Tuesday, April 13, 2021
Game 57: P47 Thunderbolt
Number:57
Year:1988
Publisher:Firebird Software
Developer:Nihon Micom Kaihatsu
Genre:Shoot 'em up
Difficulty:4/5
Time:1 hour
There's something ironic about a WWII game made by the Japanese where you play as an American. Its not the first time that happened, I do believe. 1942 I do believe was first by a considerable margin. I realize this whole thing represents a massive departure from what I usually rate, but I needed something different after Monster Manor and thus I was randomly looking through Amiga games.It doesn't seem like there's a story, so all I have to do is kill. And boy howdy, do the enemy make that hard for you. It honestly seems standard form to me. Enemies on the ground, helicopters...wait...helicopters? Eh, anyway. Big planes, small planes, and the one boss I reached was a train with a bunch of turrets on it. Touching enemies kills you, and you're a one-hit wonder in general. Another reason why I don't care for shmups. A combination of enemy formations and bullets from the ground make it feel to me, anyway, like I have to dodge too much crap. Which honestly just reminds me negatively of bullet hell games.
The movement doesn't help, I feel like I'm moving underwater. It takes multiple seconds to get anywhere, which feels a bit strange in a genre where such things are important. Holding down the fire button works fine...for bullets, but there are special weapons, and those don't go off if you hold the button down. In a game where there's no benefit to not holding a button down, I'm curious as to the logic of it.
Weapons:
You have the regular gun, and a series of special weapons. Missiles, bombs, and a kind of chaff cannon that kills things. Getting more powerups gives you more power. 3/10
Enemies:
A nice variety of planes, ground vehicles and turrets. 2/10
Non-Enemies:
None.
Levels:
It doesn't really drag me away from my usual opinion of shmups, that there's nothing really interesting going on. Although I did only reach the second level. 1/10
Player Agency:
The plane moves awfully slow, which makes my job of evading enemy fire difficult. Too difficult than I care for. I'd also like an autofire button, just holding the fire button down does nothing for my special weapons. 2/10
Interactivity:
None.
Atmosphere:
A pleasant flight through the countryside. 3/10
Graphics:
Pleasing, but not impressive. 2/10
Story:
None.
Sound/Music:
Decent music, the kind that's pleasant, but you couldn't name the tune of ten seconds later. No real sound beyond that. 2/10
That's 15. I'm probably wrong, I'm not an expert on the subject of shoot 'em ups. Soon enough I'll return to something I get proper enjoyment from.
Saturday, April 10, 2021
Escape From Monster Manor: Hiding Behind Locked Doors
This isn't supposed to be like one of those internet funnyman shows. I'm not supposed to be finding a new masterpiece of suck, I'm supposed to be finding hidden gems. You and I know there's nothing good hidden in the rest of this game.
That's spooky, I'll give 'em that. And the music isn't some annoying garbage anymore. It actually is starting off competently...which is strange at this point. Nothing in the imminent area, followed by a series of rooms full of spiders. They jump down from the ceiling, and they do that at precisely one block away from the far end of the area. Its precision, but its clever...wait, I just called this game clever. Its getting more suspicious. Ghosts appear, but they're usually in a reasonable location, not dozens of hiding places in a 6x6 room. Ammo galore. Oh, no, what is going to happen? What awful monsters are hiding here?But no, it continues being good. A maze that's actually good, a new kind of door. Level design linking back on itself that, surprisingly, isn't done in the confusing way it was in previous levels. This isn't to say that it redeems the game, but now the only problems are due to the game's non-level related elements, ones that are inherent to other parts of the game. Like ghost transparency or having to backtrack for ammo. I do die once, but I can honestly say that's my own fault.There's a big treasure room near the boss of this floor. Its interesting...and yet, its not a prelude to something horrible. Same old boss, same old.
Lone Catacomb...what, Creepy Catacomb was too on the nose? This is where they're getting too clever with key placement for their own good. All the items, rather. The opening area is a large circle, there are doors leading inside the circle, and doors leading outside the circle. The doors inside all seem to lead to ammo and health, but require two keys and have no keys inside. The doors on the outside require one key, but offer little if any health and ammo, further, they're not guaranteed to have keys inside them.This kills me. There's just no ammo and health here. I guess the idea is you're here good enough to beat this level with that ammo or you're just supposed to avoid doors that don't have the goods you need. Several times, I've had to get enemies away from the path forward or just rush past them. This isn't good. I've been through most of this level and I've seen nothing of the medallion piece or the exit. You're not supposed to be playing a level just to bypass most of it on the final try. That's not good game design. At least, its not good game design nine levels in with no hint of this being the ideal playstyle. I am not even sure this level is possible. It doesn't feel possible.In the interesting of saving my time, I decide to do what any good reviewer would do when faced with an insurmountable task, cheat himself full ammo, turn off the in-game music and start blasting to the sweet sounds NWOBHM sounds of Satan. There are a few things I learn. One, Satan instantly makes any game better. Two, if you fire fast enough the game momentarily craps itself, cool. Three, the exit on this level is at the end of a long hallway. A long hallway the longest damn hallway in any game I've ever seen. See, the problem with these twisty hallways where behind every corner is another enemy is that the way back is incredibly boring. Four, the medallion piece is at the center of a maze.The perfect playthrough of this level requires you go into that maze, never miss, go to the northeastern outer door, because the one to the left of it is blocked from the exit, never miss, and somehow beat the boss. Presumably at some point a human being played this and thought this was okay. I'm still going to try to legit beat the rest of the levels, with the actual sound, but I'm not upset I cheated to beat this one.Last group of levels. First, Tombs of Doom. Now we're rhyming? This reminds me a lot of Nitemare 3D. Spooky outdoor garden was a significant amount of gameplay there. It also suffered from having no melee weapon, but it made up for that in other ways. Here I'm just seeing what lovely things I'll be killing ten hours later. Feels like the head monsters have a little delay before you can kill them now, but nothing interesting so far. Scratch that, that's just the first two.
Now I realize what the problem with the enemies is, they have no alert sound! Explains why I've had so much trouble with enemies sneaking up on me. Its a curious combination. Not unlike Catacomb Abyss, and yet, Abyss was ten times better. An interesting thing in the opening hedgemaze, doors that open when you're a certain distance from them, but closed otherwise. You'd think they'd plot a better use of it before now, but I'm not a professional level designer or anything. The level's proceeding as these usually do, tedious, obnoxious, but not offensive. Ammo is sometimes in short supply, as are keys, but I generally have enough for the most part. My fears of a large generous ammo supply before a huge battle turns out true. A dozen ghosts, plus two boss ghosts, in a room just filled with ammo. I don't know how many there are, they cluster together. Which makes them hit hard and are generally annoying to kill. I don't die to that, I kill them all, no, I die because one of the heads one shots me from full health. I think I'm done playing this level legit. Its not that this level is some nightmarishly difficult thing, I just want to end this with a win. I turn the music off again too, this time for some Saviour Machine. There's just not much to the level after that, I almost had it beat. Turns out about a fifth of the area is completely unnecessary, but you're not going to find that out unless you go there first. The narrator is apparently a music track, figures.
The next and I hope final level, I turn back on the in-game music, it seems like a new track, but I'm keeping infinite ammo, because screw these spiders. The level is "Ghastly Graveyard", and it lives up to that name. When it isn't just another hedgemaze. So many enemies seem unreachable by design, and I'm not sure if I'll ever reach them. Small concern. I discover, much to my distaste, that the game is slowing down a lot on this level. I don't know if that's the emulator's fault or not, I really don't care too much, but it did result in my death, I can't shoot because of it. Only sometimes though, but it turns battles that really shouldn't be deadly into deadly battles.I find it just another sign of bad game design that even after getting an unfair advantage I still have to be completely alert on every corner. SWAT 4 is less stressful than this game. Eventually comes a more crypt-styled section. I find it not a good sign that I have 7 keys at this point. I also consider it bad that it took me nearly 90% of the game to find the medallion piece. I think its in absolutely the longest possible place for it to be.
Do you really wanna know what the ending is? Shiny mansion, "You have collected the talisman, but for how long?" I mean, why bother making an ending when nobody is ever going to see it. At least its not a stupid win screen...yippee. As meaningful as the end boss. Note I did not mention the end boss before now, because it was the same boss as every level.
Final Time: 12 hours 10 minutes
Thursday, April 8, 2021
Escape From Monster Manor: Key Hunt
As an aside, I made a few mistakes during screenshot selection for this entry, confusing some from a later level for these levels. I'm not even sure I got the right levels here to begin with. I think that says something about this game's level design, and its not good.
Another day, another level. These levels seem to be two in the same style, then a style change. This is another long large crypt. I'm pretty sure this game had the most testers of all the games I've played. Why does it have worse quality control than even one-man operations? Its not complex or anything like that. This level features the return of the spiders, and yet, its so much easier than the first spider level. Oh, no, the soundtrack has the Doom demon awakening sound effect in it. That is some unlucky game design right there. Its not even music at this point, just a heartbeat sound effect, storm and screams.That's not even getting into this level. Its an absolute nightmare. Its an endless maze. Corridors that loop back on themselves, corridors that look the same, and the corridor that you didn't go down had all the ammo. It feels like there's just not enough ammo here. Look at this map, its exactly the same in the areas I didn't put down. What makes this level troublesome is not the difficulty of it, its not that difficult, just long. Long levels like this are the kind I miss being able to save anywhere in. I have to be really precise with the spiders, or I'll waste too much ammo on them. If I waste too much ammo on them, I won't have enough for the ghosts, but if I don't do it quickly enough, I won't have enough health for the ghosts. None of my deaths are actually related to this, they're all out of ammo deaths or the one time I ran past a ghost, and ended up getting backstabbed while not understanding what was going on.
What when through the minds of this level's authors, I wonder? Did they realize this level was trash, but were forced to put it in due to time/difficulty? Or were they naive, thinking they were creating some great difficult level or something? I can offer no answer to this, but none of the employees on this game worked on many shooters. I'm not happy when I finally finish it. What's next, I wonder, something about jewels adoring my corpse. Greed is a sin, so roughly the narrator is saying now. As if I would care if I didn't get points for it. As if I care at that.
Grotty Grotto. Yeah, they have names, I just don't really give a crap. Oh, I'm sorry, there's a monster at the start. Just mark off another bad level design choice. The level is split at the start, one half leading to the exit, another leading to a spiral mine containing the medallion piece. The mine has doors, but you don't have enough keys to handle that properly entering, and exiting who cares at this point? I wonder if this section inspired Junji Ito to make Uzamaki? You know, like "Hang on, this is a spiral and I feel like I'm in Hell. I know! I'll make a story out of this."
The boss is put in a questionable place here, a shifting corridor. Many enemies have been placed in such places before, but a boss? I didn't even know that was possible, but there you go. The level end narration just waxes on about health and ammo.
The second cave level, "Cave Grave", hyuk hyuk hyuk, is another long twisting level. So many twists. Its a repeat of the track with the narrator on it. At least there's music, I guess. Its just heads and spiders here, which technically means all enemies are ranged, but the spiders have such short range it doesn't matter. I'd like to go a level without having to take a look at the near left or right whenever I enter a room, because that trick is getting old and tedious. Much like the rest of this game. There is scarcely enough ammo to get by. By this time, I know whether or not some side rooms have ammo or just treasure, but I go through the treasure rooms anyway, so enemies don't come back to bite me.
These skulls seem absolutely impossible to hit at times. At first I thought it was just because I was clipping the walls, but then I started noticing it happening elsewhere. Enemies I had the tip of my gun pointed at, with nothing in the way. I think there's possibly something funny going on, especially when they attack. Its nearly impossible to hit them when they're throwing out a huge burst of projectiles. I think this is because the projectiles have a hitbox, but they don't get destroyed when that happens. This is just cruel game design. The objective of this level is to find two keys at the end of this huge maze, because the level exit and the medallion piece are near the starting point, just behind a door. Even managing to actually complete this bad boy took a hour, and there's just little strategy to this game beyond looking out for gotcha traps. Turning around? Oh, there's a guy I missed. Returning to get more ammo? Whoops, spiders. Look at this map. This is what hell is. This is what hell is.
The final boss are two of the heads, only now they're stronger. I didn't have enough ammo for them, but I did manage to bypass them. Seems like they're not necessary to beating the level. Good. That was much longer than necessary. This is the kind of crap you need to relax from. Brutal death metal is more melodic than this stuff.
This Session: 3 hours 30 minutes
Total Time: 6 hours 50 minutes
Tuesday, April 6, 2021
Knight Slights
Game 56: Venture
Number:56
Year:1981
Publisher:Exidy
Developer:Exidy
Genre:Top-Down
Difficulty:3/5
Time:1 hour
Here's a game I haven't as much as heard of before. That's not to say the general idea of it is all that different than Berzerk or something, but this weird treasure hunting game didn't really have any sort of clones or the ilk to my knowledge. Venture is a treasure hunting game, where you control a smiley face called Winky, who is armed with a crossbow, shoot monsters, and steals treasure. Its unique in a couple of aspects, firstly, there's a big overworld where you go into the rooms with treasure. You can't shoot there, but you can be killed, because that's fair. The second is that monsters corpses stick around for a little while, before they disappear. They're still deadly.Its a mixed bag, but one I think that depends on my own choice of console. There are good marks, I could see myself genuinely trying to reach the game's win state, and I'm calling a complete collection of items a win state. Shooting's fun. The treasure rooms have some clever moments thrown in, including rooms where you have to avoid obstacles rather than enemies, and some enemies appear after getting the treasure. If you take too long in a room, unkillable enemies spawn, which I didn't find to troublesome. When you rotate, the crossbow has nice animation. Bumping into things, rather than causing my death, has a nice bumping sound and graphical effect.
But...I have some problems, firstly, this is the Intellivision version, so I do dislike that I have to use the old-fashioned shoot button rather than free aim like Night Stalker, even if I realize that's how it was in the arcade game. Secondly, there's no way around it, the sound design is absolutely trash. Now there are some of the usual Intellvision sound effects, but the music. My god, the music. I hope you live without having to hear a horrific rendition of the William Tech Overture among other classics pieces. I'm not sure that Coleco, who did this port, weren't just trying to sabotage Intellivision by making it so bad.
Weapons:
Generic crossbow. Fun, but not that fun. 1/10
Enemies:
More interesting because of the way they're send up, none of them are that special. 2/10
Non-Enemies:
None.
Levels:
Some clever stuff for an arcade game. 2/10
Player Agency:
Move around, shoot, its not that clever. 2/10
Interactivity:
None.
Atmosphere:
Its hard to give a positive score when everything is searing something or another. 0/10
Graphics:
Its there, I guess, but I don't think any of it is appealing on any level. Which is par for the course for the era. 1/10
Story:
Not even a token plot. 0/10
Sound/Music:
Absolutely horrific renditions of classical tunes constantly playing, with the odd sound effect. 0/10
That's 8 points, but I'm removing 2 because of the music. Leading to a final total of 6. Man, I'm getting a lot of sixes lately. Monster Manor was kicking my ass, but hopefully I'll have enough time this week to get a little progress in Elite.
Saturday, April 3, 2021
Escape From Monster Manor: Jumping Spiders
Look, ghosts. Actual freaking sheet ghosts. Electronic Arts published this crap, folks. When they die, the sound they make is that generic "ooooo" ghosts make that no reasonable person would ever say if someone wasn't offering them money. The ghosts are faster, but otherwise not different than the other dudes.
This level tries to be a lot more open-ended. I don't think I mentioned it in the first entry, but in this game, every door is opened by a key. Any key, they're all generic. The way this level is open is there are a dozen or so doors, many of which lead to exactly the same location. Here, that means you have quite a few more keys than you really need if you're not opening doors you don't need to open. Oh, and one of the doors has nothing but a key inside, which would have been fine if I didn't miss it the first time and walk all the way back there. That's not a fun proposition when this mansion is apparently next to a theme park. I'm not terrified, I want to move to someplace less annoying.
Oh, look, obvious foreshadowing is obvious. Granted, this first group of enemies nearly gets me, but there isn't much difference from what the narrator said. This isn't going to be anything but a generic Halloween-style horror game, and its going to rigidly stick to that format. You've got to wait for the spiders to jump, they shoot venom for reasons, which has a very obvious problem. I consider myself an average player, in terms of skill. I feel like I have to time things absolutely perfectly in order to hit these things. They're random in attacking, and I'm hitting my limit for reaction time. Not to mention they dodge after attacking, so if they aren't in a hallway you aren't hitting them. I get killed multiple times because these guys just can't be killed in a reasonable way.
So much for playable. If it isn't regular death, its death by a lack of ammo. This is level 4. These are going to be all over the rest of the game, aren't they? You might be thinking, just go to the location of the medallion and the exit, problem solved. Yeah, no. The way this level is set up, you absolutely need all the ammo here. Even with that its very touchy. My ultimate solution to the spider problem is getting them up close and hoping I hit them before they hit me, they seem to be less random in that case. Speaking of random, it seems like the enemy placement is slightly randomized each time. Several times enemies weren't where they were before. By the time I finally finish the level I barely make it out, grateful that the yet again generic boss is a generic boss. I guess the playtesters had a much easier time of it than I did. the narrator goes off about something, but I miss it, grateful to save.
This Session: 2 hours 30 minutes
Total Time: 3 hours 20 minutes
Thursday, April 1, 2021
Game 55: Stargate
Number:55
Year:1981
Publisher:Williams
Developer:Vid Kidz
Genre:Side-Scroller
Difficulty:4/5
Time:1 hour
No, this is not an early appearance from the beloved science fiction franchise Stargate, this is a different game, based around the same concept. A portal that teleports you to different locations. Its a sequel to Defender, this was 1981 or 1984 as the Atari 2600 copy I'm playing says. What wonderful things shall I see this time?Its Defender again. Maybe the enemies are easier to fight, maybe its just a bit easier, maybe there are other changes I don't really care about. Making this more an expansion pack sequel rather than a Frankly, I see this as another game I don't particularly care for, but I do think the new enemies are cool, so I'll give it 6 instead of 5 the old one had. There's nothing for me to really talk about otherwise. Its not really something I find satisfying to play, and I think I've been missing that.
It'll be a while before we see Defender again, although perhaps we'll see some strange clone soon enough. For now, I hope to stay away from these shorter games I don't care for.

































