Monday, December 20, 2010
REVIEW: Urban Champion
Game: Urban Champion
Original Launch: November 1985
Relaunch: December 2010
Rating: 2 stars
Wow.
Wow.
This game needs a re-boot.
Oh, “Hi” again loyal flock. Simon here and I've been cursed with two related obsessions:
1.I love fighting games.
2.I love NES classics.
The two used to be mutually exclusive and, except for the occasional “River City Ransom” or “Karate Champ”, I had never seen a fighting game similar to the likes of Street Fighter II. Until now.
Urban Champion!
With AWESOME 2 Player options!
Urban Champion!
With multiple stages!
Urban Champion!
With large characters......
Urban Champion!
With a crappy fatality!!!
Urban Champion!
With pure unadulterated 8-bit sound!
Yes, I said a fatality!
Before we get to that, let's go over the logistics. It's a 1 to 2 Player head-to-head fighter. It's set in a non-descriptive urban locale. You have 5 colors on your character (as opposed to 4) and FIVE different attack and dodge functions!
As the game starts out, you are a nameless street warrior bent on getting to the right side of the screen. But you have a secret...you are slowly dying of what I can only describe as a sentient Lou Gehrig disease with a sense morality. Each time your aggression gets the better of you and you attack, you lose health. But what challenges do you face you ask? You must fight your palate-swapped evil twin brother, COM. Along the way to defeating COM, you are assaulted by flowerpots that violate terminal velocity and the shame that you get from playing this game.
Your moves list are as follows:
A+Down= Low Jab
A+Up= High Jab
B+Down= Body Blow
B+Up= Hay-maker
Left= Dodge
Not too bad for a reeeeellllllllllyyyyyyy crappy game. What? I didn't warn you ahead of time? Well, if you want to get out of the car now when we're almost done with the trip, I wouldn't blame you.
I was throwing haymakers the whole time and, if I didn't want to live anymore, I would have been punching COM into the sewer forever. (Can 'forever' be two words? For ever. Naahh, it doesn't look right.) When you knock out your opponent, or when you get knocked out, the intended target falls into an open manhole. (Can 'manhole' be two words? Man hole? Yeah, it looks funnier that way.) When COM falls into the man hole, another COM pops out of nowhere to take his place. I think the best way to make this game salvageable would be to put you in black leather, a black trench coat, and sunglasses and put COM in a black suit and call it Neo vs. Agent Smiths.
I can't wait until Urban Champion II: Warring Warriors Warring
Review in a Haiku
Urban Champion
Don't think about playing this
You thought, didn't you
-Simon-
Friday, December 10, 2010
REVIEW: Hogan's Alley
Game: Hogan's Alley
Original Launch: October 1985
Relaunch: December 2010
Rating: 3 Stars
Do you love light guns but are sick of laughing dogs? Do you think target identification is the best part of a shooter? Do you have difficulty shooting the broad side of a barn? Then Hogan’s Alley may be for you! Hogan’s Alley is a light gun shooter that attempts to replicate a police training simulation. I guess law enforcement standards are slipping because the game allows you a ton of mistakes and the enormous stationary targets are nearly impossible to miss.
Review in a Haiku
Shooting and snoozing.
Self inflicted light gun wounds.
Thank god for the cans.
Sunday, December 5, 2010
REVIEW: Donkey Kong Jr.
Game: Donkey Kong Jr.
Original Launch: June 1986
Relaunch: December 2010
Rating: 6 stars
Greetings all nerds!
(For those non-nerds reading, I will try not to exclude you any further. I will try to horn in some words to garner your attention. Like football, Monster truck, rabies, candelabra, and rap-music.)
Simon here and I've been given the opportunity to review the near and dear classic, Donkey Kong Jr. The game itself is a breaking of tradition from the original Donkey Kong. This sequel's name actualy makes more narrative sense. Why would you name a game after the penultimate villain? It's like calling Super Mario Brothers, "Koopa." Tetris, "Z-Block." Football, "The Other Team." Or Metroid, "Mother Brain."
The dialog that I assume occurred after the events of Donkey Kong, go something like this:
Mario: Pauline! I'm-a so happy my carpentry skills of-a swingin' a hammer has-a freed you!
Pauline: Oh Mario!
Mario: This-a giant ape with purple and yellow stars orbiting his unconscious head has-a to pay for his barrel throwing and kidnapping!
Pauline: But Mario, what court in the world would prosecute this 16x16 pixel brute?!
Mario: They won't-a have to! I'm gonna build a cage and capture some tiny alligators and other assorted animals to hinder anyone who may have a soft spot in their heart for this 2-dimensional being!
Pauline: Oh Mario! Your aggression towards animals makes me so happy!
Mario and Pauline embrace.
Donkey Kong Jr. glares at them from behind a flaming barrel and runs off around the corner.
This all happened in 1982.
Let's begin the actual game review. The game pops right up with a catchy tune with a selection of 1 Player or 2 Player. It's a very solid presentation. Retro enthusiasts will adore the simple black background, which is present throughout the entire game. It gives the moving characters that certain “pop” that you can't get with any other game.
The control. (If I could put a Picard Facepalm right here, I would. That's one thing I give the ancient Egyptians: they had a whole cartouche to work with: Bird, wavy water, Picard, bird.) This Jr. Kong handles worse than a Monster truck doing the job of a Zamboni. And, to top it off, the “I can touch that“ meter is waaaay off. For one, you'll be climbing up a vine and your hand easily makes it past the encephalitic red alligator and all of a sudden, he bites your teeny tiny toe and you plummet to your pre-diabetic death. So, you've now assumed that, “Hey, the tiny overlap of 4 pixels applies to damage. Awesome, I can balance my primate off of this minuscule precipice.” ---- “FFFFFFFUUUUUUUU” And you fall. Three feet. And die. One out of three, gone.
You only have one action button, A for jump and the D-pad for the obvious. Also, if you make yourself walk into anything that isn't a fruit, chain, or vine, you will die. Ideal for those with terminal rabies.
The first level is easy enough. The vine you need to get started is literally right there above the crotch-exposing Donkey (I'm assuming that “Kong” is his last name, like the Mario Bros.) Just a couple of fruit-grabbing arm stretches; you are a couple of jumps away from tea-bagging Mario. Why Donkey just stands on the platform after he bests Mario confuses me.
“Ahhh! That purple buzzard bit my butt!!!” Is all you'll be emitting in the second level. Surprisingly, the 3rd level, TRON, is pretty easy.
The 4th level must be the final level I assume, because Donkey senior is at the top and dead center. And I never passed it. (That's a lie. The game just cycles back around to the first level like sampled rap-music) And, after the futuristic Metropolis of level three, there is nowhere else one can go.
The way the vines hang exactly like an upside down candelabra just teases Donkey from rescuing his dad. The variation of music when you “free” your dad is unexpected for a first gen Nintendo game. The only sense of “defeating” is the frustration you get after falling because you hit your head on the floating platform.
Overall, the graphics are nice and crisp, something I'd like to see in Super Mario Crossover. Sound effects, heavy handed (walk left, blurp-tee, blurp-tee, blup-tee.). The music was surprising. But the replay value is horrendous.
Review in a Haiku
That banana's not worth it.
This level again?
-Simon-
Monday, November 29, 2010
REVIEW: Wrecking Crew
Game: Wrecking Crew
Original Launch: October 1985
Relaunch: November 2010
Rating: 8 stars
Wrecking Crew in an action puzzle game that pits Mario as a construction (destruction?) worker whose job it is to break stuff.
Anyways, dick around too long without breaking anything, and a fireball will manifest and stream across the level at which the dilly-dallying occurred. So move your ass and get to the vandalizing. Once all blocks are busted and breakable ladders are down, the level is complete. There is also an NPC named Spike the Foreman that shows up during bonus levels and on some regular levels to interrupt your flow. I'll expound upon that dumbass in a bit.
I need to point out early on in this review just how much I love the music of Wrecking Crew. When you start a level, you are greeted with a quick little tune as the level is revealed to you from the top to the bottom. The tune says to me, "Do-do do-do-do do do, Here's a construction site, now go and start breaking shit up." (Go ahead, sing that when a level starts, it fits.) Once the level begins, the background tune is the happiest fucking music to break stuff to, ever. It's a cool, flowing melody that I find myself humming while I break stuff in real life. Also, it's a relatively long tune for an NES game, especially a release title. The tune doesn't loop for a while. The music fits this game; it's advantageous of you to stay in motion as much as possible, what with the constant threat of aliens and angry tools, and the music reflects this, while not lending itself to a heightened sense of anxiety. Even the death tune is kind of like, "Oh well, you died, but maybe you'll do better next time" (You can't sing along with that verse.)
Speaking of annoyances, shouldn't a hammer work as a weapon? Not in this game. An enemy touches you, and you are dead. There are a few ways of dealing with enemies, none of which include direct skull bashing. There are doors on some levels; if opened while an enemy walks toward them, the enemies will automatically enter and roam around behind the scenes. This takes them out of the picture for a little bit. You can also stun enemies buy hammering a bomb while they are on the same level, or by destroying a breakable ladder that they are climbing. There is one other way of managing them, which requires ninja-like gaming reflexes: trap them in a barrel. There are breakable pillars that are not a part of the required breakables, some of which have barrels over them. Although the odds of death are high, time it just right and the pursuing enemy will be trapped within the fallen barrel for the duration of the game. Time it wrong, and you are in the barrel. Pro tip: trap that asshole Spike to prevent his level-ruining shenanigans.
I think that there is something primal within all human beings that enjoys the act of breaking shit. Go ahead, smash a beer bottle, I'll wait. See? Feel that adrenaline rush? It's a caveman response to thoughtless action that stays with us today. That's the appeal of Wrecking Crew. We love breaking shit. Rawr! HULK SMASH! And while there hasn't been a sequel to Wrecking Crew (outside of Japan, that is,) breaking stuff is a part of most current games. Ever play Burnout? How about Boom Blox? Perhaps a little-known series entitled Grand Theft Auto?
So, you see, even 25 years ago, Nintendo knew to tap into that primal element of humanity through a video game. Add to this some of the catchiest tunes ever and 100 levels of puzzle challenge, and Wrecking Crew holds up. I'm giving Wrecking Crew a solid 8 Stars, the Terrific Tunes stamp, the Praiseworthy Puzzler stamp, as well as the coveted Test of Time stamp.
Review in a Haiku
"Under construction"?
That's just an invitation
to smash everything.
Wednesday, November 24, 2010
REVIEW: Golf
Game: Golf
Original Launch: October 1985
Relaunch: November 2010
Rating: 6 Stars
Golf on the NES is a game where a Mario knock-off guy tries to hit a tiny ball into a tiny hole 18 times. In keeping with the spirit of the links (the grassy kind, not Zelda’s boyfriend) I will attempt to review this game in scorecard format.
Above Par
+ Golf has an excellent club selection with 14 clubs. All your irons, woods, wedges and a putter are represented.
+ Have you played Wii Sports Golf? Then you will recognize the course right away. The 9 holes of Wii Sports golf are based on the holes from NES Golf.
+ The first time I actually hit par on a hole was oddly thrilling. Pulling off the shot you want is a rewarding experience.
+ Intuitive enough that a non-sports gamer like myself felt comfortable with the interface after the first hole.
+ Aiming putts is consistent and accurate. I wish I could putt this well in Wii Sports Golf.
+ Two player mode is fun and competitive.
+ Fills the elusive “Games my Mom Could Play” niche.
+ Mario! Sort of. Because the features aren't quite spot on it feels like Mario concept art and that gives it some small degree of street cred.
In the Rough
- Golf?! Really?! That’s the best name the chimps in marketing could come up with?
- The course design feels random. Often you will find the fairway to be a series of islands.
- There is no distance indicator/estimator built into the interface. The only way you know how far your stroke of any given club will go is by your own experience.
- The lack of a running score card makes it difficult to chart your progress per hole.
- The view of Mario swinging the club is useless. The change in terrain that shows at his feet seems random and does not add any new information to the screen.
- The aiming for the drives and chips is horrible. Why not use the excellent aiming present when putting?
- Since the game is turn based, they could have implemented 4 players easily by sharing a single controller. This would have really helped since sports games tend to be more fun in groups.
- No in-game music. And a congratulatory theme after each hole would have been nice. Sound is sparse.
Review in a Haiku
Swing, cheer, swing, grumble,
Swing, swear, swing, throw controller,
Swing, sigh, putt, putt, plop.
Monday, November 22, 2010
REVIEW: Baseball
Game: Baseball
Original Launch: October 1985
Relaunch: November 2010
Rating: 6 stars
Baseball has one mode: a 9-inning exhibition game that you can either play against the computer or a friend. You can choose from one of six teams: A, C, D, P, R, or Y.
Pitching is my favorite part of the game, even though it can be frustrating at times. You have four pitches to choose from (fastball, changeup, curve, and screwball), and you can actually move the pitch left and right after you throw the ball. You can even try to pick off the baserunners, though I've never been successful. (On the other hand, every time I even think of stealing a base, the computer picks me off.) If you make a mistake or throw the ball right down the middle, the computer will usually make you pay. And similar to Nintendo's Tennis game, if the ball is out of the strike zone, the computer will rarely swing at it.
So far, this game sounds pretty good, right? That's because we haven't talked about the fielding yet. Sweet Sammy Sosa, the fielding is atrocious in this game. There were times I wasn't even positive my controller was plugged in. The developers even knew the fielding mechanisms were terrible, but apparently, they figured this disclaimer would be good enough:
I really can't tell you how annoying the fielding is. If the computer's hit made it into the outfield, the ball invariably rolled past my guys all the way to the wall. Then I just ran in circles like a bumbling idiot while the computer circled the bases. Is the computer controlling my defenders? Am I controlling the left fielder or the center fielder? Do I have a mental disability? I honestly don't know after playing this game.
The two player mode is much more enjoyable. The fielding is still just as terrible, but at least you're both swinging at balls in the dirt and getting inside-the-park home runs on grounders to the short stop. The game kind of drags on, especially with no music (except during home runs) and few sound effects. Expect to take the better part of an hour to play one game.
Review in a Haiku
Errors in the field,
Overshadowing the game,
It is a damn shame.
Friday, November 19, 2010
Tuesday, November 16, 2010
REVIEW: Clu Clu Land
Game:Clu Clu Land
Original Launch: October 1985
Relaunch: November 2010
Rating: 5 Stars
When I was a kid, I honestly thought this game was about the dudes with the white pointy hats. I mean it always struck me as kind of odd that they would have their own game, and I kind of assumed they were the bad guys in said game...but I didn’t get the plumber-mushroom-turtle connection with Mario either so I just wrote it off as one of those strange Japanese things. It turns out the hat guys have a slightly different name, and Clu Clu Land is actually about Bubbles the Bubblefish trying to recover the treasure of the sea kingdom from some jerk face sea urchins called the Unira.
The catch is that the treasure is invisible and you are being chased by the angry sea urchin critters. You run all over the field and trip over the gold bars (which look like Rupees from Zelda) by chance. Typically the treasure is laid out in a symmetrical pattern to make a picture so that once you find enough, you can estimate the rest by anticipating the design. Clu Clu Land plays a bit like a wide open version of Pac Man if all the dots and the occasional obstacles were invisible. You can stun the enemies with your Sound Wave (sea urchin have ears?) and crush them into walls for bonus points.
The hook to the game play is the directional control. When you change direction, you hang an arm out to grab hold the poles that make up the grid and spin yourself around. You can tap the D Pad to make a quick turn, or hold it down to spin around and around. This is probably the most original feature of the game, and while I found it to be originally quite off-putting, I grew to appreciate the strategy that it added. You can’t just head off to the other side of the screen, you have to plan a path based on obstacle and enemy locations and use careful timing to pull it off successfully. That being said, the control is never quite intuitive and causes more deaths than the enemies do.
What replay value that Clu Clu Land has comes from trying to top your previous high score. This may be fine for old school gamers, but don’t look for an ending to this one. The game has 22 levels and if you can get that far, it repeats with having to run over each bar twice. There is also some fun to be had with two player mode which is simultaneous. Trying to score higher than player two leads you to take more chances and is generally more fun than playing by yourself, but not by much.
Clu Clu Land is the first NES entry into the maze game genre. However, Pac Man is still the biggest shark in that pond, and when you compare the two games side to side, Clu Clu loses badly. This is one of those times when the designers go out on a limb and try something new and it doesn’t quite pan out. On its own, it was a fun diversion that manages to be briefly amusing despite the handicap of its controls scheme.
Review in a Haiku
Try to play Pac Man
Blindfolded and with your feet.
Behold! Clu Clu Land!
Monday, November 15, 2010
Sunday, November 14, 2010
Friday, November 12, 2010
REVIEW: 10-Yard Fight
Game: 10-Yard Fight
Original Launch: October 1985
Relaunch: November 2010
Rating: 2 stars
Sometimes there are some games that come along,
These games aren't very fun or very strong,
They need to be reviewed; all of them do,
But we don't want to bore with the review,
So in an effort to help you tonight,
In iambic verse is how I'll write:
There are five difficulties in this game,
While they grow strong, your skill remains the same,
In order to advance to the next round,
A touchdown is the goal that must be found.
There is no point in attempting a pass,
The defense always intercepts your ass,
If they are even slightly in your way,
They pick the ball; they always make you pay.
There are occasions when they're kind of dumb,
Like on kickoffs or just a simple run,
Criss-cross the field, run backwards if you must,
They won't catch you; they will just eat your dust.
Though you can beat all of the other guys,
There is one thing you do that I despise:
It's like your cleats are filled with lead or stone,
You move so slow, it makes me have to groan.
Frustration is the theme of 10-Yard Fight,
It's rarely fun and doesn't get much right,
With so much wrong with it, it isn't whole,
I cannot wait till I play Tecmo Bowl.
Review in a Haiku
Diagonal lines:
Run in them, and you will score.
Computer is dumb.
Wednesday, November 10, 2010
25th Anniversary Super Mario Brothers Cake
The cake makers at Pink Cake Box have made the best Mario cake you'll probably ever see.
Shigeru Miyamoto cut the cake in Rockefeller Center, celebrating Nintendo's 25th anniversary:
Shigeru Miyamoto cut the cake in Rockefeller Center, celebrating Nintendo's 25th anniversary:
Sunday, November 7, 2010
Friday, November 5, 2010
REVIEW: Donkey Kong Jr. Math
Game: Donkey Kong Jr. Math
Original Launch: October 1985
Relaunch: November 2010
Rating: 4 stars
Donkey Kong Jr. Math was a bomb. It was the worst selling NES launch title. It was an "edutainment" game that did so poorly, Nintendo canceled the Education Series in the U.S. and shot the person who came up with the word "edutainment." It's widely regarded as awful, embarrassing, confusing, and just plain boring.
But I kind of liked it.
It's pretty simple when you're just trying to add up to 49. Grab a 7, a multiplication sign, another 7...BAM. You win the round.
This mode can actually be pretty fun when you have a second player (assuming you are both nerds).
Donkey Kong Jr. Math can be a fun game. It's not great, but it's not as terrible as most people are making it out to be. You're not going to get hours of enjoyment out of it. You're not going to take a picture your high score and have your mom put it on the fridge. But if you've got a friend and are tired of Scattergories, pop this in for a few rounds. If the one-player mode had tighter controls, this game would get a better rating.
Donkey Kong Jr. Math is barely educational. If you don't already know your multiplication tables, you're going to struggle. But it is mildly entertaining, even if it's only for 15 minutes at a time.
Review in a Haiku
Monkeys doing math,
disguised as an arcade game,
It's Edutainment!
Tags:
4 stars,
danchan22,
edutainment,
review
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