Saturday, February 19, 2022
Time Pilot
Number:106
Year:1982
Publisher:Konami
Developer:Konami
Genre:Top-Down Shooter
Difficulty:3/5
Time:1 hour
Here I am, thinking that 1982 doesn't really mean much, and here's a game that actually is something. The debut game of Street Fighter II producer Yoshiki Okamoto, who also by some convoluted means, is partially responsible for Red Dead Revolver. Nevertheless, while this man is famous, and this game did make Konami a lot of money, it doesn't exactly have a pedigree.
Time Pilot is a side-scrolling shooter that looks and plays remarkably like a top-down space shooter. The player is a time-travelling fighter pilot who goes through several eras of flight before...returning home...? Outside of Sinistar these endless loop video games don't really make snese when you try to think about their story.
What makes Time Pilot interesting among the arcade titles I've played is that its on the easier side. Even though the plane can take only one shot before dying. There aren't a million things on-screen and everything isn't going at 90 miles an hour. Now it does get harder later, but I can't help but feel like I'm incapable of being satisfied with the difficulty in these arcade titles. Just because its easier doesn't mean its amazing. Its sort of bleh.
Your plane moves at a constant speed, you only control how you turn and when you fire. Firing occurs in bursts. Enemies attack you with bullets, bombs and homing missiles. Anything that isn't a bullet can be shot down. The homing missiles are not the most accurate or swiftest of things either. Then enemies, you have planes, stronger planes which move horizontally, and the bosses that occur whenever you shoot down enough planes. There are also men in parachutes you can pick up for points.
The plane controls pretty well. There's an arc to the turning radius, which takes a bit of getting used to, but generally works. There's no real trouble cutting down enemies, but you do only shoot facing forward. I was disappointed by how despite the time advancing theme the game has, the ship stays the same throughout all the stages. Really, this whole thing is just a fancy coat of paint with the odd new enemy or attack.
This game is deceptively easy. And what I mean by deceptively easy is that it doesn't feel like a very hard game. Its very easy to take down, well, anything, enemy craft, bosses, other shots. Its easy to dodge, even the homing attacks aren't a guaranteed hit. And yet, I died quite a bit. Less so than your hardcore arcade titles like Sinistar, but enough that you can expect to put in some coins if you want to see all the game offers. It felt like all the times I died it wasn't quite my fault somehow, like the game changed the rules on me. Perhaps its just self-deception.
Weapons:
I never thought I'd have to hammer down the shoot button for an automatic weapon. 1/10
Enemies:
You have five types of enemies, spread out over five stages. You can put these into two categories, dudes who fly around/chase you, dudes who fly left-right. Its actually a good strategy to fly down and up on stages when these guys show up. 2/10
Non-Enemies:
None.
Levels:
There's not really much to distinguish one endless sky from the next beyond what shows up. 0/10
Player Agency:
It works. Its nothing special either way. 3/10
Interactivity:
None.
Atmosphere:
Another endless fight game in an endless expanse of something. 0/10
Graphics:
Its okay. The ships move around smoothly, but I didn't like the palette of the player's ship. 2/10
Story:
None.
Sound/Music:
Generic shooting sounds. 1/10
That's 9.
Curiously, this is one of the 1001 Games You Must Play Before You Die. I don't really feel like that's true. I don't really feel like this is distinguished enough from any other arcade title to be deserving of that much attention.
Tuesday, February 15, 2022
Red Scorpion
Name:Red Scorpion
Number:105
Year:1987
Publisher:Quicksilva
Developer:Ian McArdle
Genre:FPS
Difficulty:5/5
Time:30 minutes
Ian McArdle released two FPS titles in 1987, one called Catch 23 and this one. Both are broadly similar, vaguely sci-fi games released exclusively on British computers, with both being released on the Spectrum and CPC, while Catch 23 was also on the ST. I have played Catch 23, and found it unplayable, with a Silent Hill level of draw distance with a basic wireframe that barely shows what's going on. This does not put me in a good mood for Red Scorpion.
The story is the player has just been selected to join the Terran Confederation Star Commandos, owing to bringing great dedication and stamina at his old sanitation job. Hey, some of that famed British humor I've heard so much about. I didn't get it at first, but when I did, yeah, pretty sweet. His first mission, to defend the Bombyx Moons from the Necron Empire, who wish to steal Talanite from the people of the moon. We on the other hand, will give them pulpburgers and synthocola. To accomplish this, the player takes control of the Death Scorpion Mk.IV. This, I should warn you, is the only part of the game that's actually good.
| This wouldn't be bad if this were a strategy rather than reflex game |
Let's go over those functions, from left to right.
- AP missile. Armor Piercing?
- CB missile. Cluster bomb? It destroys enemy buildings at least.
- Manual aiming. Never, ever use.
- Sonic blaster. The default weapon...?
- EW system. Press 0 and 1 until you get the right pattern to destroy a missile. Its magic.
- Identify object.
- Various view options.
| Usually when I get one of these screens I'm just messing around, not doing what I normally do! |
| Manual aiming and trying to deflect missiles, fun things to do at the same time |
Getting past the early game difficulties reveals that the game suffers from several poor design choices. The first enemy is behind you. Some distance away, but you have to turn around. Which takes 5 seconds every time the game starts up. Second, you can and will hit something you're not supposed to. Especially if you can't see it. And at some point someone was shooting at me, and I shot them...and the game was over. This happened several times.
| After destroying some random obstacle |
Weapons:
Basically a selection of different weapons for different targets. 2/10
Enemies:
One-hit targets, some move, some don't. 1/10
Non-Enemies:
I guess there are some? They're not very helpful and might be hostile to me. 0/10
Levels:
There was effort put in, its not just some random mess of stuff, but it sure feels that way. 1/10
Player Agency:
Controlling everything was a confusing task, and even when I had it figured out it was just so slow and poorly thought out. Shooting in the center of your movement cluster is just such an awful thing to deal with. 1/10
Interactivity:
None.
Atmosphere:
None.
Graphics:
Simple wireframes and a pathetic excuse for draw distance. 0/10
Story:
Doesn't really matter once you start it up. 0/10
Sound/Music:
A bunch of clicking noises that don't really seem to be connected to anything. Could be the emulator itself, even. 0/10
That's 5. Been a while since I had a properly awful game. Considering that other people have gotten much better out of the ZX Spectrum and Spectrum-like machines, this is just embarrassing for everyone involved.
Period reviews were mixed. And by mixed, I mean even the most favorable review towards the game still criticized the controls. Nobody cared for it.
I would say that's it for 1987 and earlier, but I just keep finding more games from the period. Now there's a few titles from the TRS-80 Model III, CoCo. I didn't even realize there was something interesting on the system.
Saturday, February 12, 2022
Snipes
Name:Snipes
Number:104
Year:1982
Publisher:SuperSet Software
Developer:SuperSet Software
Genre:Top-Down
Difficulty:3/5
Time:1 hour 50 minutes
Something that occurred to me, while researching this game. Despite 1982 being the time of those simple, stupid arcade games, I have seen more games with independant aiming than I have without. Perhaps its confirmation bias, since I have been cutting games I don't think will reach 10 points. I wonder how things are going to go once arcades experience their first death.
| Give them credit, if they went with CGA mode this would be uglier |
| Stalking a snipe |
| Missing a snipe, my snipe hunt is going badly |
| I'm dead, and but I still had one live left |
| Blocking off the snipes movement with bullets works better if snipes aren't already past them |
| My bullets have warped around the level, as bullets do |
The regular enemies in this game are deceptively hard to kill. It looks like they take up two spaces, but they really only take up one, while you take up 2*2, meaning you're a big target. At the levels when the walls are deadly, this can result in some tricky situations. They're really good at dodging too, though perhaps this is just a matter of an endless number of enemies eventually succeeding in doing something that looks impressive from a player's perspective.
| As you can see, I'm in a great situation, and since I'm on A, I can't just shoot through the wall |
The spearless enemies are quite a bit of a pain. They rush at you at a fair pace, and they dodge bullets. Thankfully they don't appear until the higher letters, but when they do, they're very tricky. They don't hurt you unless you walk into them. Unless you can get them into a situation where all paths for them lead to a bullet, they're going to dodge. Or you can just hit them diagonally, because they're not prepared for that.
| Once you get the portals destroyed its a long haul getting rid of the snipes |
At the start, if you're not next to at least one portal, start over. If you die once before all the portals are gone, start over. Individual enemies are not so important, go for the portals. Always put yourself in a situation where you can't be hit. Shoot through walls, but make sure you're about to hit the right area beforehand, getting hit because of that is annoying. Don't worry about the spearless enemies if you can help it. The last portal is going to be surrounded by enemies, so you will have to do the respawn song and dance. Finally, just because there are no more portals doesn't mean the rest of the game is going to be a cakewalk.
It all sounds silly, but I enjoyed it. It has no obvious redeeming qualities and yet, its a lot of fun. I can't dodge squat in this game but that didn't mean I didn't try. Simple, but fun. It does have a degree of annoyances in it that prevents it from being as fun as say, solitaire or Tetris.
Weapons:
A simple but effective blaster. 1/10
Enemies:
Two enemies with very different approaches. 2/10
Non-Enemies:
None.
Levels:
The amount of ways you can have the game play are pretty cool, but ultimately its a featureless looping maze. 3/10
Player Agency:
Very simple, very smooth. Dodging is not very easy though. 5/10
Interactivity:
None.
Atmosphere:
None.
Graphics:
As simple as possible, B&W text. You can spot the difference between things, at least, but my eyes hurt after playing. 1/10
Story:
I don't think there's any.
Sound/Music:
A few PC speaker effects for destroying portals. I understand why they didn't go more in depth, but I feel like there could have been just a little more. 1/10
That's 13, about average for 1982 so far.
Speaking of 1982, I have 34 games left for the year, and very few are interesting at a glance. We are seeing improvement over 1981's stuff, but its still just high quality arcade titles. Nothing with much meat on it. Foreshadowing for a major event in gaming? Hmm...
Tuesday, February 8, 2022
Pathways into Darkness
Name:Pathways into Darkness
Number:100
Year:1993
Publisher:Bungie
Developer:Bungie
Genre:FPS/RPG
Difficulty:3/5
Time:10 hours 50 minutes
The progenitor of the big Mac-exclusive FPS titles, a humble but complex Wolfenstein-clone. For me, it was one of the FPS titles left in the '90s with a pedigree that I had yet to play. The first title of Budgie, arguably the biggest FPS company people can name. And despite being an early effort, it has NPCs to talk to, RPG elements, and a quest to keep an elder god dreaming. Things that modern games rarely put in, let alone something released months before Doom. I was not disappointed.
| Promotional picture for Minotaur, not sure if its playable today |
Originally conceived after programmer Jason Jones saw Wolfenstein 3D* as a sequel to Minotaur: The Labyrinth of Crete, A top-down multi-player only RPG. However, that wasn't working for them, so they tried alternative plots. Imaginative plots. Their first attempt involved the player being a member of a group of immortal Roman soldiers, who went into a pyramid to get the water that makes them immortal. This was their compromise between simple and imaginative.
*Sort of how like Carmack got inspired to add bitmaps to his walls after seeing Ultima Underworld.
The story is that an alien race has contacted the US government. Seems there's a dead god in a pyramid underneath the Yucatan Peninsula, in the southeastern-eastern point of Mexico, facing Cuba. Only, he's not truly dead, just dreaming. In a couple of weeks time he will awaken and that's bad news. Because it took a lot to take him down and he's the kind of god that needed to be taken down. They're getting here as fast as they can for a permanent solution, but that's going to be a few years. We need to drop a nuke at the deepest point of the pyramid we can reach which should buy us some time. Apparently they said a lot to the government, but nothing much trickled down to us going into the pyramid.
| A typical situation in the early game |
The way the game looks is different too. You have four main windows and a couple others:
- The main game window, which is just the game world and the gun you're wielding.
- The status window, which has health, crystal charge, points and skill rating. You won't be checking your skill rating to often, as I'll explain later.
- The message window, which is self-explanatory.
- The inventory window, also self-explanatory. Double-clicking uses an item.
- You can bring up a map window by pressing M or the map button.
- Pressing underscore brings up a statistics screen, at least in theory, but I could never get this to work.
Anytime you have a window other than the main game in focus, the game is paused. This is valuable, because later on there are items you can use in the middle of combat, which you'll need to survive. You'll mostly be using the main game and the inventory windows.
I should point out that there's the option to use the mouse for moving. Not modern mouselook, but old-school "use the mouse like arrow keys". I didn't use this, but I'm sure its awkward as hell to use. You can select different windows with Alt/Command+1/2/3/4, which is useful in some situations. If you know to use it.
But what about those items? Well, you mostly just pick them up by walking along. If there's a corpse or a rare hiding spot, you press G and take what you wish. There's no practical limit to the number of items you can have, beyond simply scrolling through them all. The game has a weight limit, but its not actually hooked up, so it never plays a part in anything. Beyond weapons, crystals and ammo, you have treasure, which after a certain amount gives you points, potions, which do a variety of things, and other items, mostly relating to puzzles.
| Helpful advice from a friendly German fellow |
The majority of the people with things to say make up a Nazi Germany expedition and a probably communist Cuba one. Your own fellows, when you meet them, have very little to say outside of "I got killed by this massive thing, watch out!" or "I'm Jason, don't you recognize me?" The others explain what's of interest inside the pyramid and finding out why they came here adds a bit of depth we don't see in most FPS titles. Sometimes you have to read between the lines, as not everyone is happy to help you.
| Note my inventory, I have a ton of ammo and I'm still using the knife, almost to my death |
| They're not all as considerate as this |
| A weapon is reloaded even if you switch to another weapon in the middle of the animation |
| Mysterious treasure, what is it? What does it do? |
Weapons tie in best with the RPG elements in place. Finding and picking up important items will increase your score, and thus your health, but actually hitting anything requires using weapons. I'm not 100% certain it increases damage or just accuracy, but its very important. Especially for the automatic weapons. I like the way it plays out. Fire your gun until the magazine is empty? You hit practically nothing. Short, controlled bursts are the order of the day. Trust me, some of those later enemies need that kind of firepower. My only complaint is that I didn't have a big enough arsenal.
| The bigger fights, like this one, are usually built up |
The big issue with most of the game's flaws is that you can't really fix them without altering the game in a way that changes the way it plays for the worst. Yeah, its slow, but if you move at a reasonable pace, the game would be a cakewalk. One of the developers even commented to this effect. The limited supplies of the early game define it to the point that making it better would make it generic. And the latter game, when ammo is no longer a problem, well, health suddenly becomes a much bigger one. If you could save anywhere the final three levels would be completely trivial.
| In darkness like this, you never know what's lurking out there |
Weapons:
Nice, simple progression, and at the end a few weapons with multiple ammo types. Very satisfying to use. 6/10
Enemies:
Despite superficially having the same abilities as one another, there's some decent variety in the enemies. They also did a good job making them look creepy and Lovecraftian without making them feel over-the-top. 5/10
Non-Enemies:
They don't really affect anything in the gameplay, but they have plenty to tell. 2/10
Levels:
While it gets close, it doesn't really fall into the trap that a lot of other Wolf-clones fall into, that is, endless mazes that don't really come off as anything but mazes. These levels aren't really anything either, but they're not bad. There's clearly thought put into this, into how enemies respawn, how they're placed, and how you progress the level. 9/10
Player Agency:
Awkward, but not unworkable. There are a few controls dedicated to making the Wolfenstein-style controls work better, but if you lived with that, you can live with this. The real problem is the unwieldly nature of going from gameplay to messing around with items. 5/10
Interactivity:
The only time I interacted with the environment is when I searched for something, or when I pulled a chain, which happened twice at the start. There's no use key, move next to a door and it opens, secrets you can just walk into. There's more going on with the items than anything else, which has some pretty clever things going on. 3/10
Atmosphere:
There's a definite aura of oppression going on in this game. The time limit, the limited view distance, and the dead going insane. Dying doesn't get you the traditional fall to the ground and a message, just a message in a pop-up box. All in a very Macintosh-style game window. 8/10
Graphics:
There's a real comic book vibe to the artwork here, and I have mixed feelings. At a distance it doesn't look bad, but when you get close, like when you're walking against a wall or stabbing an enemy, you can see that its very low-res stuff. Otherwise we also have the factor that its very much a Macintosh game. 5/10
Story:
Part of the fun of the game is deciphering the events that went on before you got here. Even by the end, there was still questions I didn't have answers for. 5/10
Sound/Music:
Dead silence in the music department. The sounds feel early Windows to me, that is, it sounds like it should, except they're really low bit. One real positive is that when you get a new weapon, you get a nice sound effect. There needed to be more feedback, as the knife weapon creates dead silence. This is a bigger problem for me, playing in a Mac emulator, because the sound keeps cutting out. 2/10
That's 50. The 4th best game I've played by some measure. Its flaws mostly relate to issues nobody foresaw back in 1993, like a vastly different control scheme or difficulty in playing Mac games on non-Mac platforms.
Reviews of Pathways are overwhelmingly positive, but mostly period. Its a bit tricky separating the Mac reviewers genuinely enjoying this to Mac reviewers patting themselves on the back for having a superior title or because they didn't play anything else. While its not true that its the system's first FPS, serious competition wouldn't arrive until Marathon next year or ports in '95. Sales figures are also tricky, but they sold at least 100,000 copies.
While it is worth playing today, Macintosh emulation is not the only option. (this I should point out, is not as hard as you might think it is to setup) In the Marathon source port, AlephOne, there's an unofficial port to there. I'm going to have to check that out after finishing Marathon. For Macintosh users there's an official port on the AppStore. Its free and I have no idea what it plays like. Perhaps one day this game will have a multi-platform source port, but until then, there is a surmountable barrier to playing.
There are about 19 FPS titles left in the '80s and about 19 left for the early '90s. While I do plan on rewriting some of my older reviews, I'm confident I can get a good chunk of these done by the end of the year.
Saturday, February 5, 2022
Pathways into Darkness: Won
| Gee, I wonder what's going to happen here? |
| Apparently the dishwasher reference is based on something that happened to an actual Budgie employee |
I wonder if there's anything in the other pods. Like I'm going to check that. I now have everything I need to complete the game. Now I just need to find where I should place the bomb.
| Its always a question if there's something in that darkness |
Back at "I'd Rather Be Surfing", there are yet more spiders and ghasts, and a lot of resting. There are two winding sidepaths that lead nowhere, but the real event here is a long hallway full of enemies. Even with plenty of pillars, its hard dodging enemies here, especially the zombies. Their attack doesn't really work like you expect any attack to work.
| Reading about the production of the game afterward, its clear this is padding by people desperate to get a game out on time |
Doing it all again, I only have this way forward, the only thing in pathway I didn't travel down was a save point. Do I really have to wait for some time down here? I guess I have to use the cloak. I wonder if the cloak is required to do this or if its just ideal? No matter, time to pad the game out. The easy way out. I wonder how much of the game is left? I have 32 out of 41 points, but it doesn't feel like I'm anywhere close to winning the game. There can't be much more treasure and there just can't be anymore weapons beyond the M-16. That assumes there even IS a functional M-16. The game is being cagey about this stuff and I may have all the weapons I'm going to get, plus hopefully some ammo for the AK-47.
Seriously, this is annoying, even with the cloak. You don't know if there's something behind either door and if you die, well, shucks, you have to wait again! I do check the hintbook again, and there is something down there that's going to be nasty, but at least there's a save point before that...? Frankly, you do lose a bit of willingness to deal with this if you have to wait out-of-game hours. 3 of them. There are some of the ghasts downstairs, so it isn't a sure thing, but it isn't insanity at least.
| Earthquake zone, because the enemies cause earthquakes |
| I can forgive recoloring enemies for this |
| This guy's name is Barney...ah...'90s humor |
| As you can see, this is going very well |
| Despite the large number of these guys, spray and pray is not a valid tactic |
Its a very tense, yet annoying situation. I know that if I play it normally, I'll get killed. However, there are a couple of violet potions here that grant temporary invincibility, including against poison. Even without that, it seems like the game is encouraging you to play it way too safe here. Ghasts are what respawn here, and their presence is annoying, but not deadly. What's deadly is that right after the teleport out of this section, you are teleported right in front of a greater nightmare, and not too far away is a horde of more poisonous enemies. And we've gone back up. Wonder if that was a misplaced decimal point or something.
| The only way to find out where these portals lead is to go through them |
The use of teleporters is causing the map to become empty every time I enter one, even if its the same floor. That, combined with the game liking to throw me against large areas full of poison enemies, made me rush through the area without fully checking everything. "But Wait! That's Not All!" At least there's a save point. Its just like Tricks and Traps, if every other enemy poisoned you and you had no room to dodge. The game is practically demanding you use a blue potion here.
| Absolute darkness, what does it hide? In this case some pillars |
Anyway, the Cubans, who are surrounded by dead enemies, lucky them, uncorked the bottle with the demon. Man, it feels really silly going into the pyramid for killing some elder god when everyone else is concerned with the spiritual equal of Pregzt. More tense battles dodging venom attacks, and a black crystal. What does it do? It turns enemies into stone, which seems less useful than the other crystals.
| Hello again, my old friends |
| Its magic! |
After the greater nightmares, which I use the black crystal on, I just shoot the smoking man a couple of times. Is this the demon? Seems kind of lame. He drops a gem which drains my health, but I figure since I got a lead box earlier, I can put it in that, which works. Now, do I put the bomb here, or do I go through the final portal first? I put the bomb here, and then I'm teleported back to I'd Rather Be Surfing, at the door I couldn't open. Its a mostly easy-going walk back up. Even the labyrinth is not so much trouble. Though I do take a side trip to a locked room with 11 gold ingots, for scientific purposes.
| That's not really an unusual-looking pyramid, but I'm no expert |
This Session: 4 hours 30 minutes
Total Time: 10 hours 50 minutes
Tuesday, February 1, 2022
A.B. Cop
Number:103
Year:1989
Publisher:SEGA
Developer:Aicom
Genre:Racing
Difficulty:3/5
Time: 2 hours
Hey, kid, wanna play as a supercop in a cyberpunk dystopia, ramming down endless scores of baddies in your super hover bike? Not a lot of titles promise that, or even have a premise as interesting as that. Especially arcade titles. AB Cop is one of those games in the racing sub-genre of "drive that guy off the road", which seems to be deader than car combat games past a certain point. Its only distinguished from the better known titles in that genre by way of its setting.Make no mistake, this is the face of a man who has killed innocents in the line of duty.
There are six missions in the game, played in order. Before each mission you are told why you need to take down (alive) this dangerous criminal. From drug-dealing shoguns, to escaped bio-engineered organisms, to kidnapping clowns, this game has something nuts in every level.
Where the game gets difficult is with the bosses. This is where you want to use the jumps, which cause you to deal more damage. The first two aren't bad, but the third is where they start shooting projectiles at you while swinging a sword. You are completely invulnerable to damage, but taking a hit slows you down. Naturally when you're trying to jump its troublesome when you get swatted away like a fly. Or you're trying to build up speed and get hit by a ball. They can deal some pretty mean combos on you at times too.
But even then, its not too hard. Once you figure out the trick to the game, it is by far the easiest arcade title I've played in a while. It feels underwhelming, like there should be more to it. The real prize to the game is the insanity you get stage after stage. This is the only reason why you'd play the game til the end. I don't think I was disappointed in that regard, but if that doesn't appeal to you, then there is nothing worth playing here.
Weapons:
None.
Enemies:
While the bosses had a bit of variation on them, I can't say I cared for that variation. 1/10
Non-Enemies:
Simple non-hostile cars. 1/10
Levels:
I guess there's some thought into where splits in the road are placed and the turns, but as it went on I did not feel it was getting better. 1/10
Player Agency:
The controls are somewhat awkward, undoubtedly because the game wasn't designed for the arrow keys, but some unique arcade cabinet. Turning doesn't feel right, and while there's a rythmn to the turbo function, it doesn't always work properly. 4/10
Interactivity:
Some destructible objects. 1/10
Atmosphere:
Normally, I'd just rate it as a scifi game. Its got a good vision to it. Very much a pleasant feeling game despite the violence. But something about this is just WRONG. Some of this is undoubtedly the cultural barrier, but I don't think all of it is. 5/10
Graphics:
Very nice pixel art. Nice combination of some optimistic futurism and scenic areas. Enemies could have used some more frames in their attack animations though. 6/10
Story:
Something terrible has happened A.B. Cop! You must stop the criminals! Interesting by virtue of sheer insanity. 2/10
Sound/Music:
Kind of generic happy-sounding tunes. The shorter stings between levels and whenever you lose are the best. Sound effects are fairly flat-sounding. 3/10
That's 24.
The game did sort of okay, it was no hit, but people liked it. Understandable, since there's only two tricks to the game before you can 1cc it. I could probably do that if I wanted to.