Showing posts with label puzzle games. Show all posts
Showing posts with label puzzle games. Show all posts

Wednesday, November 15, 2017

Learning Curve: 5 Hours with Tombs and Treasure

I never could figure out what this game was.  Based on the initial interface it looked like a Shadowgate style game where you interacted with the world through a window using commands.  But the next series of screens acted more like a world-exploring RPG with a party of characters and turn-based battles. Honestly, every time I popped it in, I rarely got much farther than the first few screens.  It just looked like more than I cared to unpack in a casual gaming session.  Despite its awesome Mayan theming and Mexico setting, it failed to have a really strong hook that pulled me in for more.  That means it is a perfect candidate for the Learning Curve, although in this instance it might be more of an “interest curve” as in, how long will it take for this game to pull me into its world and keep me playing until the end.  Over the next five hours we’ll get the answer to that question.


Hour 1


As previously stated, this game is an amalgam of other game types.  At its core it is very much like Shadowgate or Uninvited.  You interact with the world through a window using commands such as “put,” “use,” and “look.”  Tombs and Treasure (T&T henceforth) even gives you a few commands you use only once or maybe never…  Notwithstanding, the main game is conducted just like that.  However, the window interactions are separated by RPG-esque exploration as you take your team through the Mexican jungle searching out various locations for more interactions.  There is literally nothing you can do during these sequences except roam the world, but it does break things up a bit and creates some nice atmosphere, so I think it’s a nice bonus.

I spent the first hour wandering about the world map to get a general sense of what I was going to be dealing with.  I discovered 3 pyramids, a bunch of wall sections, two lakes (which turn out to be “wells” in this game), a sprawling ancient ball court, and a LOT of jungle.  All in all this game probably has 3 times as many “empty” or useless screens as it does meaningful ones.  That’s just fine when you are trying to create a sense of scale, but it leaves me wanting more of the screens to have something to do in them.  Not a big deal, just means there is a big world out there with lots to find tucked away here and there.
Most of the places I ventured into featured monsters far too strong for me to fight, all of which resulted in my death.  The good news, however, is that death isn’t a big deal in this game.  You pretty much continue from where you left off with no penalty.  Even better, the combat is extremely basic (just use the “fight” command to swing your sword) and you can always run away.  Furthermore, leaving any building or fight instantly recovers all of your health.  From that it’s pretty obvious the combat in this game is more there to serve the story than to provide challenge.  I’m not upset about that in the slightest.
One pyramid was not heavily guarded and I was able to find a secret passage to the crypt of the Hi-Priest.  A tile on his coffin enabled me to open a hidden door in another nearby location, the Castillo Pyramid.  I was successful in defeating a few of the lesser monsters and was rewarded with a literal treasure trove of items.  Oh, what untold adventures they might lead to!  One hour in and I was starting to get hooked.


Hour 2


Wandering about the map with my new inventory of fabulous items, I stumbled across a few locations I had missed during Hour 1.  Indulge me while I backtrack a bit.  Your mission in this game is to locate a missing professor who was lost while studying these ruins.  Your party is made up of the professor’s daughter and Jose, your guide.  The only clues you have come from the professor’s journal which was one of the few things recovered when he went missing.  Why wait to tell you all of this now?  1. I forgot.  2.  Because in the journal the professor mentions a secret path through the forest that lead to something great.  That something great is the voice of Kukulcan.  This is important if you are going to play the game without a walkthrough because the voice imparts wisdom in the form a hint about what to do next in the game.  I would visit this location many times in the next four hours.  T&T is a little bit dense sometimes in being clear where to go or what to do next, so the hints are very helpful.  It was just such a hint that lead to my discovery of an entire structure I missed:  El Caracol!  When I found the Silver Globe, it was hinted that I take it El Caracol.  The problem was, I had not located such a place, nor even knew it existed.  Further exploration would reveal this structure and advance the plot considerably.  It would also lead to an encounter with the game’s most unusual monster:  El Slug.  A slimy green creature that looked a lot like a sheepdog.  Defeating monsters increases your level and basically makes it possible for you to defeat the next monster in the story.  If you cannot beat a given monster it’s because you are taking them on out of order.  With this in mind, I soon found I was able to beat pretty much any of the monsters that had previously been vexing me as long as I took them down in the correct order.  It doesn’t hurt that you can increase the power of your sword by inserting into them the different colored jewels you find.  Ultimately, I was finally able to obtain the Sun Necklace, one of the game’s key items that allows you to know the position of the sun.  This is vital to solving the game’s three main riddles.
All in all, a solid second hour.  By this time I was definitely hooked into the game and it’s world, and very excited to find out what discoveries lay in wait during the next hour of adventure!


Hour 3


The discoveries of the third hour were somewhat less than the second hour had anticipated.  The three main riddles of the game all involved the position of the sun.  You were to locate the censer at dusk, turn the Jaguar into a statue at noon, and drink a shrinking potion at midnight.  All three of these required you to be in the right place at the right time.  I had no luck with the censer or the potion, but I knew where to find the jaguar.  In the Warrior’s Tomb there were three statues:  a girl, a warrior, and a jaguar.  The jaguar statue was drawn differently than the other two so it was obvious that it was going to come to life.  Clues in the game had told me that the jaguar could be tamed (reverted to statue form) by playing the pan pipes (found earlier in the Well of Paradise).  So I went to the Warrior’s Tomb and to my surprise, the jaguar was gone.  Gone, I tell you.  In the wall behind where his statue was perched, I found a small hole.  In the hole was an iron key, but the hole was too small for anyone’s hand to fish it out properly.  A hint was given that a magnet would be useful in such a situation.  Back in the treasure room of Hour 1, I had found a metal rod that was magnetic, however I had already joined that rod to a small bowl found in the same room to make a compass, so it would not be able to help me solve this problem.  (This would prove to be significant later in our tale)  But there was little time to ruminate on this problem as the hour struck noon and the jaguar suddenly appeared in the room before us.  Luckily, this was not a combat situation, just a puzzle.  However, it was during this encounter that I learned another one of the game’s key strategies:  switch characters whenever you aren’t sure what to do.  Turns out the main character is terrible at playing the pan flute, but the girl character is a maverick.  So to tame the jaguar, switch to the girl character and have her use the pipes.  Problem solved, the fearsome cat becomes a statue permanently (another significant act) and the team is able to continue their adventure (at least somewhat…)
With nothing else to do in the Warrior’s Tomb, I decided to explore the other “too tough to beat” part of the game: the Ball Court.  Having defeated the monster in the Warrior’s Tomb I was now strong enough to defeat the monster in the Ball Court as well.  This opened the area up for exploration.  It also introduced me to the first element of the game’s major, major downfall.  You see, in the Ball Court there is a room you can uncover wherein you find the most powerful item in the game, a jewel that significantly weakens demons.  If you remove this jewel from its stand, the door you came through slams behind you forever.  You cannot die, there is no monster to kill you.  All you can do is stand in the room, look at things, and have the game taunt you with too-late hints like “you should have opened another exit before taking the jewel. Better hit reset.” 
That wouldn’t be so bad if hitting reset didn’t mean entering both of your characters’ names and the ridiculously long password just to start over wherever you last obtained your password (passwords can be obtained at any time by looking at the Ixmol Jewel you pick up at the start of the game).  So unless you are in the habit of writing down 32 character passwords before every single action in the game, this means you are going to be doing a LOT of data entry just to trial-and-error your way through some of the game’s more menacing puzzles.  This is a fun killer.  A big one.  After three unsuccessful attempts to obtain the powerful green jewel from the room, each one followed by several minutes of password entry, I decided Hour 3 was over.



Hour 4


I set out in Hour 4 to just leave that stupid jewel alone and come back when I had a better idea of how to defeat the trap.  So instead I headed back out in to the jungle to see if there were more areas I had missed in previous ventures.  I explored everywhere for about 30 minutes and finally decided to seek out the wisdom of Kukulcan to see if that would point me in the right direction.  Turns out there is a second floor in El Caracol that I was not aware of.  Again, if you are stuck for what to do, try switching characters.  Turns out Jose, the guide, is strong, strong enough to move the pedestal in El Caracol to reveal a hidden staircase.  After discovering this, I was able to solve the riddle of the censer and locate the censer itself.  Now I just have to figure out what to do with the censer itself.  The Kukulcan clue about getting the iron key before turning the jaguar into a statue is neither helpful nor encouraging as I still no idea if there is any way to get that iron key since I don’t have the magnetic rod any more, and seeing as to how I had already stoned the jaguar…


Hour 5


I spent 45 minutes of Hour 5 desperately, and ultimately in futility, going about the time-honored tradition of traveling to every location and trying every command with every character with every object, just to see if I could accomplish anything.  I could not.  I did locate the hole that the iron key fits, but without the key this was a hollow discovery (slightly clever pun unintended, but pleasing).  Time was growing short and frustration was mounting, so I did the only thing a person in the modern era can possibly do when faced with such an impasse:  I spent my last 15 minutes searching the internet for a walkthrough that would explain what went wrong.
Remember that iron rod that I used to make a compass back in Hour 1 that seemed like a mistake by Hour 3?  It was.  Not only was it a mistake, it was a game-breaking mistake.  You can never remove the rod from the compass, so once it is joined, the rod is lost to you for the rest of the game.  Which means that if you did what I did, you can never get the iron key.  Not that it would have mattered, because you see, I got the hint about "getting the key before thwarting the jaguar" AFTER I thwarted the jaguar, another game breaking mistake.  Once the jaguar is reverted to statue form, it will never come alive again, meaning that unless you get the key first, you can never complete the game.  
Turns out T&T suffers from at least 5 of these game-breaking mistakes from which there is no return, unless, as I said before, you are writing down 32 character passwords before every single move in the game.
This is no end of frustrating and discouraging.  I completed my five hours with T&T utterly defeated and discouraged.  What had started out as a really fun explorative adventure was ground into utter aggravation by game-breaking mistakes that are way too easy to make.  It doesn’t seem like the game would allow this because it is constantly cautioning you against leaving a room too soon, or grabbing the wrong item.  There are tons of places where the game helps you not screw it completely up, but there are at least 5 times where you can make the game unwinnable by doing something very, very simple.  Maybe if the game had employed a SAVE system like Shadowgate does, these kinds of screw-ups wouldn’t be as galling, but with the massive password system, running into one of these honest mistakes is worthy of the controller throw.
This felt like the mantra for Hours 4 & 5


Final Appraisal:  
Tombs and Treasure is an incredibly fun adventure/puzzle game with a unique take on a classic formula, however it features several game-breaking mistakes you can make that cause the game to be unwinnable.  Furthermore, its cumbersome password feature makes trial-and-error puzzle solving tedious and frustrating.  There is a lot of fun to be had with this game, but the drawbacks for playing it wrong threaten to drain all of the enjoyment right out of it.  If you decide to take the game on, it can be a very rewarding play, just make sure you DO NOT join the rod and the bowl until you enter the maze, DO get the iron key before you freeze the jaguar, DO NOT grab the green jewel until you have two doorways open, and DO NOT take the handle from the Castillo machine.  If you do the converse of any of those things, you are doomed.  You have been warned.


Learning Curve:  
It doesn’t take as long as I thought to get really invested in this game.  It’s a lot of fun, it features a unique setting and theme, and there is a lot to explore.  While the game can be obtuse in telling you exactly what you need to do next, there are plenty of clues and if you learn a few of the games essential mechanics: look at everything, switch characters often, beat enemies in the right order, and avoid the game-breaking mistakes, you will be having a lot of fun in no time.  I would say it took me just over an hour to be fully committed to this game.



Will I Finish It?  
I did.  After Hour 5’s crushing revelations, I decided I would see the end of this game.  So I started a new game and played all the way through avoiding the game-breaking mistakes.  All in all it took me probably an hour and fifteen minutes to beat, knowing already how to complete 3/4 of the game before I started.  As I assumed, it was a very satisfying experience.  Again, this is a great game with a few very serious flaws.

Wednesday, November 8, 2017

Homebrew of Month: Strat-o-Gems Deluxe

Strat-o-Gems Deluxe
Developer: John Payson
Available:Atariage.com

There just weren’t that many great puzzle games for the Atari 2600 back in the day.  I don’t know if puzzle games just weren’t a thing yet, or if people weren’t sure how to execute them on the system, but they just weren’t a thing.  It’s almost like once Tetris hit, everyone in the universe said, “hey, puzzle games have arrived, here’s Pipe Dream, and Puzznic, and Klax, enjoy!” But before that?  Not much.  So it’s really no surprise that a large body of homebrew efforts have been devoted to rectifying this void.  From Tetris 2600 and Edtris to more recent efforts like AStar and Assmebloids, the VCS library is starting to swell with puzzle games, as well it should. Turns out the Atari can handle time-sinking puzzle games just as well as any of the big boys.  Heck, after playing Tetris Party Deluxe on the Wii, I’m pretty sure puzzle games shine best on simpler systems.  Strat-o-Gems Deluxe is a top tier example of how good puzzle games can be on the Atari 2600 (I’m being paid for every time I say “puzzle game” in this review…)



What’s All This Then?


Strat-o-Gems is a falling block puzzler which requires you to match three or more of a given color to clear all of the blocks of that color.  A more standard puzzle game mechanic there isn’t.  Blocks drop in groups of three called “triples.” You can rotate the vertical order of the blocks in the triple as it falls by pressing the button. When you clear blocks, the remaining blocks drop down which can lead to massive, high scoring combos.  Blocks can be cleared vertically, horizontally, or diagonally.  Wild card triples will appear to help you clear up mistakes you make during play and once every 60 triples, you get a "clear all" block that will clear all the blocks of a given color.  You keep playing until the screen fills with blocks that reach the line at the top.  You play as long as you can to get the highest score possible and impress your friends.

How’s it Play?

Beautifully.  All you really want from a puzzle game is smooth piece movement, consistency in the rules, and steady difficulty ramping.  Strat-o-Gems Deluxe delivers on all counts.  It really is a shining example of how great puzzlers can be on a foundational system like the VCS.

Whistles and Bells?

You don’t call a game “Deluxe” unless you’ve packed it with dynamic special features.  The cart features 3 versions of the game:  an NTSC version, a PAL version, and a mini-game version.  The mini-game is a simpler version of the main game with fewer features and some might argue, increased difficulty.  The game also supports the AtariVox add-on which will display an instant replay any time you make a particularly spectacular combo.  AtariVox also allows you to save high scores.  Strat-o-Gems Deluxe has a swanky title screen and fantastic graphics as well as a full color manual that provides some behind-the-scenes insight into the development of the game.

Final Assessment

Strat-o-Gems Deluxe is a (ahem) gem in the VCS collection.  You can never have too many great puzzlers in a video game library and having one as good as this one is icing on the cake.  The game plays perfectly and unlike a lot of similar games, the difficulty wastes no time smacking you in the face.  This keeps the game challenging and engaging and guarantees lots of replay value.  Oh the hours I have spent playing “just one more” game.  If puzzle games aren’t your thing, then this one isn’t for you, otherwise, this is a “must-have” game in any VCS collection.

Tips and Tricks

I wish I had more to tell you here, but I’m not as good at Strat-o-Gems Deluxe as I would like.  However, I will pass along a few fundamentals that seem to help me along:

Don’t Forget the Swap:  I always get busy making combos and totally forget that I can swap the existing triple for the one on deck.  Using this feature early on can set you up for some incredibly high scoring combos and be the key to high scores before the action gets out of control.

Play the Diagonal:  I seem to do much better when I forego horizontal and vertical matches and work the diagonals.  This seems to open up more chain combos and create better opportunities later in the game.

Score Early:  Late in the game there will be little time for working big combos and making the huge scores.  Use the early levels to line up the complex combos that earn the major points.  This will allow you to focus on staying alive in the higher levels.

Keep it Clean:  While it’s important to line up big combos and rack up points, it is equally important to keep the play field as clear as possible.  Once the triples start dropping at faster rates, try to keep your stacks as close to the bottom as possible.  While you won’t score as much, you will have more room to maneuver and avoid mistakes.

Clear All Smartly:  When you get the "clear all" block, be sure you pick a color to clear that will clean up the most space and open up or create the maximum number of combos.  Used smartly, the "clear all" block can save you from certain ruin.



So there you have it!  Strat-o-Gems Deluxe is at the forefront of some great puzzle games for the Atari 2600.  Homebrewers are working hard to fill a long-standing gap in the 2600 library and as long as they are doing it with titles like this, we are all in good hands!

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.