the golden age of video games, though, so enjoy the ride.  I highly recommend Chunkout 2600 to anyone who enjoys puzzle games and considers themselves rather clever.