Sunday, July 12, 2026

Moto Roader (1989)

Name:Moto Roader
Number:265
Year:1989
Publisher:NEC
Developer:NCS
Genre:Racing
Systems:Turbografx-16, Windows, Wii, Wii U
Country of Origin:Japan
Difficulty:4/5
Time:2 hours 20 minutes
Won:No (117/90L)

You know, when you're just randomly playing games looking for something easy, it's kind of strange how little you seem to find. At first, out of a hat, I picked this one, decided against it, then played some Doraemon game I added...which was not a shooter, but a game in which you defeat enemies by digging holes. Interesting, but not my thing. I came back to this, since I still had a copy and...well, decided that I should be covering this anyway.

Moto Roader is a very generic game at first glance. It looks like a forgettable, bland top-down racing game like so many others that we've forgotten over the years. A perspective chosen not because the developers were using the latest technology or deliberately choosing it for whatever reason. It had a sequel, sure, but at the time of its release, there was only one other racing game on the system, Victory Run, but 1989 was a packed year, so how did it get ahead of the pack and somehow get two sequels?

From a race results rather than the opening name selection.
There are five racers in every race, each of which can be either human or computer controlled. Which actually sounds impressive, but I'm guessing that was picked because that was how many the system could physically support rather than deliberate choice. Player 1 is always white, so that will be the one I'm racing every race. The game offers the chance to pick a name...with five letters. I'm usually not this lazy, but I went with AAAAA, because there are multiple sets of race series and even the first I would be entering the same name over and over again.

After this, and after a blonde podium girl with eyes uncomfortably close to the size of her boobs for one so gifted, we get a drone fly-by over the racetrack. It speeds up as you get further along in the series. Pretty sure this is nowhere near the first racing game to do/need something like this, but it's still rare enough that I find this helpful and new. You get to find out just enough ahead of time to find out where the real danger spots. This, as you go along, becomes increasingly more and more helpful.

This leads into the part selection menu, where you spend money on parts for your car and various special items, including weapons. This is where things get interesting, car customization. At the game start you get 5k and every race you get a certain amount depending on where you were in the race. As long as you finish, you get money. Which depends on which position you get, up to 10k for getting first. No matter what, with some trickery, it's possible to survive even if you're dead last...but it still needs trickery.

The car parts are as follows:

  • Tires, these determine your acceleration, and I believe how well you turn. This makes them very important, because getting your speed back up faster is often just as important as having it in the first place.
  • Body, changes the body type of your car. This improves your speed, but not to the degree that engine does. It's a bonus on top of your engine.
  • Brake, determines cornering ability. You don't get a dedicated brake button, so it might help when you take off the accelerator, I wasn't paying attention enough to tell if that changed anything.
  • Handle, how well you turn. I think, because the best option costs 200 I basically never went a game without having it. There are also two steering modes you can have, a more traditional left/right turn function, or...I'll explain later.
  • Engine, speed, you need this, and you need a lot of it. You need to keep upgrading this to keep pace with the other racers, because otherwise you will be left in the dust. This is a dramatic change from first to even second, where having the second engine almost guarantees victory in your first race.
  • Turbo, I think it improves speed. It didn't work too well for me the one time I got it, but something has to be giving the AI more speed than the body and engine.

The specials are as follows:

  • Warper, the manual says this warps you ahead one place. I have never seen the AI use it and I never bought it. Because if I'm spending that much, I'm just getting Nitro for the final push.
  • Gas Tank, refills your gas timer, multiple use. More on that later.
  • Turner, I don't know. I've never bought it and never used it, and the AI doesn't use it.
  • Nitro, rapid speed boost, one-time use. But in the end, there's only one time it's best to use.
  • Grenade, shoots an explosive ahead of you. The other racers love this one.
  • Bomber, drops an explosive behind you. The other racers love this one.
  • Hopper, causes you to jump. There are a few situations this could be really helpful, but if you have the situational awareness to use this ahead of time, you usually can just go around the hazard.
Once you've purchased what you think is best, it's time to actually race. It's a scrolling top-down view. Use your item/weapon with button I, accelerate with button II.  Again, there are no brakes, but assuming you take your finger off the accelerator, you won't have any trouble slowing down. The real learning curve is in turning.

Now, Moto Roader can work like your average racing game. Can. Mode B handling options allow you to turn like you're playing any old racing game left and right. Mode A is different, and likely the one any modern player is going to have to figure out beforehand. Mode A is kind of like playing a game with tank controls updated to a modern audience. Tap the d-pad in the right direction and you move that way. On my machine this is a bit tricky, since holding down S, left and up causes that old keyboard locking up crap, but I can bypass this by tapping up or left as needed.
This works to the game's favor, oddly enough. Because your view is in absolute directions and this movement turns to absolute directions, in certain bad situations, you're home free. No awkwardly sliding to the left or right because you didn't turn all the way...now you can just fix that by tapping up. It allows you to match the AI in its perfectness...or at least their one bit of perfectness.
The track's made up of several distinct pieces. Narrow bits, short divides, cross junctions, hard turns, soft turns, oil slicks, jump spots and walls you have to move around. Firmly in the arcade style of the genre. If you hit a wall or a jump spot, you'll stop dead and have to go around it, but make a turn wrong, hit an oil slick or go off into the grass too fast and you'll spin around like a top. Naturally, the game sets up the tracks so you won't be able to avoid this.
The game has an absurd number of tracks, ranging from mundane, to real world race tracks, to complex obstacle courses. One group starts off with one intended to be a suburb, which would have been a nicer concept if the graphics were capable of showing it. As these go along they tend to get longer and longer, sometimes to the point that a single lap of a track feels like enough, yet often there will be two. It's impressive, but at times I wondered just how many times the player was supposed to go through a race series to even have a chance of winning.
This ties into that number you've been seeing in the corner. That's the gasoline you have left. It refills through one of three ways, gas tank power-up, through a gas zone in the middle of a lap, and when you reach the finish line. Run out, and it's a game over. It drains slowly as you go around, but it goes down faster if you're slow enough to end up on the back side of the screen.
See, If someone ends up so far behind that they'd be off the screen, they get teleported to the middle of the screen. Speed and direction are carried over. For the player, this drains their gas, but the AI has no such handicap. So if you run off the road on a sharp turn, you'll get placed back on it when the guy who made it speeds off into the distance. But you better hope you won't have to turn around too much. This is why you get the tires with the best acceleration.
But this actually creates a weird effect in several situations. In a section where the center of the road is actually bad, like an oil spill or a narrow bit off to the left or right, you can be teleported into more pain. It can actually screw you up, putting you through a nasty loop for a while. Even the AI can get tripped up by this. And on the home stretch, just because you should be second or third doesn't mean that a lucky teleport won't send you back a spot. By the same token, you can exploit this even if logically these guys should be lapping you.
Now, the other racers. They're great. They're slightly dumber humans. They act like a human logically would but they don't have the benefit of any foresight. They'll do something mostly well...if they can react in time, but the other guys aren't going to be making hairpin turns if they're at the front of the pack. Often all of the AI would go off somewhere and I alone would somehow manage to make it through. Especially often on wall pieces, where you zig-zag through walls.

They'll have one of three specials. The hoppers...which jump. I'm not sure why they get these, it never seemed to help them in any noticeable way. Then the grenades and droppers. Whether or not these were effective seemed random, sometimes they'd hit gold, other times not. This was the only experience I had with weapons. For me, it was simply more effective to use other things. There's probably some wisdom in saving a grenade for the finish, jump up a few places, but I'll explain why I didn't later.
These guys have to handle their money the same way you do. They can't get better upgrades than you theoretically could with the same money. Which is good in theory, except here's where the trouble starts. There are four other guys, and chances are the guy in second got enough cash for the biggest engine. If you purchased the second engine, there is no way for you to buy the best engine on the second race, and you need to buy something else to keep at least some parity with the racers. This starts the doom loop.

The second race is usually possible to survive. You won't get first, but maybe you can get second if you're lucky. After that, if you don't get the gas tank, you'll get teleported so many times it's game over. The other racers are going to have high powered engines and turbo chargers, you won't stand a chance. Looking back, I should have tried the same method the AI was using, perhaps this was a hint that burning your cash on the second engine wasn't the correct choice of action.
At this point, you probably expect to hear me complain about the difficulty, but I'm not going to do that. The strange serenity of the early races combined with the sheer chaos of the later ones makes it a fun experience. The few moments in a middle race I get to be in the lead, only to see every other racer slowly catch up to me. The final races I actually make it to, when I have some parity on the high end, only for every other corner to turn into a major crash for someone.

My issue is that the presentation feels goofy. The soundtrack is bland, generic happy race music. It feels somewhat out of place when the guy in the back shoots a grenade and everyone else spins around. Or just when someone is always going off the road. I wanted the option to turn it off and put something more appropriate. Having the music just be background noise contributed to the feeling on longer tracks that this race was taking too long.

I think some of the tracks should have been shorter length-wise but just throw in another lap. Some races had three, a few one, but most two. There are a lot of races, so they were doing this from a good point of view, giving the player content, but sometimes that wasn't quite as good as it could have been.

Weapons:
All of the weapon items are very effective at what they do, even if I never saw the wisdom in using them. 2

Enemies:
I've not seen better AI in a top-down racer. Of course, I don't usually play top-down racers. Feels human in that it has the same flaws humans have, and the developers did not make them perfect play AIs. 5

Non-Enemies:
None.

Levels:
There is no want for choice here, even if the levels are obviously made of certain repeating blocks. 4

Player Agency:
While there is an option for traditional left/right steering, the point and go system this game has feels very nice to use when you get used to it. 6

Interactivity:
None.

Atmosphere:
Beneath a somewhat cutesy exterior lies chaos. 3

Graphics:
Nice, bright and happy. Doesn't quite depict what it wants to depict half the time. Seems like every race track in the world is on a bright green field. 3

Story:
None.

Sound/Music:
Sound effects are solid 16-bit representations of what they're trying to do. Music is bland and sometimes aggravating. 2

That's 25...again. Not bad for a game category which usually has quite a few zeroes in it here.

Reading the reviews for the game, not a lot of period ones, modest scores, but there were some for the Virtual Console rerelease on Wii. These find the game's very existence offensive. I gotta say, in retrospect it makes sense as to why Youtubers, despite their obvious and sometimes extreme biases, started eating the lunch of professional reviewers around this time. These do not read like the words of someone who got paid to review a game, they read like someone who feel like the good folks behind this game committed a war crime. I realize I do this sometimes, but it's usually when I actually spend the time to go through a game. If I'm not spending that much time on a game, it's usually because I don't find it that interesting.

For instance, the controls. They are unique, but I got used to them in about half a hour. It took me a moment to figure it out on the first race, but you know, that's because I'm just starting to figure things out. For 200 out of a starting 5000, you can switch to a normal left/right with the best possible handling for 200. (or as I said, the default with best possible handling) This is so cheap that I basically never went a race without it after I realized it. Or you can spend nothing to switch to it. The game is not going after you for not using it's own method of controlling the game. Yet everyone is acting like this is some impossible to get around problem which can only change if you spend an obscene amount of money. If you can survive a race, you can get the best handling even if you didn't buy it at the start. I swear any retro reviews from the late '00s should be taken with a salt shaker.

Next time, once again, trouble on the home front, but I'm going to aim for the SNES version of Wolfenstein 3D, also released on Macintosh and 3DO as Second Encounter. Since it's somewhere between a remix and quasi-expansion of the original game.

Sunday, July 5, 2026

Pickle Wars (1994)

Name:Pickle Wars
Number:264
Year:1994
Publisher:MVP Software
Developer:Redwood Games
Genre:Side-Scroller Shooter
Systems:DOS
Country of Origin:USA
Difficulty:3/5
Time:8 hours
Won:Yes (117W/89L)

Of all the shareware companies those who browsed the lot of the era know about, MVP Software is the least likely candidate for most valuable player. Sure, Apogee didn't always do action and sometimes Epic MegaGames was neither epic nor mega, but you were usually in for a tolerable time. MVP Software did less interesting games than those who decided to go it alone. Say what you will about the Hugo series, but even those were more interesting than Robomaze.

I will however, add an asterisk to this. Rings of the Magi is a pretty cool puzzle game, and I can't speak to the quality of their card games, but in the action sphere? Before starting on this entry I thought they were responsible for one particularly crap top-down game that I remember crashing a ton on period hardware. In this regard, I must apologize, they aren't as bad as I thought. Heck, they published something from Redwood Games, the people responsible for Math Rescue and Word Rescue. It's not going to be that bad...I say before having to install a DOS game using a Windows installer that doesn't even work.

As I alluded to last time, this has music from Bobby Prince, and comes in boring Soundblaster, ultra rich Gravis UltraSound, and last decade rich person's Roland MT-32. Since the UltraSound one crashed my emulator, MT-32 it is. This game was also written by Ellen Guon, who wrote some novels with Mercedes Lackey and contributed to the expansions to the first two Wing Commander games, as well as the second game. Whether or not that's impressive, I don't know. Lackey co-writes a lot of novels, so for all I know she's the feminist fantasy version of James Patterson, which...might be a compliment to Guon, except that she stopped writing novels after these co-writing ventures.

The story is, on the peaceful planet of Arcadia, an evil race of aliens, who have been dubbed "the dread Pickles", have invaded and Arcadia's...Coast Guard, is powerless to defend against them. But our hero, Dave, a history student at "University", finds Lord Geric's Depository of Ancient Weapons, which contain the legendary SaladShooters®, which causes the Pickles to faint and along with the Coast Guard officer Linda, shall drive back the evil invaders once and for all.

As you might guess, this game is slightly humorous. Our heroes are using an actual, real world, licensed product...which is basically just a vegetable slicer. The evil antagonist turned his brother into a pickle. I guess his name is Rick, am I right!? (I don't care about that show and won't pretend to) It's moderately funny. I'm not going to print out one of the jokes and put it on my fridge, but I chuckled.

Once you're past the intro, the game asks you what difficulty you want. Every time you start the game, incidentally. There's the usual main menu. The instructions explains the game, options are your usual options plus saving/loading, minus the sound card select. Demo is a demo, story reopens the intro. High Scores is what you expect, and about is actually the credits. Read mail I'll explain once I start.

The game starts you off in a random-looking room. Boy, my guy looks a bit out of place, but I have to say despite the oddness of the different elements, it might just make a better whole. He doesn't quite match how he looks in cutscenes, oddly. The music's strange, it's ragtime-esque with a squarewave occasionally popping in. It's like if there was a ragtime Sonic the Hedgehog track. I...actually like this better than I was remembering. Though the protagonist has one heck of a jerky animation.

Control-wise, the game is simple, but has a few oddities. Space or alt to shoot. You shoot straight and that's it, hold it down to fire at a steady rate. Not truly automatic, but hopefully enough Ctrl is jump, and jump is tied into how long you press the button. There are blocks that you can jump through and some you can't. Yet we also get look up and down, tied to page up and down. Why not just make it up and down? Enter is the use key. It's all very easy to control and straight-forward, though I suspect this game is going to throw enemies I can't easily hit soon enough. There are also ladders, which you can climb up and down with those keys.

You can really tell that the last game from these guys was a children's game, because there's an emphasis on non-violence that feels odd. You aren't killing enemies, you're just stunning them with chopped up vegetables. You're not getting hurt, they're stealing your carrots. It's so strange and feels out of place. Why are we just stunning each other? Are they here to steal the humans' fluids?

Here are mail machines, they drop floating mail. You read it. At first it gives useful information, then it gives the game's story. Like here, where an important government official is threatening to arrest the aliens that he has no army to fight against. Clearly going for a satirical look at the government, I dig it. Shooting either the mail or the machines is penalized, with a slight score drain. As the game goes on though, it just becomes another thing you have to wait around for, but at least what you get is usually funny.

Pickles

Flying Machines

Rovers

In this first episode there are three enemies. The titular Pickles, which are slow, dumb and easy to hit. I am on medium, so maybe that's affecting something. There are also slow, dumb and barely moving flying machines which are like the mail machines...in that they fly. Then a sort of rover thing which I jumped over. None of these are creatures you need to actually shoot, which is odd, but you can. Sometimes it's wise, but I think most are ones you could get away with not shooting. They remain stunned for a long enough time that you won't have much trouble with them. I think the flying machines and the rovers die and aren't just stunned, but I never saw one moving again afterwards.

That said, there are then these. They hide in a hole, and if you get close they jump out. Except it's less like they actually do so and more like they get an animation jumping out while you got hurt the second you reached within a certain radius. I nearly died because of them, but since there don't seem to be any lives I'm not sure how much that matters. At least they seem to die when they're shot, but it's tricky to shoot them because of the jumping out thing. Tricky but possible.

This means that the only real threat are those things in the wall, because everything else you can nearly always avoid or shoot before it becomes a problem. Really sets the stakes of the game low, that and how you basically can't lose anyway. It doesn't matter how tricky everything else is if your victory is assured if you put the time in.

The objective on each level is to find all the SaladShooters®, which means explore, explore, explore. Some are behind color coded doors. Gotta say, this level is set up somewhat crappily. Most enemies don't move if they're off-screen, so there's rarely any threat from that...except if one reaches your down path on an elevator. Which contributed to my near death. The bigger part is that it's very easy to put yourself into an unwinnable situation or get in one you confuse for being unwinnable. Like falling in a pit leading to the exit. An elevator goes down just enough for you to reach...but you won't know that because it takes forever to reach there.

The level design here in general is not great. Because each level is almost entirely "find items, then the exit", this seems to have resulted in some lazy level design. Over the course of the episode, the best levels are just the ones that don't get in the way. In comparison to how Apogee titles tended to have the more item hunt levels occasionally be fun. By having each small section be its own thing or by making it tricky enough that you get frustrated by it and forget you're doing some of it over and over again. In contrast, this is all about just making sure you didn't miss a secret wall along an elevator ride the height of the level. Otherwise you just comb the whole level until its over.

Switches, warps, doors and keys are an important part of the game. Switches activate the elevators. They don't seem to do anything else and there's no point in not using them. Warps are teleports, sometimes two-way, sometimes one-way. Sometimes over a pit. Doors and keys work like you'd expect, except its one key a door, but you can carry multiple keys. The game doesn't explain this as far as I could tell, but if you've gotten far enough for that to be a concern, you're going to be used to occasionally restarting a level.

After every two levels, there are cutscenes. Shows how far I got originally when I didn't know these were a thing. They're along a funny nature, the first one's about the aliens betting how long it'll take before the Earth goes. Then it's mostly about Dave finding his way to the Repository of Ancient Weapons, which is guarded by an senile old man named Lord Geric. Which does feel odd. The story as told in the mail messages makes sense, because we get the SaladShooters® in the first level and start fighting back...but then the in-between implies that we don't and we're really looking for something else as if this isn't helping. There are canisters labelled AW which I need to collect, but it's still strange.

After several levels, we end up meeting with Ensign Linda, who is in a strange bodysuit and...wait, Dave was in armor? Why does he look like a normal dude wearing a shirt and pants. in the game? When I get to play as Linda, she too, just looks like a normal woman in a shirt and pants. Would it really have been that difficult doing the sprites in what they actually wear? The two argue a bit in cutscenes, but mostly come to terms. They have to find the Doomsday Weapon, which naturally, the aliens somehow know about and somehow want.

As the episode goes through to its conclusion, the design of these levels remain as strange as ever. There's very little challenge, except sometimes from the hazards on the ground. By now, being able to anticipate firing on the hole monsters is good enough to deal with them. All the game really does to make it harder is to make you go up and down a level dozens of times, which does not try anyone's skills, but it does try their patience. I have thirty HP in a game where one hit deals one HP, and enough ammo to take out the army myself. You've got to give me more than that!

That said, I was starting to feel a lot of the cracks in the game beyond the gameplay. Animation, most importantly the player, is wonky. Platforms have two different sprites they cycle through as they move, which is annoying, but while the hitbox of a platform is crummy, it's at least consistent. Sound effects are a weird mix of decent Soundblaster stuff and things that sound like they're PC Speaker. There's not enough music and it doesn't last that long. I think there's something like five tracks maximum and each is about half a minute.

The episode ends with all the ancient weapons obtained and with Linda finding a clue to the Doomsday Weapon. But the Pickles have been watching and kidnap her. Please buy our game. You can stop the Pickles from unleashing the Doomsday Weapon! Somehow, I doubt many people got far enough to hear that plea.

Episode 2 begins with a recap and then we see Linda on the Pickle ship. A child Pickle comes to see her, because he wants to know what a real human looks like. The Pickles think they have this in the bag so much that they've brought a child to a warzone, eh? He thinks it's a game, and after a bit of back and forth, because she's unhappy, he lets her go. Okay...this is getting weird.

For this episode, I switched up to hard for a bit just so I can have some semblance of anything other than apathy. It's not like I'm going to run out of lives or anything. This seems to just increase the Pickles speed and regeneration, but at the same time, unless you need to camp our their location, this doesn't change anything. The levels are more difficult, owing to increased fire/water/lava floors, but they're actually better. As in, hey, this is an actual level where I have to move around to avoid enemies and take them out rather than just mowing down the entire level. Like the more forgettable levels in a better game.

A caveat here is that even by the second level I have so much health and ammo that I'd have to try to run out. It also pulls out that mean trick where it hides secrets in passageways on the bottom of stairs. There's still the usual issues levels have been having, where you go past some dangerous jump only to find out that led to the exit, or having to grab items by jumping from a moving platform over lava. The more annoying stuff. Doesn't help that your hitbox, as I said before, isn't easy to understand.

The story continues with Linda eventually reaching a spaceport on the Pickle planet where she finds a phone she can use to call Dave. Unfortunately, she lacks the 350 credits she needs to make the call off-world. Considering inflation and the fact that this call would be more technologically complex than anything a human as done on Earth, I'm not sure if that's a good deal or not.

The levels between this and the next cutscene are mostly fine. Mostly. Again, they're mostly just a matter of avoiding falling into a pit, everything else is a breeze...except that Level 8 hides a SaladShooter® in a secret. Yes, I was able to figure it out, but it's still a nasty trick to do. Still, there are far worse tricks the game could be doing.

The story continues with Linda finally failing to reach Lord Geric, but instead paging Dave, which costs more. The Doomsday Weapon is on Puzzle, where it was last used. Now it's time to continue as Dave once again, whereupon we get another background. This one's very nice, the artists are really good at doing pixel renditions of forests. The level design continues as you'd expect, mostly normal levels with one nasty thing in them.

After a few levels of this, there's another cutscene where Dave presumably heads to Puzzle. Presumably, because that's where the Doomsday Weapon is. The game seemed to freeze and I skipped a cutscene. Now I'm inside some mines, which turns the game into one of those really annoying open-ended levels where you're never sure where to go, nowhere seems to make any sense, and it's only luck that I ever seem to reach the exit with all the SaladShooters®.

The second level ends with destroying some sort of strange wall block, which turns out to be the controller to the Doomsday Weapon. Naturally, this is bad news, because if the Pickles try to control the weapon without it, they could destroy the universe. Now I need to find the second controller on Trivia, but first Dave goes to rescue Linda, who is now back inside the Pickles' dungeons.

It's time for a sewer level! Now there are tiny little spots on the ground which instantly kill you! I have nearly fifty HP and I get killed in one shot. The levels themselves are as bad as you'd think. Funny how this episode went from almost being reasonable to being tedious as hell. Miss one single thing and it's a ten minute trek over the level again.

The second episode ends how you'd expect, Dave finds Linda, they escape and head for Trivia to stop the Doomsday Machine. They now have twenty four hours to find the controller, as at the end of that time, the Pickle Emperor will destroy Arcadia. This leads into the final episode, in which we see our heroes evade the Pickle fleet with some impressive moves we don't see, and now they need fuel.

How does the third episode start off? It's really not that special. It's doesn't look at that different and the level design doesn't improve like from the first to the second. There are three levels of this, more wandering around large confusing areas with little to distinguish one area from the next. I'm getting the feeling that this game shouldn't have tried having fifteen levels an episode.

This detour allows them to head for Trivia, where there's an underwater maze. Fortunately, they have suits and air tanks, neither of which will appear or have any affect during gameplay. Unfortunately Linda is afraid of drowning, since she almost did as a child. It's odd that this is a serious moment and that Dave is that okay with this. I'd be a bit nervous about this, but that's because I've seen how bad above water mazes can be. Underwater mazes sound like they should have been in Inferno somewhere, but I guess Dante thought a river of excrement was more interesting.

Fortunately, none of what was just mentioned mattered, because the game is going to proceed exactly the same way it has over the past levels. What, change the gameplay? Ha. Long and wide, confusing levels. Oh, and this time you have to explore the darn secrets to find the SaladShooters®. I suppose there has to be something new in the third episode. It just wasn't something good.

The next cutscene has Dave get trapped by a wall off-screen, and now Linda is going to have to overcome her fears to save him. This really feels like a strange thing to bring up and then have her overcome like that. Shouldn't this fear have been introduced earlier? She psyches herself up once she finds out that Dave is trapped, it doesn't feel satisfying story-wise. Shouldn't we get some kind of character arc here beyond the two of them denying their feelings for each other?

Once they get the controller, they head back for Arcadia. The Emperor is about to use the Doomsday Weapon and then Lord Geric will never get his pizza. The United Earth Force is going to head out to attack the Pickle fleet, but they won't be there in time to stop the Doomsday Weapon. They have to stop them. This just brings up more questions. What, is Arcadia supposed to be some sort of Communist Space Utopia?

These levels are more or less standard, solid levels, which would be the backbone of a better game, but are the highlight here. No hunting for secrets here...which you think would be the case. This is exposing a flaw in the game's design. There's nothing wrong with having the player hunt for something every level if it's done well. Monster Bash is a personal favorite of mine and Crystal Caves was a solid title for Apogee. The thing is, the latter was some enough to make crystal hunting very obvious and the former had a compass for finding animals. It also gave you a reason for it all the entire game. Dash was saving pets from a horror villain, while the miner in Crystal Caves was greedy enough to risk his life like that.

Here the narrative doesn't quite make sense. I know I'm supposed to find the SaladShooters®, but the game implies that until Dave and Linda found the Ancient Weapons they really were just jumping around. Even on hard, the enemy doesn't seem that difficult to deal with. I've owned more than my fair share of crappy Chinese electronics, and even they wouldn't break if I threw a sliced up cucumber at them. More to the point, while I don't object to collecting the weapons per say, it makes the later levels very easy and often it doesn't make narrative sense. At this point I should be collecting something else.

The final level throws all reason out and forces you over a long pit while jumping at SaladShooters®. The universe is about to end, but let's make sure we can take out the last bunch of flying machines! And naturally, when combined with the difficulty in landing on a moving platform, means a lot of dying. This one level has an ending cutscene when the universe explodes. Hope you like seeing that a bit.

If you go past that, you find the Doomsday Weapon, which you can now use on either Arcadia or the Pickle planet. I, being of no real thought, pressed the Pickle planet, and got a cutscene in which it explodes, and then we see our heroes talk about how they genocided billions of people on the Pickle planet. But that's okay, probably. Here I was about to make a joke about them stealing Pickle eggs for some reason and not realizing that was a war crime. This is an actual ending to the game, it sends you back to DOS when you finish it.

What you're actually supposed to do is go past those two switches and then shoot a glowing thing on the wall. This destroys the machine, and now...there are more levels. Again, I'm glad I'm picking up every SaladShooters® when I have 300 shots in reserve. In a sense, this is odd, despite not really padding itself out, by the time I reach the true ending, I hit the eight hour mark. Just natural...uh...whatever this is.

The true ending involves our heroes calling the Pickle Emperor on the phone and demanding his surrender. The Earth fleet is surrounding him and he has no Doomsday Weapon. The Emperor surrenders and finally, peace is achieved. Dave proposes to Linda, but before they can go off to their honeymoon, Lord Geric calls and tells us that someone else is in trouble, and they go off to help them. The end.

Weapons:

Your only real weapon is a straight-shooting blaster which fires as fast as you want, can only be aimed left and right, and moves so long as it's on-screen. It's technically more competent than most weapons of this simplicity, but not by much. 1

Enemies:

There are five enemies, none of which come off as a real threat and only two require any real skill to get past. If you removed your ability to attack, you could reasonably get around most levels with enough practice. With weapons, there are very few times you're actually in danger. 2

Non-Enemies:
The mail machines are more like things you avoid hitting than anything else. 0

Levels:
These range from being solid but unmemorable to tedious and annoying to go through. More of the latter than the former. So many good design principles are blatantly ignored at least once, not because it made a really cool level, but because they could. 3

Player Agency:
Count me in the group of people who find using the up key as jump as being annoying. This is a computer game, it isn't like we're running out of keys. It isn't like this is for the joystick controls, you get jump and shoot, you still need to use the keyboard to use warps and switches. Otherwise, it's mostly fine, but your hitbox is tricky to understand, even at the end I still didn't understand it. 4

Interactivity:
For a game with a use key, there's not a lot to use outside of doorways and switches, which you nearly always should use. Shootable blocks make out the rest, which are solely used to block your progress. 1

Atmosphere:
Pickle Wars is a weird game. There are a lot of disparate elements which make it feel cobbled together at times. Often, weird for weird's sake, but you also can't be sure that this wasn't just accidental. There's also no real new content in the commercial episodes, just a few new visual and music bits, nothing actually changing how the game is played. 3

Graphics:
My biggest issue is that the animation is jerky. Not in an intentional way where this is an important part of the visual profile. An unintentional thing that makes your character's place in the game world feel off. Since it primarily concerns the player, even if nearly everything has this issue. Everything else is fine despite the mismatched styles going on. It's not always the best, but it does come together for the intentional weirdness. 4

Story:
The story is primarily concerned about being funny to the point of excluding most other points beyond "the heroes beat the evil invaders." It also concerns a whole lot of things which seem to happen off-screen. The game describes Linda as having a fear of drowning, yet this doesn't actually matter in the slightest. The game's comedy is fine, but the best of it is in the various mail messages. Which you have to wait around for, and that just isn't happening. Most of them seem to repeat in the later episodes too. 4

Sound/Music:
There aren't a lot of music tracks and they're all short. Some I'm not even sure are more than a few bars. There's one track that reminds me of something, but what it is escapes me. Some are annoying, but mostly it's just disappointing. That one's probably a coincidence. The sound meanwhile, is an odd mix of PC speaker-like sounds and digitized voices, with a few real sounds thrown in. 4

That's 25, which is lower than any post-Arctic Adventure game from Apogee, but not appreciably. It definitely comes off as worse than Apogee's efforts regardless of this, though.

I don't know what I'll be doing next week, but it'll probably be some less demanding game, if I manage to have an entry out at all. Real life issues pushed my finishing up of this past my usual self-imposed deadline and they show no sign of disappearing anytime soon.

Sunday, June 28, 2026

Quest of the Space Beagle (1984)

Name:Quest of the Space Beagle
Number:263
Year:1984
Publisher:Avalon Hill
Developer:Scott Lamb
Genre:Space Simulation
Systems:Atari 8-bit, Commodore 64
Country of Origin:USA
Difficulty:5/5
Time:1 hour 50 minutes
Won:No (116W/89L)

The Continuing Adventures of Jupiter Mission 1999, Part II is a subtitle that really should have been looked at by an editor. The title is a pain to screenshot, it's flashing. Good thing I don't have epilepsy. In case you don't feel like going back, Jupiter Mission 1999 was about the player being randomly selected to go on a mission to Jupiter, where there was a mysterious signal. All the competent people die in an asteroid shower, and the player is forced to do the work because the sentient AI in control of the ship got damaged. I left as the game crashed after trying to figure out how to move my ship.
Explaining what happened is now a text crawl with moody music in the background. Also flashing, lovely. So the part I didn't get to was stopping an alien invasion, which I did by activating a self-destruct switch on the alien's teleport station. It exploded and teleported us to a far galaxy. Where all the aliens were that wanted to conquer the Earth...only for one that approached me to be friendly. Uh, I think we might have made a boo-boo. These are the Faunians, descendants of a great civilization from eons past. They were heading for our system not because they were conquering the universe, but because hostiles, The Gentuza, were heading after their homeworld. Now I have to help. Because the Faunians, being gentle herbivores, are unable to fight. They're not descended from hippos, I guess.
The first section is a epic space battle between these forces, with you on the Faunians and the Gentuza being your target. This is their homeworld, incidentally, so we're starting out small. You have to take out their fleet and then capture the planet. Like an on the ground view of your typical Master of Orion or Galactic Civilizations game. All you have to do is individually take out every ship yourself. Have fun! Given how the last game went, I'm sure you're about to ask how bad this gets. 
Pretty bad. Simply put, enemy ships can move faster than you, and you can do nothing about that. Their shots only hit you when they're on-screen, and sometimes you can get them off-screen, other times they stick like they're already attached to you. Even in my first attempt it wasn't completely unreasonable to take one out, but it was very frustrating to do so. Still, sometimes I get lucky. Even worse, any time you get hit, you can't fire for a few seconds.

So, one time after I died, I counted how many ships were left. 32, out of what I believe is 39. (It's actually 40) Considering these guys are only inferior to the player in that they die after one shot, this is quite unbalanced against the player. Fighting against a superior number of enemies equal to your strength is not something I've encountered in any space sim I've played before. Yes, there could be a number of hostiles superior to you, but not to this degree. More grinding. There are probably a whole bunch of complicated rules to this I could possibly learn the entirety of, but I understand enough to get away from all the shots except the ones the game decides I can't.
After savescumming my way through that mess...nothing happens. Right, well, there is a strange thing on my M-scan. Which if it isn't showing up on my screenshots, is an orb on the lower right, compared to the V-scan on the lower left which shows the enemy. Clearly, I need to head to it, despite no visual on-screen. So I finally check the manual. It does explain the combat system slightly better than I previously understood, but doesn't actually explain how I'm supposed to go forward beyond heading for 000,000. Which I have no way of figuring out because the part of the GUI which has that pops up when I'm damaged, not when I'm perfectly okay. Oh, and I love this line from the manual:

IMPORTANT: Save your game frequently to prevent an undue amount of repetitive play.

The game is actually telling me to savescum. That's hilarious. Eventually, I figure out how to summon the GUI, F5, and head for the planet. It's when the blue dot is in the center of the scanner. Now I have to...wait, I guess. First time I've played a game that requires the manual to understand but it also forgets to mention half the important information. After I go off for a bit and then return...it still hasn't advanced, but after jiggling the nose a bit it works. 

I'm not writing all that down, but hopefully you get the message. Since I crushed their space navy, they consider me the strongest, but before they'll do something for me, they want me to prove myself in their labyrinth. After some trouble getting it to load, I reach the next part.

Hope you weren't reading something to pass the time, because you're on a timer. Oxygen's running out, you're going to die! Gotta say, I can't imagine having spent money and all that time on this only to end up in a slow section where you slowly walk around. Hope you read the part where the fire button moves your camera around, otherwise you'll be slowly crawling into whatever hazards are about to kill you.
 
Oh, I'm sorry, that isn't working in this port, guess I'll just watch as this thing slowly creeps up on me and drains my energy. Or it might be, it just takes me a long time to figure out how the heck it works. It only works if you hold it down as you move, which I guess makes sense. It sounds like I'm angry, but this is just annoying and tedious. You move slowly left and right, but go up or down, or dare I say it, diagonally, and you take one step at a time. The complete animation for one step. Nothing screams fun afternoon like having to navigate some annoying hellmaze. None of this layout is fun or intuitive to navigate.

There are oxygen and food pick-ups, but the actual objectives are the computers. That big thing in the first screenshot. There are three of them. One was easy to find, but the way to it involved going over a pit. As I don't have a jetpack and there's no other way, I pressed on. After a considerable amount of searching, I found the second, which just resulted in me messing with some levers. Cool, cool. Going further in the section this was found just resulted in dead ends. So...did that spawn a bridge earlier? No. Well, I tried, but between the slow movement speed and how it feels like everything I'm doing is pointless, this is where I'm stopping in this game. After this, there's supposed to be a section where you find a path to Earth via star charts. Yeah, that's going to be fun.

Weapons:
A basic laser, even if there were quirks to how it worked. 1

Enemies:
The two different mini-games I played each had their own opponents, but both were quite basic, even if their AI was fine-tuned to annoy the player. 1

Non-Enemies:
None, really.

Levels:
Take down 40 enemy fighters and endless confusing labyrinth are not my ideas of a good time. 1

Player Agency:
Everything is oddly slow, though with exception to the whole "hold down the fire button to move the camera" thing, it works as intended. 3

Interactivity:
None.

Atmosphere:
This is such a strange and alien feeling game, probably why I stuck with it despite essentially being a modern action-adventure game which forced all the different sections into one big chunk of each rather than naturally flowing over the course of a longer game. 3

Graphics:
Simple, with decent enough animation whenever a human character is on-screen. 2

Story:
The evil aliens are going to fold because you shot down their defense fleet, but first you need to traverse their labyrinth is not interesting, but at least the writing quality is tolerable. 2

Sound/Music:
Simple intro theme, then...uh...I was actually listening to other music for a lot of the gameplay, but I believe it was mostly blips and bloops. 1

That's 14, exactly the same score as Jupiter Mission 1999. Makes as much sense as anything.

In a sense, this reminds me of later action/adventure hybrids like Inca. There's a world here that because of the nature of how it's made, we're not going to see much of it, so we're just left gazing at what is mostly a mediocre action game in an attempt to see the real meat. Everything else that's going on. As I said, in a sense, Inca's a lot better even if that's a game you don't care for and this is far more grounded in reality.

Next time, you know how a lot of people were doing touching and tasteful tributes to Bobby Prince last week? Talking about his contributions to amazing games like Commander Keen in Goodbye Galaxy, Doom, Duke Nukem 3D, Wolfenstein 3D and I personally hope, Bio Menace. Well, I'm going to talk about Pickle Wars, a game I remember being a male cowpie. Hopefully his contribution to that game is much better than I remember the game being.