Monday, June 27, 2011

12 Months, Sixty Dollars and a GBA: June

Tiger Woods PGA Tour 2004
EA Sports (it's in the game...)

So how well does a 7 year old handheld port of a golf game hold up anyway?  Answer:  Incredibly well.  Unlike so many other sports games that are dependent upon a certain roster of players on specific teams, golf video games age pretty well.  Don't believe me?  Go back and play Mario Golf 64, or even further back and play NES Open.  Those games are just as fun today as they were way back when.  And why?  Because golf games are really only dated by two major things: course design and player interface.  Course design is more a function of graphics capability and execution (whether or not a water hazard looks like a water hazard and whether or not the system can recognize it as such) and it is constantly improving with every new generation of system.  Player interface is the same way. The Wii pretty much revolutionized golf gaming with its motion controllers making golf on the Wii about as close to real golf as you and get without goofy pants and a fat ass (thank you Happy Gilmore).  But through the years, the greatness of a golf game was largely a function of the swing interface and your options at the tee.  PC games stayed far ahead of the pack until the last couple of generations of console systems (some of which are just overpriced PC's anyway...)  As long as these two features are solid, a golf game can survive indefinitely.


That is a really long way to go about saying, Tiger Woods PGA Tour 2004 for the GBA advance is one hell of a golf game, even 7 years later.  The course layouts are solid, if occasionally repetitive (looking at you Bay Hill with your sand trap in front of every green), the pin locations are vicious at the higher difficulty levels, the game controls are unusual, but not impossible, and the difficulty ramps well.

I am a video game golf pro.  I freaking rock.  Just check this score out.
Pretty sick ain't it.  Yeah, you see Tiger's sorry ass down there 9 strokes behind.  That is because I rock.  So when I tell you this game is fun, you have to know I am telling you the truth, Ruth.

Asinine bravado aside, this game is a lot of fun.  However, there were two really big hurdles for me to overcome in getting into this game.  The first was the swing control. I am used to a conventional swing meter which must be stopped twice, once for power and the other for accuracy.   Fairly standard stuff.  But TW2004 introduced me to a totally different swing control.  I'm not sure if this is how the other golf games for the GBA work, but there is no swing meter. Instead, you control your swing by first pressing UP on the d-pad and then DOWN to swing. You determine your swing by the time spent pressing UP (if you hold too long you lose power) and then down to make contact.  Power, fade or slice, can all be added during the backswing with the shoulder buttons or by taking a diagonal on the d-pad.  Spin is added once the ball is in the air.  Once you get used to it, you have pretty good control on the ball and can work it with pretty solid accuracy.

The other hurdle was elevation.  The course mapping isn't the best at showing elevation and thus you can be aiming right into the side of a hill on the overhead map and not realize it until you get back to the swing screen.  There is an elevation indicator, but judging elevation is better done by eye than by numbers.
Putting is mega easy with a laser line indicator of where your ball will travel that even adjusts for break and slope.  They even auto-putt gimmes just to save you time and the occasionally thrown GBA.  And if you really need a challenge, there just so happen to be Trophy Balls that you can earn for particular achievements.  Some are easily obtained and some will require a lot of practice and skill building before you can add them to your wall of honor.

If there are any complaints they are small.  The biggest one is the wind, which always blows right to left and has intermittent effects on game play.  Accounting for wind is a risky venture and unless it is really strong you are more often better off just playing your game.  Other quibbles include not being able to view each hole completely beyond the reach of your aim and occasional course hiccups particularly around water hazards.

All in all, though, the game is solid and ends up being a great golf game for the GBA.  I don't think age is a real factor when it comes to golf games and Tiger Woods PGA Tour 2004 proves that. Unless you are just really hoping to play a few rounds with golf legend Bobby Jones, having the actual golfers in the game (if there are any) aren't really that big of a deal.  To me the Tiger Woods name is more there to sell games than to make me feel like I'm really playing alongside an adulterous 9-iron dodger...

STEAL ALERT!
The best news of all, since this is a sports game, chances are good you can find it tossed in the discount bin alongside NBA Jam and Madden 2001 for less than the $5 I paid.  One thing is for sure, if you are a video game golfer like me, then you are getting a steal!

Thursday, June 16, 2011

A Closer Look at the Legend of Zelda: Outlands

Only recently have I been enlightened to the fact that there is and has been a thriving homebrew and hack community within the world of the NES.  Long time readers know that I am a huge booster for the Atari 2600 homebrew community, so naturally, the news that the NES also enjoyed such treatment piqued my interest.  Of particular buzz is a hack that everyone hails as a masterpiece: The Legend of Zelda: Outlands.
Lauded as the natural successor to the Adventure of Link (and probably taking place somwhere around the time of Link's Awakening), Outlands takes place in the wilds that exist outside the kingdom of Hyrule.  Link has ended up there, bereft of his weapons and tools, following Zelda who had entered a portal that is the only way into or out of the Outlands.  It seems this strange territory is in terrible jeopardy.  The Thunderbird, denizen of the Great Palace in Adventure of Link, has escaped his defeat at Link's hand and has stolen the Triforce of Power!  The Thunderbird is now threatening the relative peace of the Outlands from his hidden stronghold.  Link's mission is to seek out the 8 Tetrarch Fairies, unbind the spell that seals the Thunderbird's fortress and take back the Triforce of Power.  It's not going to be easy, though.  Things in the Outlands are quite different from things in Hyrule and Link must search far and wide if he is to recover his possessions and free the Tetrarch Fairies.
EGADS!!!

LoZ: Outlands is a comprehensive hack of the original Legend of Zelda.  Pretty much everything you know has been changed.  The world map is completely different, the locations of all items, enemies and labyrinths have been changed.  Enemy, NPC, and item sprites have been given an update as well as aspects of the scenery.  The core gameplay is the same: find 8 items and a special weapon, enter the final dungeon and defeat the boss.  The structure of the adventure that accomplishes this, however, has been rather radically altered.  The biggest question, in my mind anyway when I first heard of Outlands, is: has the game been changed significantly enough to make this more than just a new coat of paint on an old horse? (and why are we painting a horse in the first place?)

Overall, I think the answer is "yes."  The hack does many, many wonderful things to create a whole new world and adventure for our friend Link.  However, there are a few areas where the hack falls short of perfection.  It is the purpose of this Closer Look to highlight the many things that LoZ: Outlands does right, and to analyze those places where it misses the mark.  As always, I am coming at this from a fairly neutral perspective.  I have a deep seated love for the original Legend of Zelda and the entire Zelda series and mythos.  I go into this game with only the knowledge provided in the exceptional instruction manual and the overwhelmingly positive buzz that has surrounded the hack in the ten years (!) since its creation.  As this is clearly the labor of love of a member of the classic gaming community, I would like to close this introduction with a hearty and heartfelt appreciation for the time and temerity that it took to make this hack.  Your hard work is greatly respected.

What the Hack Gets Right

We'll start off with the things that Outlands gets right, and there are so many cool things that this hack knocks clean out of the park.

Bagu, you say?
 Retro-fitting  If you took a big fat bucket of charm and dumped it all over this game, the label on that bucket would read "retro-fitting."  I have no idea what that means, but perhaps the most striking thing about this hack is how successfully the programmer has taken beloved aspects of subsequent Zelda offerings and integrated them in the confines of the original LoZ.  Small touches like boulders which now resemble the liftable stones from Link to the Past and the inclusion of handy gloves and ocarinas are just the tip of the iceberg.  The Outlands are populated by familiar faces such as the Gerudo and Gorons which add a layer of depth that the original LoZ only hinted at with its occasional merchant or old lady living in caves.  Of course, at that time the legendary races that populate the Zelda universe were yet to be invented (with perhaps the exclusion of the Zora or Zola...), and it is only through the magic of retro-fitting that these peoples can now take up residence in the 8-bit world.  Furthermore, the labyrinths have been given the themes and colors of what are now classic dungeon types first made famous in Ocarina of Time.  In seeking out the Tetrarch Fairies, you'll plunder a Water Labyrinth, Desert Labyrinth, Spirit Labyrinth, Forest Labyrinth, and so on.  All very cool touches that somehow reach forward in time and give the Zelda fan a twinge of nostalgia.  Another nice touch is that the programmer didn't feel the need to include everything from future Zelda stories, but just enough to firmly plant Outlands into the mythos.  Outlands is worth playing just to ferret out of all these nice touches.
The Desert Temple
Bring a ladder to the Water Temple!












Fairy by the waterfall, very cool!


Map Revision  You may have memorized the old Hyrule map backwards and forwards, for both quests, but you can throw all of that out the window.  The geography of the Outlands is radically different from the Hyrule you know.  Oh sure, there are still bushes to burn and rocks to shove around, but the layout of the land is like nothing you have seen.  As a matter of fact, when the game opens you'll only have access to about 30% of the total world, unlike in LoZ where you can pretty much go everywhere right from the start. (more on this aspect of the topography in a minute).  In the redesign there is a closer attention to creating distinct areas of the Outlands.  There is an icy maze of crystal, a shadowy desert, and foreboding red mountains to explore along with the usual assortment of forests, graveyards, and bodies of water.  As icing on the cake, the landscape is peppered with fairy statues.  The hack really excels at taking the familiar terrain of old Hyrule and turning it into its own land. The Labyrinths have also undergone some nice improvements.  The are basic cosmetic changes to the walls and doorways, but there are more substantial changes to the placement of objects and obstacles in rooms that make the labyrinths feel very fresh.


New Enemies  As part of the retro-fitting, there are many new, yet familiar foes to do battle with in the Outlands.  You'll recognize classic LoZ enemies like Goriyas and Wizzrobes, but you'll also see enemies from other games like bots and lowders from AoL.  As an added touch, all of the bosses have been given a face-lift as well.  Giant Stalfos that shoot magic, huge cycloptic blobs that ooze across the floor, and a Wizzrobe Master that is a dead-ringer for the evil Magician Carock from AoL all await you.  Bear in mind that this is merely a hack, so the key to defeating these bosses are exactly the same as their LoZ counterparts, but that doesn't make seeing them for the first time any less exciting!

New Formula The original LoZ was wide open at the same time that it was straight forward.  On the one hand, you could roam the entire world and see just about everything; on the other, the item you found in one labyrinth often played into some aspect of the next.  Outlands eschews that formula for something a little less linear while opening larger sections of the world as the game progresses.  Not every labyrinth contains a new item or tool.  Some labyrinths have more than one heart container and you don't always find them in the wake of defeating a boss.  The captured Tetrarch Fairies are sometimes right inside the door of the labyrinth and sometimes hidden in rooms not even located on the map.  While some things operate the same, trade Bagu's note for the ability to buy medicine, you'll not get everything the way you did in LoZ; you'll have to buy the white sword from a Goron salesman instead of earning it with heart containers. Expect trickery from the get-go and don't assume that the thing you need is waiting for you around the next bend.  Case in point, you'll not be able to complete the first labyrinth without finding a hidden item in the third that lets you get an item from the second which in turn grants you access to the fourth wherein you can find the weapon that will allow you to complete the first. Oh, and you'll not find the wooden sword until you locate and venture into the first labyrinth to even the game started!  This new formula makes a great challenge and gives a fresh take on an old adventure.  (that said, it's not all roses and birthday cake, as you'll see in the next section)
Zelda is along for the adventure and appears in the labyrinths to give you important items and information!

Innovation Finally, perhaps the most impressive aspect of LoZ: Outlands are the innovations added by the programmer.  I know I said earlier that this was a hack, but somehow the programmer managed to sneak in a few new tricks.  The biggest and most influential new feature is the use of one-way passages. These passages come in a couple of shapes and sizes, the least of which are rock walls that Link can pass through in one direction, but not the other.  The flashier passages come at the hands of devilish wizzrobes who can either transport Link to just the right place or exactly where he doesn't want to be.  Learning these passages will be essential to success in your quest and will open the game up in very new and exciting ways.  Innovations like this in a hack are very welcome surprises!

And now, the other shoe...

Where the Hack Misses the Mark

This is a very, very ugly place to be
Difficulty  My first real problem with Outlands is that the difficulty never seems to ramp.  Unlike the original LoZ, in which the enemies became more powerful as you explored the far reaches of the world, and the dungeons more treacherous as you gathered more and more Triforce, Outlands' difficulty peaks right at the very beginning and has no where to go after that.  You start the game with no offensive capability and must explore a good portion of the available world in order to locate the first labyrinth and therein, the wooden sword. This wandering results in lots of early deaths at the arrows and stones of the overland foes and is unnecessarily difficult.  On the reverse, once the white sword is obtained and the fourth labyrinth is breached, the difficulty actually drops off considerably, only seeing a slight resurgence in the final two labyrinths.  There has been an effort to overload many of the screens with a wealth of enemies, but this lends more to the annoyance factor than the difficulty.  There are certain choke points in the game that are maddening early on, like the coast line with the dock, that become pedestrian after a few necessary items are acquired; with the ladder it can be bypassed entirely.  The wizzrobes that inhabit Ganon's Mountains are plentiful and annoying, but not as terribly troublesome when you approach with the Goron shield and red tunic.
The biggest problem with this imbalance of difficulty is that it kills the fun factor very quickly for the player, even a seasoned Zelda fan like myself.  I don't want to wander around and be killed ten times just trying to find my damn sword.  It gets old fast. I have heard tell the second quest multiplies the difficulty exponentially.  If this be the case, I would hope for better balance in it (and more on this to come).

Change for Change's Sake is not always a Good Thing  For all of the delightful graphic changes that make this game so very special, there are also some changes that simply do not make sense and create discord in an otherwise respectful re-imagining.  What is the thought behind exchanging Keese for Peahats?  Is there logic in Like-Likes that split into Dark Fairies or Pols Voice that divide into Peahats? These changes are not only unusual, but are in defiance of standards set forth by the Zelda Universe.   Peahats are generally regarded as giant creatures that require all of outdoors to soar the sky, only to be attacked when they land.  They do not fit in the underground, despite the programmer's attempt to explain this away in the manual.  And there is absolutely no sense in the idea that a Pols Voice would split into two peahats!  The hacked Like-Likes, called "Unlike-Likes" do not leech unto Link and steal his shield (that honor is now bestowed upon the red Zols), but instead split meekly into dark fairies (which are cool new enemies, but make little sense to be contained within the purple pancake monsters).  There is nothing in the Zelda mythos that reconciles these madcap changes. Furthermore, smaller changes also don't make much good sense either.  There is needless swapping of sprites in the case of deelers for octoroks and octorocks (AoL versions) for river Zolas.  These small swaps seem inconsequential, but if so, then why make them?  I would much rather see land-based octoroks and some new sea creature plaguing me from the water's edge, than to see these throwaway alterations.  Another senseless swap is the exchange of Wizzrobes and Lynels.  Not so much for the placement of either, but for the haphazard nature of the swap.  The programmer thus far has shown absolute brilliance in his ability to alter the game's mechanics to his will, yet this change lacks any depth and the result is a curious betrayal of characterization.  Are we to believe that because the wizzrobes now roam the surface, they can no longer become immaterial and skulk through the scenery as they did in the labyrinths?  Perhaps it is the sunlight that does them in? And have they forsaken their deadly magical rays for mystic bolts shaped like daggers?  To what end?  Likewise, the Lynels, by virtue of being underground have suddenly revealed the ability to traverse walls and blast Link with devastating spells?  I don't see a problem bringing the wizzrobes into the light or casting the Lynels into the pit, but why not take a few extra pains to make the exchange complete and keep both races in the manner to which they are known?  Or even better still, to grant them new Outland abilities that do more than simply juxtapose those well known in Hyrule?  If the full change could not be accomplished, then perhaps it would have been best to leave things as they were. A similar case can be made for the Wall Masters who have also been relocated to the overworld and have taken on the behavior of ghinis.  This problem is compounded by the fact that there seems to be no way to actually destroy the Wall Masters that are generated from touching the gravestones.  This makes travel in the Graveyard of Serenity a chore.  (on the reverse, the substitution of the new enemy Cages for the subterranean Wall Masters is exceptionally well done, if entirely underused).  I wouldn't have minded seeing a few ghinis in the labyrinths...

With so many amazing graphic enhancements in Outlands, these aberrations are confusing and disappointing.  The programmer has demonstrated a loving appreciation for the Zelda mythos and extraordinary attention to detail, but these maligned changes seem needless and incomplete.


Yes, but where is level 6??!!
If You're Going to Kiss Me, Do It  Given the challenge of the game, the programmer does throw a few bread crumbs to ease the burden of locating the well hidden secrets of the Outlands.  In the first four labyrinths, Zelda will appear and provide a valuable clue as to the location of the next labyrinth's entrance.  These clues are often just telling enough to point you in the right direction without plainly telling you where the entrance is.  And then, after completing the fourth labyrinth, it is over. You'll get absolutely no help whatsover finding the entrance to the sixth or seventh labyrinth.  None.  As a matter of fact, the sixth labyrinth is so contemptuously tucked away in a forgotten corner of the overworld that I nearly deserted the game over its discovery.  I cannot discern the motivation to lead the player so far along and then simply turn them out on their own when the quest is in full swing.  Thankfully, the clues resume in the seventh labyrinth, but by then it is probably too late as the search for the previous two labyrinths has most likely uncovered the entrances to the final two.  I really like the inclusion of the clues, but their sudden disappearance mid-quest seems cruel and unnecessary.  The result is a lot of time spent endlessly wandering the countryside, burning every bush, bombing every wall, and pushing every stone.  While the original LoZ featured some of this, I never had that much trouble finding the essential stuff. (I admit there may be clues in Labyrinths 5 and 6, but I scoured them pretty completely and found nothing.)
This is the entrance to the 6th Labyrinth.  Screw you Outlands!
Brave New World, What You Can See of It  As I mentioned earlier, when the game begins you only have access to about 30% of the entire overworld.  Certain areas can only be accessed once the raft or ladder have been obtained and that takes a while.  The result is a world that is very confining early on.  There is a real sense of accomplishment once you are able to open the world up a bit, but the difference is jarring when you are used to the original LoZ where the entire world is yours to explore.  This is a minor quibble, but when coupled with the difficulty disparity mentioned above it makes your first few hours in the Outlands a touch frustrating.

Labyrinths, I Hardly Knew Ye  In the section above I praised the face-lift given to the labyrinths in terms of their appearance and the smart use of retro-fitting, however there is one area in which the newly revamped labyrinths fall short of their well designed predecessors.  The labyrinths in the original LoZ's first quest were all shaped like animals or other recognizable shapes.  The second quest's labyrinths spelled out "ZELDA" and then got nasty.  In Outlands, most of the labyrinths aren't shaped like anything in particular, and many of them look like the skeletal remains of labyrinths from the original. (looking at you Dragon labyrinth that shows up again as Level 4...).  Again, for a hack that changes so many great things so completely, to leave this kind of detail unfinished is disappointing and unexpected.  This might seem like a small nit to pick, but if you got the most incredible ice cream sundae and there was no whipped cream, I think you'd feel a little let down (you can have that damned cherry, I have no use for it).

Final Look

Anyone who truly loves The Legend of Zelda, will find LoZ: Outlands a well-crafted re-imaging of the classic adventure.  Great pains have been taken to shape the clay that molded the original game and transform it into something very fresh and new.  The greatest delight is found in the exceptional retro-fitting and innovations that enhance the basic game engine.  The challenge level is greatly improved and is on par with the difficulty found in the original game's Second Quest.  The hack is not quite perfect, but the troublesome elements would only turn off those not intimately acquainted with the original game, and those people are clearly not the target audience for this hack.  Seasoned Zelda players will tough out the imperfections and be rewarded with a gaming experience that both invokes nostalgia and introduces new levels of challenge. I played The Legend of Zelda: Outlands on an emulator, but it is available on cartridge as well and I hope to one day acquire it for my collection and so that I may tackle it the way it is meant to be played, on the actual hardware.  After all, I never found the Master Sword or Book of Mudora in my first outing.  And I made a stab at the second quest, but got so annoyed because the second go round feels like it has been made overly difficult for difficulty's sake alone.  I get the challenge of scouring 4 labyrinths armed with nothing just to find the wooden sword, I appreciate just how hard it is to defeat a four-headed Gleeok with only a wooden sword and the green tunic, but there is only so much repeated beating you can take before all of that loses its charm.  I like a challenge, but I also like to have fun. Maybe having the game on cartridge will inspire me further...
You have to admit, that Thunderbird looks cool in the final Labyrinth!


(please note, some images in this article have been taken from the Instruction Manual provided with the download of the hack and credit for them goes to the original programmer)

Saturday, May 28, 2011

12 Months, Sixty Dollars and a GBA: May

F-Zero: Maximum Velocity
from Nintendo

I love F-Zero.  The N64 version is probably my favorite, but the franchise as a whole provides one of the best, turbo-charged racing games you will ever play. So when I was at Too Many Games earlier this month and saw the GBA F-Zero for only $4, May's installment of 12/60/1 was a no-brainer. (Apologies MUST HAVE Music and More, I'll be back in June...)  Little did I realize just what I was in for.
F-Zero: Maximum Velocity for the GBA is TOUGH.  I mean, I've played my fair share of F-Zero and still this game kicked my butt, repeatedly.  For the shameful record, I never completed the Pawn circuit on Beginner as of writing this article and it was not for the lack of trying.  However, I'm not sure that my difficulties were with in the game, I think it has more to do with the inherent learning curve that is associated with these kinds of games.  Simply put, you have to learn the tracks and race them repeatedly to master the game.  I know this because I have pretty much mastered the first track and now win it while lapping all of the other cars. Given the busy month I've had, I wasn't able to devote the kind of time it requires, but rest assured, I will, because while the game is hard it is also fun.
I'm also not entirely sure that I'm not having trouble with the controls on the GBA:SP I am using.  The shoulder buttons either activate the booster or the brake depending on how you set it up.  Unfortunately, I was unable to settle on a configuration that really fit my play.  So part of my difficulty could merely be in getting comfortable with the controls.
But none of that takes away from the fact that F-Zero: MV  is a lot of fun.  It's everything that is great about F-Zero, only it goes with you.  And the fact that I was able to find it for under $5 means, that you don't have to break the bank just to enjoy a great racing game on the go!  The graphics are solid, the sound is decent, but the game play is pretty much spot on.  If you can find F-Zero:MV for under $5 I strongly recommend you snag it.  Heck if you can find it for $10, you should still snag it.

Friday, May 13, 2011

Too Many Games 11

Dateline: Philadelphia PA
May 6-8, 2011

The Greater Philadelphia Convention Center was packed to the rafters with gamers, nerds, internet celebrities and pretty much everything you'll never find at the cool kid's house.  The reason: The 11th installment of Too Many Games Classic and Modern Video Game Convention and Expo.  For the last several years, the awesome organizers at Too Many Games have been putting together what is becoming the East Coast's premier video game show, creating a much needed replacement for the once heralded PhillyClassic that self-destructed in the mid-aughts (that's between 2000-2009 for you youngsters out there).

Too Many Games is celebration of all things video games and this year's show was a prime example of that philosophy.  In what is to my knowledge their largest venue ever, TMG filled the expanse of two convention halls and a couple of ancillary rooms in the convention center.  I'll break it down in greater detail later, but to summarize, one hall was dedicated to LAN gaming (which went around the clock) and free play consoles, the other hall was filled with vendors swapping all kinds of video games and video game paraphernalia.(much more on this later).  The smaller rooms were bustling with video game themed bands and a wide variety of panels and seminars on topics ranging from how to make your own game to video games as art.  There was even a concession stand right there on site. Regular convention goers will understand the significance of this.  The only thing really missing was a stand of arcade machines set on free play.  Had that been there, the scene would have been complete.
Lack of free-play Mr. Do! notwithstanding, TMG11 was an incredible show.  I was there in a co-venture with Podkayne Studios (the lovely wife's real job) selling pixel art, but that didn't stop me from taking in as much as I could of what the show had to offer, and at least a half dozen hot pretzels...
Before I get into my main focus of the show, I'll break down some of the other cool stuff that people were jazzed about.  First and foremost is probably the two-day appearance by the Angry Video Game Nerd.  Lesser nerds love this guy.  He's more popular than Columbo.  I kid you not, there was a line through one exhibit hall, down the hallway, and out the door to meet this guy and get an autograph.  It was crazy.  All due respect to the dude, though, he seemed like a real down to earth cat who wasn't letting internet fame go to his head.  Smart guy, he clearly gets it and was appreciative of the turn out.  Although, I heard rumblings of a movie in the works, which oft spells doom for culty followings like this.  It killed that Aqua Teen Hunger Force the kids were all a-buzz about a few years ago.  Let's hope the Angry Nerd can escape that fate.


She'd even speak to you!
Also on hand was actress and model Chase Masterson.  Ms. Masterson is perhaps best known in these circles for her portrayal of Leeta on the final seasons of DS9.  She was at the convention all three days and was very gracious and appreciative of her fans.  I only spoke to her in passing, but she was as cool as if we were old friends.  Again, it is nice to see people who get it.  This is one of Femme Fatale's 50 Sexiest Women in the World and she was just hanging out talking to fans and signing autographs like regular folks.  Very cool.  Ms. Masterson also accepted donations of anything video game related to help out Homeboy Industries (http://www.homeboy-industries.org/) a non-profit organization that helps at risk teens build a better life.  Again, very cool.  Check her out at http://www.chasemasterson.com and open your mind a bit and look at more than just the pictures pages, yes?
(continued elsewhere after this break...)

Tuesday, May 10, 2011

12 Months, Sixty Dollars and a GBA: April

A Sound of Thunder
from our friends at bam!


This was going to be Prince of Persia: The Sands of Time, but Aimee said, "don't get another movie tie-in," so I started looking for something else.  Tucked away at the back of the case was this game, A Sound of Thunder which no one in the shop, customers or staff, had ever heard of.  It was priced at $1.95, a sure sign it was a real winner.  As a courtesy, the owner of the store made an attempt to look the game up online.  The only thing he could bring up was a picture of the box art: an image of a man shooting a dinosaur in the mouth.  Things were looking up.  How bad could a game be where you either shoot a dinosaur in the mouth, or you try to eat a puny human as he meekly tries to defend himself?  Either way it's a win, right?  For $1.95 I was willing to find out...

Oh how I wish this were a Prince of Persia review...
 
Would that I could, Mr. Gyllanhaal...
But instead here we are with A Sound of Thunder, which as it turns out is a movie tie-in after all.  I'm probably the only person who has not seen this 2005 neo-classic, but if there are others like me out there, let me give you the scoop.  The movie, and subsequent game, centers around a time traveling hunter who inadvertently causes a butterfly effect when he accidentally sets off a chain reaction in the prehistoric era that  threatens to rip the fabric of space/time apart.  All in all, what could be a fun premise. If the movie was executed half as poorly as the game, it is no wonder Franchise Pictures is not a household name.

Think Tomb Raider without a buxom brunette and interesting level design and you pretty much have A Sound of Thunder.  The level design is uninspired.  The puzzle elements are weak and poorly implemented.  Difficulty is a mixed bag: some levels you can literally sprint through, in others you run out of ammo so often it's tiresome trying to alternately run away from the little dinos and zap them with your taser stick.  The game never inspires much fun and to that point I only made it about half-way through before saying enough was enough.
A typical day at the office

Graphically, the game is alright for a GBA game.  The characters and enemies are a little garbled, but the environments are well rendered.  The real shame is that the backgrounds are pretty bland, mostly office buildings and abandoned streets for the first part of the game.  Not terribly eye-catching for a game about shooting dinosaurs in the face.  And all of that would be have been fine, if the game had tried to build to something, but a bland plot about fixing the mistake in the past by doing something or other, and trying to stay alive while doing it needs a lot of help from interesting characters or plot twists.  This game has neither.

I would like to think it is impossible to waste $2 on a Gameboy Advance game, but A Sound of Thunder proves me completely wrong.  Anyone who paid full price for this game when it came out should be refunded their money and given a free copy of one of those popular Pokemon games the kids all rave about.  I just picked up a Mary Kate and Ashley game for the original Gameboy that is more engaging than A Sound of Thunder, and I only wish that were hyperbole.  Aovid this game at all costs, don't even accept it from someone for free, your AA batteries deserve better.

A Sound of Thunder gets the first EF Wooden Nickel Award...
  
Next month, a Too Many Games Exclusive Secret Game goes on the chopping block....

Tuesday, April 26, 2011

Girl on Girl Games: Style Savvy

Once upon a time, your humble contributor (me) was just a little girl. Actually, I was this girl:

Adorable, yes?
But, as time went on, and my mom stopped doing my hair and picking my clothes, I turned into this girl:

I'm the one on the left.
And now I'm reviewing a fashion game.

All jests aside, I really do enjoy fashion. I read InStyle on airplanes just like anyone else; I have whiled away many a rainy Saturday watching marathons of What Not To Wear. When the occasion arises, I have no problem putting together an outfit that doesn't make me look like a mental patient. Now, I don't have a ton of money to blow on clothing, so I don't get a lot of practice at looking fantastic.

Luckily for me, there's Style Savvy.

 The game is simple. You are a young fashionista on the go, and you've taken a sales job at one of the hottest boutiques in town. You work your way up to the top, get your own store, and the rest is history. Well, actually, the rest is just serving customers, managing inventory, and competing in fashion contests.

You start in your apartment, your launchpad to fashion stardom. You apparently get to keep all the vendor samples (and you apparently fit into vendor samples ...ahem...) and so you are able to make outfits for yourself out of anything you've bought for your store. You can do your make up, also. And, like all apartments, it is from here that you can adjust your identity and volume level.

A very metro-girl apartment. I feel like I'm in Ikea...
 In case you're wondering, here's me:


Faaantastic.
(keep reading, fools!)

Thursday, April 14, 2011

A Closer Look at the Karate Kid for the NES


 It has been far too long since I have sat down and written a good ol' Closer Look on a NES game.  Long time masochists will recall that is how this whole thing got started.  However, a few weeks ago I broke down and bought the Karate Kid for the NES.  With LJN's reputation for crap games (some of it earned and some of it unjust, but that is a tale for another time) and my fear of ruining a childhood admiration for the Pat Morita classic film, I have passed over this game many, many times in the past.  However, like the daft fool I am, I have the delusion that I can one day own all of the NES games made (for North America anyway...), so it is inevitable that this was going to be in my collection at some point anyway, so much like Ezal, I saw an open window...


To be honest, I expected the six dollars I chucked down for Karate Kid to have gone the way of the six dollars I spent on Total Recall, Wayne's World, and so many other movie-based games in the past.  But damn it, I just keep playing it!  And it's not like the game is exceedingly long or difficult, but I keep playing it!  I beat it like last week and yet I keep playing it.  I checked, it was released by LJN.  So what is going on?  How is this possible?  This, my friends is why the Karate Kid for the NES is getting a Closer Look (and now that I think about it, Back to the Future, the first game to get a Closer Look is also an LJN title, I think someone is spiking my Shasta...).

So what is is about this game that makes me keep playing it?  Is it the adaptation of the story?  Not even close.  And by "not even close" I mean the adaptation is not even close.  One might go so far as to say that this game has been entirely mis-titled, and not in that "tossing bowling balls and Guidos" kind of way that Back to the Future is mis-titled, but in that "hey, this game is actually the sequel" kind of way.  You know the type.  I'm not kidding.  The "plot" for the NES Karate Kid game is actually the plot of the film, the Karate Kid Part II!!  What the what?  Exactly.  And here's the kicker, it is actually very, very faithful to that plot.
You start the game at the pivotal tournament from the climax of the first film.  From there you travel to Okinawa where you do battle with Sato's thugs outside the Miyagi dojo.  Then the typhoon hits and you must battle your way through the storm to save the child atop the bell post (shocking level of detail!).  Finally, you must make your way to the festival where your new girlfriend is being menaced by Chozen.  Defeat Chozen and keep Kumiko from killing herself (more on this in a minute), and Miyagi will honor you with great praise (perhaps too great?).  See, pretty much just like the second film.

So why is this game, for all intents and purposes the Karate Kid Part II, in a Karate Kid case?  I have no idea.  Logic says maybe they felt odd about releasing a "sequel game" for something that had no foundational title, but that didn't stop Konami for hitting us with Goonies II.  Maybe there was a Japanese release of a game based on the original film and this was the sequel game, but we only get the sequel game because back then America only got a portion of the kick ass games from Japan?  Honestly, I have no idea, and the research that could confirm that last one really stretches outside the scope of this article, so I am happy to chock this one up to a mystery. Either way, the curious mismatch of title and game content is not the reason I keep playing this game.  It is however a really nice bit of icing on an otherwise unexpectedly moist and delicious cake.

Perhaps what makes this game so much fun is its sheer simplicity.  As previously stated the game isn't terribly long.  Four total levels and only three of those are actual platforming levels.  The first part of the game is the tournament where you face off against four opponents in single elimination bouts.  Four fights, that's it, and to top it off they are easy, really really easy.  The remaining levels are of moderate length, but all in all the game only takes about 20 minutes to complete.  Yet I keep playing it, and here's the biggest shocker, particularly for you younger audience members for whom the next statement may have little meaning at all:  I'm playing for score!  Yeah, that's right.  If you have ever asked yourself who the loser is who has been beating Karate Kid for the NES at least once a day for score, the answer is this guy:
Me

Now the question to ask is why?  Why would anyone do such a thing?  I own a shameful amount of NES games, and this is how I spend my time?  Something must be wrong with me or very right with the Karate Kid.  The answer might be a little of column A and a little of column B (see picture above).
My personal idiosyncrasies aside, there are some very right things about the Karate Kid.  It's not without its faults: comparatively short levels, unfair stuck points where the enemies can drain your health to zero in seconds, fairly uninspired level design, but it manages to overcome those things with an almost ridiculously simple formula of uncomplicated game play, short play time, charming theming, and just enough challenge to keep things interesting. Not surprisingly, this is the exact same formula that makes Jackie Chan's Action Kung-Fu a sleeper hit of the Konami library (the only real difference in the games is the theming and game length, JCAKU takes almost an hour to beat).
(Dude, I go on FOREVER about this game, but keep reading, I promise it is worth it...)

Sunday, March 27, 2011

12 Months, Sixty Dollars and a GBA: March

Spyro: Season of Ice
by Universal Interactive

STEAL ALERT!  3 months in and we already have our first steal alert!  Spyro: Season of Ice for the GBA is a definite steal at a measly five dollars!  The game is lots of fun, pretty deep, and challenging enough to keep you coming back for more!



I don't really know that much about Spyro.  Up to this point my exposure to the little purple dragon had been a demo CD for the PSX oh so many years ago.  I was familiar with the game's cutesy main character and its roaming 3D platformer set-up, but I had never really invested any time into the games.  That said, as an introductory game, Spyro: Season of Ice is an exceptional ambassador for the franchise!


The storyline centers around our hero as he tries to free fairies who have been frozen in ice by some evil dudes that are some kind of rhinoceroses (not rhinoceri as I would have thought and preferred).  It is your job as Spyro to hunt down all 100 fairies and save them before the big bad guy, who has mistakenly given himself two heads through some nefarious mischief of his own, brutally slaughters the fairies and uses their wings to fix his self-inflicted condition (no indication how that works exactly...).  The game doesn't say "brutally slaughters," but I mean come on, it's a two-headed rhino-monster, those fairies aren't going to go quietly...

In any event, Spyro must travel to four different fairy kingdoms and free the frozen fairies either by simply finding them or by completing other tasks that will help subvert the evil rhino plot.  The good news is, you'll not have to go it alone.  Apparently, and this is where my ignorance of all things Spyro kicks in, Spyro has a dragonfly companion who goes along with him in his adventures and seemingly takes the brunt of the damage for him. (to wit, the fly represents your hit points).  In addition to being Spyro's simulacrum, the dragonfly also gets to have adventures of his own.  In each area there is a special dragonfly level that is more akin to a top-down shooter than a platformer.  These additional levels can be pretty tough and add a nice break from the platforming action.
Light all of the Jack o' Lanterns in the Autumn World and you'll free a fairy!

The majority of the game, however, is pretty standard platforming.  In each level Spyro must navigate the playfield, defeating foes and avoiding perilous pitfalls.  There are obvious fairies to find, as well as "go get this" missions from NPC's populating the levels, and other similar "mini-quests" that will ultimately reveal the captive pixies.  Level to level the basic quests change only superficially, but that doesn't discount the fun and challenge each level presents.  To give you a break from the platforming, in addition to the aforementioned dragonfly levels, each area also features a flying obstacle course that you can tackle.  These courses present the game's greatest challenge and are the only things I have not completed as of this writing.  You can free two fairies by running the course through on both the normal and hard settings.  Normal is hard enough, and hard is just stupid.  That said, it is nice to be able to take a break from a particularly frustrating level and do something else for a minute.

My one gripe with the game is the controls.  There are some levels that want precision jumping that is not really facilitated by the control set up.  Spyro's default moves are based on the standard cardinal directions, but he can also work diagonally. The problem comes when a jump needs to be aligned in just such a way, but making the diagonal work on the D-pad isn't as smooth or consistent as it needs to be.  The result is Spyro heading off in the wrong direction and ultimately dropping off the playfield.  This can make some levels more frustrating than they need to be.  Other than that, there is little to quibble about with this game, unless you just don't like whimsical platformers.

From Mermaid beaches to Time Travel Laboratories, Spyro: Season of Ice is a light-hearted, action platformer with a lot to offer, especially for only a modest Lincoln.  This game earns its Steal Alert status and is well worth half its original MSRP on the second hand market.  If you enjoy platforming games and don't mind a bit of whimsy, then don't pass up Spyro: Season of Ice!

Sunday, February 27, 2011

12 Months, Sixty Dollars and a Gameboy Advance: February

Pac-Man Collection
by NAMCO

When I think of handheld games, the first thing I think of are games that travel well.  My first experiences with the original Gameboy were playing it on car rides and after school waiting for various extracurriculars (mostly nerdy stuff).  I have fond memories of the first Spider-man game, Megan Man game, and of course Tetris.  So one of the things I look for in a good handheld game is transportability.  This month's selection was selected with that very thought in mind.  This month, our five dollar selection is the Pac-man Collection.

How can you really go wrong with Pac-man.  Well, I guess the Atari 2600 answered that question, but fortunately technology has advanced considerably since those days and the result is much more satisfactory.  Pac-man Collection for the GBA is partially what you might expect and partially something else.  Personally, I expected a collection of Pac-man games, you know, Pac-man, Super Pac-man, Jr. Pac-man, etc.  What I got was a collection of Pac-man games: Pac-man, Pac-Attack, and Pac-mania.  I'll be honest, I had never heard of those last two.  And to be honest, next month when I move on to a new game, I'll probably forget all about them as well.

The real draw of the Pac-man Collection is Pac-man and the version included here is pretty good.  There are two ways to play: full screen or scrolling.  Older eyes (as mine get daily) may struggle with the full screen, so the scrolling is a nice option, but Pac-man is made to be played with the whole maze in view.  Otherwise, it is very easy for a ghost to get the drop on you.  That said, the actual emulation of the original arcade is pretty good.  The ghost AI is different, but people just seeking a good game of Pac-man won't sweat that too much.

The other games are alright.  What I suppose should be considered the "main game:" Pac-man Arrangement, presents no challenge whatsoever.  With unlimited continues and no penalty for dying, the game will pretty much play itself out if you let it.  It does feature some fun power-ups and game play variety, but some challenge would have been appreciated.  For those, like me, not familiar with Pac-Attack (originally released for the Genesis and SNES, see I do my research!), Pac-Attack is a tetris clone that features Pac-men (Pac-mans?) and ghosts that help you clear lines.  The game play is fun, but if I want to play Tetris, nothing beats, you know, Tetris.
Finally, Pac-Mania, originally released for a variety of late 80's platforms, is a quasi-3D interpretation of classic Pac-man game play, but with different mazes and the ability to jump.  Yes, to jump.  Why?  I have no idea.  It makes the game a little easier, except in later levels when they add enough ghosts to clog just about any through-way in the game, but overall it adds little to the game play.  Mildly entertaining, but mostly forgettable.

On the whole, the real value of the Pac-man Collection for the GBA is having a decent translation of classic Pac-man that you can take with you.  The other games are suitable distractions, but they only hold interest for a few minutes.  The game is definitely worth the $5 I spent on it, maybe a little more, and the next time I travel it will find its way into the travel case with other Gameboy games.