Sudeki
developed by Climax Studios
Distributed by Microsoft Game Studios
From the Microsoft XBox
My first experience with video game RPG's was Phantasy Star on
the late great Sega Master System. As I did not have a computer with
a modem (no message boards for me), I didn't interact much with other RPGers.
So I wound up developing survival skills for these games on my own.
I learned to navigate the dungeons and make it back to the exit without
getting lost or killed. I learned about spending a day leveling up
my characters without dealing with the quest to improve my chances.
I learned when programmers were sloppy and a hint book was required.
And I learned this basic technique when battling with more than one character--you
use one character as a healer to keep your party members alive and use
the rest to kick ass. This made games like Crystal Warriors
on the Sega Game Gear a breeze.
Meet Seduki, now on the market for the only
system more starved for RPG's than my Nintendo Game Cube, the XBox.
Four years in development, the game was designed by the European studio
Climax. Their stated goal was to make a Japanese style RPG (probably
because none of the Japanese game houses have enough faith in the system
to design one for it themselves). They get the basics right, but
they are missing the feel of such games. The result is a game I want
to like a lot more than I do.
Seduki starts off with a shadow puppet play
explaining some basic backstory, then shifts to the characters and their
adventures through the realms of the world of Seduki. You get your
general RPG stereotypes, such as a scientist who doesn't accept magic learning
the truth about the world, and your XBox-specific stereotypes, such as
empowered women with great racks. I mean, look at the box art on
the left, for Christ sake! Admittedly, Ailish does sport more personality
than the fighting Stepford wives of Dead Or Alive, but the openings
in her leggings imply she is wearing a thong. I'm guessing a lot
of coders were using only one hand. You just watch--there will be
rumors about a nude code for her any day now.
The quest is sprawling, with side missions to help
flesh out the world of Seduki and give you a better sense of place.
But the underlying problem is that it still feels like a game instead of
an experience. The problems start with the script. The game
ends with the villain defeated, the fate of the characters and universe
unmentioned, like completing Phantasy Star Online. The subplots
for the characters aren't handled well, either. Romance seems possible,
but nothing makes the characters bond. One of them is even already
married when the story begins, making some of the interaction seem odd.
The dialogue and voice acting need work, also. The scientist guy
rejects magic, even though the whole world is based on it, making his character
arc a little difficult to believe. For a world caught in the grips
of darkness, everything is too bright and cheery. It also screams
"video game" with it's scenary. It never leaves your head that you
are looking at 3D models. When Square is immersing players in entire
worlds with their Final Fantasy series on hardware supposedly less
powerful, Sudeki seems rushed. If they had spent half the
time on fleshing out the sets that they did on the female characters' bodies
and outfits, it would have been far more involving.
All four characters fight battles at once.
The game's AI handles whoever you aren't controlling. This means
that that old technique that I learned back in 1991 for Phantasy Star
gives you your best shot at beating the game--take control of the healer,
dodge anything coming your way, and keep the other three from croaking.
It becomes a waiting game instead of a tactical challenge.
The game is one of the shorter quest games out there,
an average of 20 hours based on discussions with other players. The
music is also very nice. It's not a bad game, but it appeals more
to the visceral. It's just a generic game with a nice suit on.
Even if some of the characters look ready to fall out of theirs.
BeyBlade
V-Force: Super Tournament Battle
developed by Takara
Published by Atari/Infogames
for the Nintendo GameCube (GCN)
"Super Tournament Battle." They're probably developing BeyBlade:
Most Extreme Elimination Challenge. Believe me, the only thing
that would make this even remotely entertaining is the very twisted minds
behind the US dub of Takeshi's Castle.
It is truly mindboggling what becomes popular and
what gets ignored. People say they are sick of brainless, mindless
movies, but continue to reward flicks like Bad Boys II. The
creators give the public what it wants. There are some things with
so much depth and involvement, it's easy to see why they inspire a following.
Pokemon comes to mind. But there are some things so shallow,
it's inconceivable how they not only become popular, but stay that way.
I would like to introduce Exhibit A: BeyBlade.
BeyBlades are tops. That's it. Tops.
As Lewis Black points out, "A top is a toy you give your kid to make sure
they're not damaged." You can customize them with different weights,
spinning arms, and so on. But that doesn't change what it is.
It's a top. Just like, "They aren't action figures, they're dolls."
No amount of dodging the subject changes it.
This has created a phenomenon in Japan. BeyBlade
arenas are sold, basically a bowl made of flimsy plastic that costs as
much as Fiestaware. You grab your top, pull the ripcord, and you
and your opponent release them into the bowl until one stops spinning or
flies over the side.
Wheeeeeeeeeeeeeeeeee....
This has inspired a TV series! Complete with
fantasy mumbo-jumbo about spirits inside the tops. And it's a hit
in America, too! It's unbefuckinglievable.
So, naturally, there has to be a video game about
tops running into each other. Takara already made one for the Playstation
1, released by Crave Entertainment. Now, they've made one for the
Nintendo GameCube. Actually, it's pretty much the same as the PS1
version. That includes the flaws.
Perhaps realizing that making a video game about
making a top spin and watching it spin would be a tough sell as Fun, Takara
introduces an element of steering. Supposedly. It does seem
to steer, although I'm not sure how effectively. Also, there are
the Bit Beasts, supposedly from the cartoon. They are spirits living
in the tops that can unleash special attacks. These attacks are launched
with a cut scene of the battler striking a dramatic, commanding poses with
speedlines in the background (see Marvel Vs. Capcom for this done
right). But it's tough to get excited. Despite consistently
launching my top with an almost perfect spin, my opponents routinely beat
me. I don't know how. I don't know how I'm supposed to fight
with these things. If this is because I'm supposed to grasp the depth
of the thing, I just don't get it. It is too shallow, and any actions
you take seem so arbitrary, to involve your mind and make you want to play
and understand more. Oh, and the announcer only has a few phrases
that he repeats through the battles. He makes the announcer on Pokemon
Stadium sound like John Madden.
The real shame is the original was released on the
PS1 for $10. This is $30. For essentially the same game.
Or for activity, since there is about as much "game" here as there is in
DOA:
Extreme Beach Volleyball. This is a snoozer.
Spelvin
designed by Skunk Studios
for computers, available for download off Internet
Hmm. I seem to enjoy word games. This is unusual, but there's
two more word games coming up for review in this update. I've never
really played them before, and here I go with a batch of them.
Spelvin is one of those games where the concept
sounds iffy, but once you start playing, you get hooked. It is a
single screen game. You are given seven letters. It is up to
you to select the letters in an order that spells a word, three letters
minimum. Each letter is worth points depending on how tough it is
to fit it into a word. Each successful score lowers your target points
to advance to the next level. If you don't like the letters you get,
you can select your keepers and hit the Spin lever. This will give
you new letters substituting the ones you haven't locked down. But
Spins cost you juice, as does spelling pussy-ass words, and if you run
out of juice, the game is over.
The interface is simple and the word list is quite
extensive. You will find yourself pouring over every obscure letter
combination you can think of to hit your target. The music is very
cool, too. The levels reflect the designers' music loving sensibilities.
You start out as a roadie and progress through soundman, lounge act, lip
syncher, and more. The art is colorful and inviting.
The game give you a lot of fun and bang for you
buck, and it's only $20. It's a great deal, so start downloading.
Paper
Mario
Designed by Intelligent Systems
Distributed by Nintendo
for the Nintendo 64 (N64)
During the days of the Great 8-Bit/16-Bit System Wars, people divided
along arbitrary lines. Either the system had better technical specs
(Sega Master System) or all their friends had one (Nintendo Entertainment
System). I was tempted by Nintendo's machine, but ultimately went
with Sega because they did more with the games. Nintendo and its
licensees tended to coast on good will.
I recognize this will be an unpopular opinion, but
it's mine, so there. I don't like the Mario games. They have
two problems--one is that to succeed you must know what is coming up. Super
Mario Bros., for example, does not let you backtrack. I wasn't
thrilled with trading secrets with others, I wanted to play. And
two, the games were too casual for my taste. They weren't bad.
It's just that they didn't have the oomph or pizzazz that I liked.
Platformers were just a casual interest of mine until Sega unleashed a
blue blur named Sonic The Hedgehog on the gaming community. But Mario?
There's no denying the games were detailed and well made, but they just
didn't grab me. There wasn't really a pacing that jumped it to the
front of my line-up.
The one Mario game I did enjoy to the point where
it was a priority to get to it in my game time was Super Mario RPG
for the Super Nintendo, designed by the geniuses at Square before Nintendo
pissed them off. Since then, Mario has been back in his also-ran
status with me. Unfortunately, many of the same complaints I have
about the Mario series in general also apply to the RPG-ish Paper Mario.
The plot of the game unfolds as a book. Literally.
There are seven star guardians who grant wishes, unfolding like a bedtime
story. Then, Bowser steals their Star Rod, which grants wishes, and
imprisons the guardians as one yells, "You're changing the story!"
Bowser doesn't use it to grant a wish like, "I'm the king of all the land,"
he just soups himself up to pound Mario and steal Princess Peach and her
whole castle. But like all villians, Bowser doesn't finish Mario
off when he falls from the castle in the sky. So Mario begins his
quest to free the Star Spirits and defeat Bowser.
Moving around the environments happens in real time.
But when an enemy contacts you, the game switches to turn-based combat
with some action elements thrown in. Hitting the button at the right
time during an attack or releasing the control stick adds some extra pow
to your attack. You also collect badges as you go, and outfitting
different ones will increase your attacks. Unlike other RPG's, you
don't level up with experience points. Each enemy you defeat yeilds
star points. 100 of them will let you increase one of your three
stats--hit points, special attack points, or badge points. Wearing
a badge takes so many badge points, so the more of those you have, the
more varied attacks you have.
The graphics are the usual pastel nice. But
in keeping with the book/paper motiff, the characters are flat. Making
them turn left or right is like watching a Colorform turn. It's cute
and stylish, but that's it.
The game's big problem is what makes it different
from other RPG's. Your attacks do not grow appreciably stronger as
you progress, they always do their base amount of damage. The easiest
way around this is with badges that enable special attacks, but that takes
up SP points, and all your stats start so low you have to build up.
And because of the lopsided Star Point system, it takes forever to get
to a point where you aren't using items or returning to a rest point every
few battles. Levelling up becomes as amusing as reformatting your
hard drive.
I know this game caused a sensation when it came
out and lots of people love Mario. Well, that's if you are suseptable
to the magic. I am not. As a result, I had a game that took
way too long to get to a point where it was actually engaging. The
quest for badges also smacks of a Pokemon nod that is just more trouble
than it's worth. Okay for long attention spans, but if you want something
with actual wonder, stick with Final Fantasy and Kingdom Hearts.
Paper
Mario is better than the SaGa series, but not by much.
Super
Scattergories
designed by CyberDice
distributed by Hasbro/Infogames
For IBM PC's (Win95 or greater)
Party games are a genre that needs to take a lot into account.
For example, video game units have long cords and can be hooked up to a
conveniently positioned TV. Party games for computers assume people
will want to cram around a tiny monitor and figure out how to share the
keyboard. This is why the Mario Party series, especially with
Wavebird wireless controllers, works so well. But for 'puters?
You need to make it worth the crowd's while to play. It also helps
if the game is fun to play solo. I was never a big fan of the regular
version of Scattergories. It was amusing, but hardly a high
point for the evening. So when I saw Super Scattergories for
home computers, I was somewhat less than enthused. Fortunately, my
concerns were for naught. CyberDice has taken the concept and rung
up a real winner.
The game is presented like a game show, initially
leading me to think it would be a rip-off of You Don't Know Jack.
But they don't tread on the turf staked out by Nate Shapiro and his successors.
The host, Brad Lane, is more fun than sarcastic. He has the requisite
humor, but it's more of the cornpone variety ("I took my parents to the
airport today. They leave tomorrow"). In another nice touch,
the programmers have the game recognize common names and periodically refer
to the person playing. But these are just bells and whistles for
a very solid game package.
SS has six rounds to play, either solo or
head to head. The first five all begin with you selecting a random
letter of the alphabet. In the first two rounds, you are given twelve
subjects and you have to think of something that starts with that letter.
For example, if you select the letter P and you get "Things On A Desk",
you think "pen," "pencil", "photos," etc. You don't have to type
out the whole word, either. Just the first three letters carries
you through. This is the set-up for all the rounds, in fact, so you
don't have to worry that much about your spelling. The third round
has a picture with twelve items starting with the target letter, and it
gets very particular--if you draw an H, don't be surprised if you have
to include "horizon". The fourth is like the first, only they want
a specific answer instead of just any, but the clues are more than enough.
The fifth is a matching game played with the mouse. You need to find
twelve matches starting with the key letter. There are only twelve
spaces on the screen, though, so you need to remove as many as possible
to get more words up there. The last gives you twelve random letters
and twelve topics. You can use any letter you want, but you can't
use the letter more than once. The more letters you use up, the more
points you get.
For the ones where general answers are sought (rounds
1, 2, and 6), the list of potential answers is absolutely huge. I've
been playing this game for almost half a year now, and only rarely have
I come across either the same topics or legal answers rejected because
they aren't on the computer's list. The effort placed in considering
answers is really astonishing. I can count on one hand the number
of times my answers were rejected (such as "terrier" for "types of dogs")
and on two hands the number of times the same picture came up in Round
3 in all this time. A lot of effort went into it. CyberDice
should be very proud.
The music is also great, and the little touches
like funny voices adds a lot instead of being annoying. There is
an atmosphere of fun that permeates everything. Ever since I was
able to put it on my laptop computer, it's turned into a great way to kill
20 minutes and have laughs. It didn't surprise me when people standing
behind me started shouting out answers. This game has been out a
long time, and can be found at bargain basement prices. This is fun
enough to be worth full price. Nab yourself a copy quick.
Outburst
Designed by CyberDice
released by Hasbro/Infogames
For IBM PC's (Win95 or greater)
In video games, there are always those who do the job right and those
who try to copy but just don't get it. Eidos tried to copy Konami's
Metal
Gear Solid with their version of Chicken Run. Electronic
Arts tried to bring Tetris into 3D on the Sega Genesis with Blockout.
But every once in a while, the company that makes the original, cool, fun
game will try to copy the success and get completely hamstrung. One
such example is how Bust-A-Groove begat Britney's Dance Beat.
Even sadder is the fate of Z-Axis, which took the Dave Mierra BMX
stunt game that was so enjoyable and ruined it making the very ill-advised
BMX
XXX, both for Acclaim. And I'm sure I'm not the only one who
remembers when 989 Studios' NFL Gameday actually gave Electronic
Arts' Madden series a run for it's money.
Into this, "It worked before, it ought to work again,"
hall of dubious distinction is a better late than never entry, CyberDice.
CyberDice created the title Super Scattergories, a game that would
sell on game systems if keyboards weren't seen as alien. You can
read my glowing comments on Super Scattergories above. They
were given another Hasbro party game to make into a computer hit.
Unfortunately, Outburst goes wrong where SS goes right.
The game's announcer this time is Timothy Stack,
a comedian best known for the cult comedy parody Night Stand With Dick
Dietrich and the very uneven Howard Stern cult comedy parody Son
Of The Beach. Whereas Brad Lane in SS was smooth and fun,
Stack comes across a little more brash. In fact, it's almost like
after SS and before they started developing this, CyberDice got
hooked on Jellyvision's immortal You Don't Know Jack. The
host is a bit snarky, with answers getting sarcastic comments that go for
laughs. There are commercial parodies, but they run at the halfway
point of the game instead of at the end. The humor skews more towards
the older (not necessarily "mature") crowd. I know that seems kind
of general, but play them both in succession and you'll see what I mean.
Stack's humor isn't necessarily bad. He gets
some good lines in ("Chekloslavakian Wrestling Legends. You can't
tell the boys from the girls without a scorecard"), and the rim shots are
a nice touch. Some of the commercial parodies are quite quotable
("Outburst is brought to you by the letter 'F'. Just try swearing
without it." "Kevorkian's Drive Thru Clinics. If you aren't
dead in 30 minutes, your assisted suicide is free"). The interface
is the same as SS, too. You just need to type in the first
three letters of whatever your answer is. There is some variety to
the games, including a more general multiple choice trivia contest.
It takes a little adjustment to get your brain thinking in the way the
game requires, but it's not insurmountable.
The problem with the game, the thing that makes
it the Hindenberg to SS's Goodyear Blimp, is the answer list.
In all the time I've played SS, I've only run into a few instances
where the answers were perfectly legit but the game didn't recognize them.
In the basic Outburst game, however, you have ten answers, and only
very specific ones are sought. No clue is given as to what these
might be, and there is no "Hint" option like in SS. For example,
one Outburst was to name works of Shakespeare. Rejected answers of
mine included Twelth Night, Titus, Julius Ceasar, The Comedy Of Errors,
Richard III, and King Lear. Six complete rejects of perfectly
legal answers caused my brain to shut down in stupefication, leaving me
staring at the screen with only three "correct" answers. Another
example was "Steven Spielberg Movies." No problem for a movie geek,
right? But among the rejects were Indiana Jones And The Temple
Of Doom, Hook, Always, Empire Of The Sun, 1941, and Duel.
It also specifically wanted The Lost World instead of Jurassic
Park II. For "Really Scary Movies," it rejected The Birds,
Phantasm, and The Sixth Sense, but accepted Scream.
The game stops being, "Quick! Think of something else!" and becomes
a huge exercise in, "Whadya mean, that's not a right answer?!?"
Outburst needs either a bigger answer list
or to redefine the parameters so that it's ten questions out of so many
possibles instead of ten exact matches. It doesn't feel very fair
and is nowhere near as much fun as SS. Infogames rereleased
both games in a two disc pack. If possible, skip this one.
Turok:
Evolution
designed by Acclaim Austin
released by Acclaim
for Nintendo Game Cube (GCN), PlayStation 2 (PS2), and Microsoft XBox
GCN version reviewed
One of the premiere franchises on the old Nintendo 64 game system goes
multiplatform in a new era. The first Turok redefined first-person
shooters and set a benchmark until Rare topped them with GoldenEye.
Taking a comic book title from a company Acclaim bought out, the games
were uniformly fun if occassionally a bit derivitive. But still,
the details were very nice. I still love the first level of the third
installment, Shadow Of Oblivion. The creepy background music
stops when you enter an elevator and you hear generic Muzak play until
you get out.
Acclaim has needed help for a while now. They
are on very shaky ground. So they focused on their core competancies
and went with one of their heavy hitters (Trey Parker and Matt Stone have
said there is no way there will ever be another South Park video
game, which for me is both good news and bad news). Unfortunately,
by moving from the small pond of the N64, Turok is now competing with titles
that have redefined the genre. From
Half-Life for us strategic
players to Halo for the button mashers who'd be just as happy with
a tire to play with (anyone that thinks
Halo is the greatest FPS
ever can kiss my Polish ass), the Son Of Stone needs to do something to
stand out from the crowd. The shame is, he very nearly succeeds,
but not quite.
The game attempts to tell how the Dinosaur Hunter
came to be. The story is actually nothing all that great. In
fact, it feels more like a Hollywood movie rather than the sweeping imagination
of most video game stories, the other Turok titles, too. The
graphics are a bit blocky in spots, but obviously most of the attention
went into the AI. As you move through the folliage, the plants being
brushed aside is not just graphic razzle-dazzle. The enemies are
watching, and will track your movements through the underbrush that way.
If you face a group and one gets away, he may come back with reinforcements.
Booby traps litter some fields, and you can trick enemies into tripping
them instead. The game even includes mini-missions, such as flying
on a dinosaur, to break up the FPS elements. Like I said, the development
staff worked very hard, and should be applauded.
Unfortunately, the game isn't as much fun as the
others. Part of it is getting used to the control layout. The
N64 games actually took the clunky N64 controller and made it feel natural.
This leaves you with a lot of wondering if you are pressing the right buttons
and surprise when you realize you've been going around in circles instead
of advancing through the level.
It's coming down in price, now, and can be bought
on the cheap. It should be purchased as a textbook of what more can
be done in FPS games, and what more needs to be done.
Yu-Gi-Oh!--Dark
Duel Stories
designed and released by Konami
for the GameBoy Color (GBC)
Konami needs a hit. They were once one of the most revered names
in video gaming. Let the word "Konami" fall from anyone's lips, and
thoughts drift to some of the greatest games ever made. Double
Dribble. Blades Of Steel. Dance Dance Revolution. Gradius.
And
of course, the immortal Contra franchise. Unfortunately, time
has been no more kind to Konami than it is to any of us. They became
an also-ran, especially in its sports titles (recently losing the ESPN
license to Sega), until a fellow by the name of Kazuki Takahashi created
a comic strip called
Yu-Gi-Oh!
The stories of the King Of Games developed
a huge following. The strip became a TV series, and it dethroned
Pokemon
as the #1 show there. A card game was developed based on one that
appeared briefly in an episode, and that took off. Now, Konami has
its own killer franchise, and is riding that pony for all it's worth.
So far, though, there is a key difference between the slew of Pokemon
titles by Nintendo and the Yu-Gi-Oh! titles by Konami: Nintendo's
titles are great games with the Pokemon title tacked onto them.
Konami's are frustrating games with a great title tacked onto them.
This is more or less the trading card game done
on a video screen, like Nintendo's Pokemon Trading Card Game title
for the GB/GBC. I picked up this game expecting to use it as a trainer
for the actual trading card game. Big mistake.
In the card game, as in most TCG's, there are Character
Cards (monster and creatures) and Event Cards. The Character Cards
come with two different numbers, an Attack score and a Defense score.
Each person puts down a creature. Whichever card has the higher Attack
number, that card wins, the weaker card is removed from play, and the difference
deducted from the loser's score, first to hit zero loses. The Event
Cards are divided into two groups. There are magic cards and trap
cards. You cannot play a card from your hand during your opponent's
turn, but you can put Event cards face down on the field behind your Character
Cards, and can turn them over when your opponent attacks, activating their
effects. Magic cards just have some effect, but Trap cards are nasty
and can do all sorts of things, from negating attacks to deducting the
attack from your opponent's score. It's a lot of fun and tricky.
Unfortunately, the GBC game leaves a lot to be desired.
For starters, the controls are very sluggish. You have to depress
the buttons for about a second before it registers. Also, the interface
sucks donkeys. You only have one deck, the rest of your cards are
in a chest. Cards are sorted by card number, making sorting through
the 600+ items a chore. To modify your deck, you have to first challenge
an opponent. Can't alter your deck between rounds here. Then,
you go to your deck screen and remove card(s). Then you go back and
enter the chest screen and add cards. Cumberson doesn't begin to
describe this set-up.
Also, you can't use just any cards. Each card
has a value. Depending on how many duels you've had, you have so
many experience points. The total value of all the cards in your
deck cannot exceed your experience points. This means that, for a
good long time, you are stuck with pussy-ass cards with a maximum attack/defend
of 750 while your opponents get the cool shit like Dark Magician (2500/2100)
and the Dark Hole trap card. Unlike the Pokemon TCG, where
you were only limited by how many cards you had in your collection, this
feels like a cheap way to artificially extend the life of the game.
It follows the lead of the TV show rather than the
card game. You are limited to only 40 cards, no more no less.
Second, cards change. In the cartoon show, sometimes the cards have
effects that seem completely arbitrary, the only reason they do that is
the writer of the episode said so. One card is supposed to raise
your own score by 300 or add it's own attack power to another. I
have that card, and it says no such thing. But the one in the video
game can do something simillar, but only to certain cards. Cards
will suddenly change into more powerful versions, like Evolution cards
in Pokemon, but you never know why. Was the card in the person's
hand? Did it change by magic? I don't know. Other times,
the cards on your side of the field will vanish. The screen where
you look at the cards doesn't tell you very much. The interface is
very vague, and the explanation of how the game is played means you either
learn through trial and error or give up entirely.
I gave up. Pokemon Trading Card Game
played exactly like the real TCG, and gave you a detailed explanation anytime
an unusual action took place. This game should have studied Nintendo's
creation really closely. Here, you almost feel you are caught in
an arbitrary fight, and the only thing that will determine if you win or
lose is if the program is feeling merciful. The graphics are nothing
special, control lacks crispness, the music is lousy AND repetitive, and
the whole thing lacks polish. Unless you completely geek out to YuGiOh!
and have a massive notebook for keeping track of the quirks the game doesn't
bother to explain, pass.
Billy Bob's
Huntin' -n- Fishin'
Converted by Saffire Corporation
Released by Midway
for the GameBoy Color (GBC)
Wow. Is it any wonder Midway is taking it on the chin lately?
This game gave me flashbacks to coming of age in
the 1980's, when racism was accepted and encouraged by the mainstream.
In our new era of sensitivity (occassionally pushed over the edge to Political
Correctness), people have gone nuts trying to find people they can make
fun of and denegrate without being assaulted by civil rights groups.
This is my best explaination as to why people who do not live in the cities
are treated like inbred illiterate dirtballs. And here's a game that
celebrates that image. Whoop-de-fuckin'-do.
This is a huge departure from Konami's The Adventures
Of Bayou Billy. That was also done as a comic book, and was basically
Crocodile Dundee in Louisianna. It wasn't great, but it kept busy
enough you didn't feel cheated. This, however, plays to some really
ugly stereotypes. Billy Bob is out to court his sweetie in what I
took to think of as South Dogpatch. BB looks like a typical video
game male human except for a HUGE beer gut--the beer gut equivalent of
Dolly Parton's tits. The only thing missing is the word "Skoal" on
his ball cap. In order for him to prove he'd be a good husband, he
has to go hunting and fishing for things for her. Once he proves
his skills (several times, there are levels to go through here), he gets
her hand in marriage.
Before you do any serious sporting, you must participate
in some really lame minigames. When hunting rabbits, for example,
you wander around until you see moving rabbit tracks. You get close,
and the game turns into a shooting gallery. But first, you need to
bathe so you can sneak up on the rabbits, or the game is tougher (and it's
enough to turn apathy into outright boredom, so make it easy on yourself).
BB goes in a lake, but pigs want to jump in the lake and swim, so you have
to catch them before they hit the water and bounce them to ground.
Another time, for fishing, you have to stand between several fish hatcheries
and tilt your net to catch them as they jump between the hatcheries.
You have to shoot beer cans to get a hunting license so the game warden
patroling doesn't pinch you. These are the contests, folks.
The game moves very slowly. You can conceivably
defrost a turkey in the time it takes to walk from one area to another.
The music sounds like a MIDI version of backwoods banjo music. The
detailed instruction manual neglects to explain one thing: why did
I waste my battery power on this hunk of crap? Don't bother.
Hamtaro--Ham
Hams Unite!
designed and released by Nintendo
for the Game Boy Color (GBC)
It's Hamtaro time! It's also the second-to-last title released
on the Game Boy Color. Smoke 'em if you got 'em.
Called Hamster Club in Japan, the cartoon
series debuted in America. I decided to get my niece two of the discs
for Christmas, but before I wrapped them, I watched them to see what the
hubbub was. It was cute. It was sweet to the point of insulin
injections. The characters were flat with one defining characteristic
each (dancing, hunger, boss, etc.). It was simplistic.
And I watched both discs three times before I wrapped
them up. Goddammit, they're cute!
There are at least four games out in Japan, three
on the Game Boy Advance and one on the GBC. Here's the first one
out the pipe. Boss is preparing a surprise for all the other Ham-Hams
in their underground clubhouse. But only he and Snoozer are there.
So Boss asks Hamtaro to locate all the Ham-Hams and bring them back for
the surprise.
Hamtaro can walk and run, and occassionally climb.
Most game actions are accomplished using "hamspeak". Press the action
button, and a menu of different words appears. Use the correct word
in the situation to speak to the other hamsters and gather clues or get
them to come back.
There is no way to die in this game. In a
moment of sickness, I had Hamtaro walk right into a sleeping cat.
The cat opened its eyes and Hamtaro ran to safety. Despite the fact
that it has very little of what makes other games fun, and is clearly aimed
at the kiddie set, the game is actually fun. You will keep searching
to learn new Hamchat words and seeing how many other hamsters you can find.
The atmosphere and attitude are very pleasant, and the music is appropriately
kawai. The art and animation is spiffy and charming, such as seeing
Dexter carving an ice sculpture by frantically clawing it. The only
drawback is that, since you have to learn the words, you will occassionally
miss some and find yourself backtracking. It's also not always clear
what you need to do. For one hamster, you say the same thing three
times to trigger the reaction. Don't be surprised if you need to
check a hint book or something once in a while.
Overall, a fine addition to a gamer's library, and
a great change of pace content-wise. Now, back to fragging aliens....
Ikaruga
designed by Treasure
distributed by Atari/Infogames
For the Nintendo Game Cube (GCN)
Although I am a video game geek and damn proud of it, it's not like
I spend all my days playing video games and mastering them. Some
games are just too hard for me, even on their easiest settings.
This is one of the marks of a game designed by Treasure.
Treasure is made up of people who made some of Konami's glory days titles
like Contra. After they left the company following the completion
of Contra III: The Alien War, Konami released wave after wave
of general crap while Treasure spread its wings. Among their works
are Gunstar Heroes, still one of my favorites on the Sega Genesis.
That was hard and took a lot of work to beat. They also did games
like Mischief Makers and Sin And Punishment, and I'm still
pissed at Nintendo for not bringing that last one out in the US.
Now, their newest project shows up, and as of this
writing, I have yet to beat it. I have made it to stage 4, but just
barely. I don't know how it ends. But I can tell you this much--even
trying and failing is an incredible experience for any video gamer.
Ikaruga follows the typical set-up of shooters
during their glory days in the early 90's, before the one-on-one fighter
took their crown. You are a lone pilot against an overwhelming armada,
good fucking luck. Several shooters had something to keep them from
seeming derivative, usually involving the power-up system. Treasure
has tossed this out the window in favor of something different and really
clever. You don't charge up your guns. Thankfully, unlike most
other shooters where your basic weapon is pathetic and powering up is the
only way to win (Whip Rush or R-Type, anyone?), your standard
issue pop gun is pretty powerful. What sets this apart from all the
shooters out there is the "polarity". Enemy fighters shoot projected
energy weapons in one of two types, light and dark (powder blue and deep
red). Your ship is surrounded by a shield that you can switch between
those two colors. Any shots that are the same color as your shield
get absorbed to help power up your super weapon, opposite color shots get
through and can destroy your fighter. This is actually a lot tougher
than it sounds. Oftentimes, there is so much enemy fire filling the
screen, you'll find yourself switching polarity three or four times a
second just to keep from blowing up. It is the first game since
Dance
Dance Revolution where I have experienced the phenomena I refer to
as the "boggle," where so much is moving on the screen and so quickly,
you completely lose track of the game and space out as the round gets biffed.
The graphics are beautiful. The colors are
limited simply because, in a game where color is the key to survival, you
don't want to confuse the player, so a special thank you to Treasure for
showing some mercy. Although, if you want to see what rotten
bastards they can be, the game does feature a "prototype" mode from their
original design, where you have to absorb enemy fire and convert it to
your regular shots. Once again, thanks for showing mercy. Anyway,
compare this to the post-Treasure Konami Contra: Hard Corps.
on the Sega Genesis, where the backgrounds looked borrowed from other games
and the enemy shots were so poorly handled, you couldn't tell what was
background decoration and what was a threat. Your fighter loops and
swoops through cityscapes and inside giant fortresses, sometimes at speeds
that call for Dramamine. The controls are perfect, responding almost
as fast as thought. The music is very epic--damn, I would love a
soundtrack for this game. The first time I played Ikaruga
and made it to Stage 2, I started sweating as I discovered the meaning
of the phrase "target rich environment" with all these targets targeting
me. And that's before the difficulty curve leaps into orbit.
As in the classic shooters, everything moves in a pattern and one strategy
to beating the game is memorizing where the safe spots are and when the
time is right to attack, but there's so much happening in the game (the
other fighters are actually the least of your worries), you'll need a bubble
memory inserted in your skull just to keep track of it all. This
game will hand you your ass and laugh in your face as it does it.
That is actually the ultimate praise of this game.
I can't beat it. I don't know if I ever will. But by God, I
keep playing. Even with the long odds, this game is incredibly challenging
and fun without becoming frustrating and overbearing. Game designers
around the world need to look at Treasure. It may not become the
household name that Mario or Sonic are, but true gamers know quality when
they see it. This game packs it all in the tiny disc.
Sneakers
developed by Mediaquest
distributed by Microsoft
for the Microsoft XBox
On the Atari 2600, there was a videogame from US Games/Vidtec called
Sneak
And Peek. It was a computer version of hide and seek. And
it was just as lame as you think.
Old concepts never die, they just get bigger development
budgets. Microsoft commissioned this game, Sneakers, and promptly
released it as a Toys R Us exclusive with no advance ink whatsoever.
With movies, that's a sign the studio is trying to sneak a bomb past us.
I guess video games truly are a huge entertainment industry now.
People who bitch about Hamtaro and its overwhelming
cuteness don't know how lucky they have it. While the Ham-Hams have
a quest that requires exploration, problem solving, and thought, Sneakers
is the kind of game where you start playing and start wondering, "What
the hell have I gotten myself into?"
Some rats have taken you and the mouse-mouses' food.
So you go on a quest to find them. All you do is run around a predetermined
path through an environment and watch for rats. You then look at
them by focusing a target on them, and they flee! Or, they might
be hiding, and you need to force them out, usually by simply disturbing
the hiding place. There are also lame-o fight sequences that aren't
very graphic, like if Power Stone had been programmed by the Osmonds.
It truly boggles my mind how this game ever moved
from design to development in this form. There is simply nothing
fun here. You run along the invisible track until you see some doofus
rat just standing there like he can't decide whether to stick his thumb
up his ass because doing so might remove him from his Happy Place.
The background music sounds like what you might hear if you dropped acid
while riding a way-overdue-for-inspection merry-go-round. The graphics
are adequate, but don't do anything to distract you from the stupidity
unfolding on the screen before you.
If you have kids that are playing too many video
games, buy them this and it should snap the habit. Just be careful
you don't scar them for life.
The Legend Of
Zelda--The Wind Waker
designed and distributed by Nintendo
for the Nintendo Game Cube (GCN)
In a gaming world where hype sells more than talent, people need to
be reminded why these things are fun and engaging. Legend Of Zelda--The
Wind Waker does just that, creating a story and environment that leaves
everything else behind. If Metroid Prime didn't convince you
to buy a 'Cube, this will, or your gaming heart no longer beats.
Your character is a little boy of is about to celebrate
his birthday. All boys coming of age wear the hero's clothes, clothes
like the hero that saved the land from darkness eons ago. But your
younger sister is kidnapped by the evil that has escaped the confines the
hero put it into. With the aid of a mystical boat, you must journey
far and wide to save your sister and learn the sinister plans of Ganon.
There was a lot of hubbub about the newer, cartoony
look of the game. You have to see it in action to appreciate it.
It looks stunning, with a style at times reminiscent of the guy who did
the character designs for Disney's Hercules. The game rewards
emotional involvement. The first time you hoist your sail and venture
to new lands, a wonderous feeling envelops you.
The game does get a bit tricky in spots, such as
figuring out how to use a leaf to glide over to another island. Catching
the updrafts took me a long to time to get the hang of. But it works
great. The game always gives you a fighting chance, the controls
are crisp and intuitive, and there are some wonderful character bits, such
as when Link discovers the plan to get him inside Ganon's fortress involves
him, a barrel, and a catapault. It also rewards independent thinking.
I discovered a shortcut through the volcanic level that I wasn't supposed
to take, but it worked, so I'm not complaining. Although, don't be
surprised if you need to consult a hint book every once in a while.
A true work of art. Worth not only full price,
but the wait.
Mortal Kombat Advance
original design by Ed Boon and John Tobias
designed by Virtucraft
released by Midway
for the Game Boy Advance (GBA)
"This is the worst video game I have ever played in my life."
When that phase went through my head, I stopped
what I was doing and just sat there. The sheer magnitude of the statement
demanded it. "This is the worst video game I have ever played in
my life."
I thought about my video gaming pedigree.
I have been gaming since about 1977, when my parents bought a Pong machine
for our TV. I still have it tucked away in my closet, in fact.
I have 22 different game systems. I have over 270 individual games
for my Atari 2600. My Nintendo 64 collection would rival that of
any video rental store in the system's heyday. For some of my systems,
I have complete collections of every US released title. I have played
many crap games. Knight On The Town on the Atari 2600. Combat
on the 2600. Pretty much the entire game.com library. Superman
and Batman Beyond: Return Of The Joker on the N64. Floigan
Brothers on my Dreamcast. Shaq Fu on my Genesis.
After three hours of sitting there, meditating, no other title I could
recall could change the thought. This is the worst video game I have
ever played in my life.
For those wondering why Midway has quit making arcade
games, this is why--they are fucking up their bread-and-butter franchises.
NFL
Blitz will always be fun in the brain-dead way, and the Gex
series is sorely missed. But their home output would gather dust
in arcades. Home titles, the money is made selling them to the stores
to stock. The stores think carrying this stuff is a good idea until
people with receipts in hand line up for returns. So they stock fewer
titles from the bad companies.
There isn't much good to say about MKA, and
that's coming from one of the original MK nuts. The control is horrible
and poorly laid out. Not only that, but the timing of the button
presses doesn't take into consideration you are playing a portable game
and require a skoosh more time. The graphics are buggy and the collision
detection, the crown jewel in the MK crown, is non-existent.
If you get this, don't open it. Return it,
or sell it on eBay to some sucker ("Jesus, Mertyl, lookit all the blood!").
I'm keeping this review short because I'm hoping to forget the traumatic
experience like I did childbirth.
The
Powerpuff Girls--Chemical X-Traction
by Bam! Entertainment
for the Nintendo 64 (N64)
A few years ago, the one-on-one fighter was the King Of Video Games.
It has been said that one could not swing one's dead cat without hitting
a fighter. Starting when the world went crazy for Street Fighter
II and continuing through Mortal Kombat, this genre has largely
vanished, replaced by the (for some reason) more popular wrestling games.
Fighters have become an endangered species, and the rarest environment
to find them in is the N64.
This is it, one of two final games for the N64.
The other, Razor Freestyle Scooter, is being released on the same
day. Razor is for rental only. Powerpuff Girls I have
actually spotted in the wild. Parents, unless you really hate your
kids, you shouldn't buy this game. It is only for video game nuts
like me trying to complete our collections.
The Powerpuff Girls is a wonderfully subversive
TV show. According to the origin retold at the start of every episode,
Professor Utonium sought to create the perfect little girls, mixing up
sugar, spice, and everything nice. But he accidentally added Chemical
X. The result is perfect little girls (whether the superpowers are
part of the "perfect" package depends on your interpretation). Blossom,
Bubbles, and Buttercup are cute as all get out, but engage in some very
graphic fighting with bad guys. Occassionally, you might see a brain
peeking out from an open skull, aqueous humor from a squashed eyeball flying
through the air, teeth and discolored-for-the-censors blood going one way
while a bad guy's face goes another. There are childish morality
plays combined with some wicked satire and inside jokes that only the grown-ups
will get. In fact, the juvenile aspects are typically sent up.
This show is meant for grown-ups, and how kids are allowed to watch and
follow the adventures boggles my mind almost as much as "I was out of the
loop," "I didn't inhale," or "Every vote must be counted."
Parents really need to pay attention.
The result of this strange dichotomy is merchandise
aimed at the younger crowd that shouldn't be watching this show without
adult supervision. There are dolls, playsets, and more. Unfortunately,
that means the video game is aimed at the younger folks. When games
are aimed at kids, the designers get lazy, and make watered down contests
that aren't much fun, despite the fact that I've met ten year olds that
are Mortal Kombat masters. Such is Powerpuff Girls--Chemical
X-Traction.
After setting up the game's plot with some hard
to read letters (I'm still not sure what a word in the first paragraph
of the first screen is supposed to be), Blossom, Bubbles, and Buttercup
decide to make the perfect pie with sugar, spice, and everything nice.
But Bubbles thinks something is missing, and adds some Chemical X.
Mojo Jojo, the primate genius and main arch-enemy of the girls, steals
the pie and offers some to the other enemies of the girls. The girls
race off to get back the Chemical X and stop the bad guys.
This would be a good set-up for a RPG or adventure
game, but none of that happens here. Instead, the game is set up
as a 3D fighter like Final Fight or, more accurately, Power Stone.
You and whoever you are supposed to whump the poo out of are in a room
with objects that can be picked up and thrown. You each start with
one vial of Chemical X, with a third somewhere in the room. Hitting
your opponent real hard will make them drop their vial. Whoever gets all
three can execute a super move. Best of three falls, you know the
drill.
The N64 controller blows for fighting games under
the best of circumstances, and this is the worst. The punches and
kicks are weak, and just trying to land one against a computer opponent
that can block faster than human reflex allows will frustrate you.
One kick where you fly around and drop on your opponent just scratches
the health bar when you'd think it would be a solid hit. Picking
up the objects is annoying, also. The computer can line up its shots
almost instantly and accurately. While you are still aiming, you
are open to attack and will frequently get walloped.
This is one of those games where I say without shame
I didn't play it through to the end. It redefines pathetic.
Deep
Duck Trouble Starring Donald Duck
designed by Disney Interactive (with a possible assist by Illusion
Shot)
for the Sega Game Gear
When Nintendo lost its exclusivity clauses by court order, Sega immediately
made some games for its systems starring Disney characters. The first
was Castle Of Illusion Starring Mickey Mouse. There were three
different versions of the game, and only one of them, the watered down
SMS port for the Game Gear, was okay. The rest were terrific.
Sega then moved to Donald Duck with Quackshot on the Genesis and
The
Lucky Dime Caper on the GG. It was popular, and up popped a sequel.
I have been trying to get in the habit of crediting the designers of games
for praise and/or blame. This title is almost nine years old, but
I have the rerelease from Majesco Sales, so I don't know if Disney Interactive
or Sega deserves the fault.
The frame story goes like this: Uncle Scrooge
McDuck grabs a rare amulet, and his greed finally bites him in the ass.
It is cursed, causing him to swell up with hot air like a balloon.
It's up to Donald to return the amulet and break the curse.
The game is a side-scrolling platformer. There
are four environments on the island to master before you can go to the
center of the island to return the amulet. Because there are only
four, the cliches of platformer games are focused on--ice levels, underwater
levels, and fire levels. The fourth is generic. The levels
are actually quite small and can be navigated quickly. At least,
ideally they should.
The game's most glaring problem renders it nearly
unplayable. The controls are horrible. They are slow to respond
to your commands, making levels like the ice level more pain than they
are worth. Donald is very limited, too, which is very surprising
considering he is one of the most violent Disney characters in the stable.
He can jump and bounce off heads Mario-style. There is a kick button,
but it can only be used of open treasure chests or to kick rocks (one in
the Jungle level can only be kicked from one side. Sloppy sloppy
sloppy). It can't be used any other time, not even just to see the
animations. Donald animates well. When he takes a hit from
an enemy, he strikes the classic pose where he hops up and down with his
fists ready. He acts and reacts to his environment, too.
The programmers got very sloppy with the design.
Sometimes, like in the first jungle level where Donald has to jump on top
of a stampede of giant ostriches, the game will just sit there after the
level is over like it forgot what it was doing, necessitating you wandering
around a little until the game catches up. There is a horrible amount
of slowdown on certain levels when a little streaminglining would have
done so much better. When Donald takes a hit, he flashes for a second
or two before control restores. This is a problem in the boss stages.
They are scrolling races where you have to stay ahead of the enemy as you
rush through the environment jumping over gaps and up ledges. If
you land in a pit of spikes, you won't recover control in time to jump
out of the pit and keep from getting swept off the screen, losing a life.
It becomes very frustrating.
Admittedly, I kind of see why some designers were
hesitant to put too much game in a portable title. But between save
functions or just making it fun to play over again, it short changes people
who actually get into the games. Deep Duck Trouble is an iffy
effort that needed much more work.
Razor
Freestyle Scooter
designed by Shaba Studios
ported by Titanium Studios
distributed by Crave Entertainment
for the Nintendo 64 (N64)
Yup, it's the other final release on the Rasputin of video games, the
N64. This one is being released as a rental only, and only at Blockbusters
as you can see from the box here. Well, I have one. For the
bargain price of $41. To quote Frumpy The Clown, "Daddy says we're
gonna need a new toilet from all the money we shoved down it."
Sports games have developed a sub-genre for "extreme"
sports. These are usually called pseudo-sports, like snowboarding
and skateboarding. Usually, these are more fun when people are just
screwing around rather than defining things to the point where it saps
the meaning out of it. The most influential of these games remains
Tony
Hawk--Pro Skater. The staff at Neversoft built a half-pipe and
they all learned to skate it. As a result, THPS is blessed
with one of the most intuitive control interfaces ever made, and very crisp
gameplay that pays attention. Even people who don't skate love THPS.
Unfortunately, everybody misses what makes THPS
so great. They come up with dream levels and goals and such, but
the games remain a pale shadow. Razor Freestyle Scooter is
a good example of this. The game is obviously following the tracks
laid down by Tony Hawk. After all, all a scooter is is a skateboard
with handlebars.
The goal of the game is to find all your buds and
unlock the new courses. At the start, you only have one course and
can choose from two riders, a boy or a girl. They seem about equal
in ability, or at least I did not notice anything different. The
rider automatically keeps the scooter rolling (just like Tony Hawk), but
there is a button to come to a full stop. There is also a jump button.
You ride around, gathering scooter wheels and doing tricks (which are tallied
with a display a lot like THPS).
Unfortunately, Razor Freestyle Scooter has
very poorly laid out controls. The moves and button combinations
do not feel intuitive, and that's when they actually work right.
They are very slow to respond to your commands. Jumping becomes more
trouble than it's worth. The characters can also get stuck in corners,
leaving them to "fall" off their scooters as you dream of them finally
turning around so they can ride out of the spot. The graphics suffer
from some pop-up, and scenery occassionally gets in the way of your view.
This was released long ago on the Sony Playstation
and is also popping up on the Sega Dreamcast for $15 brand new. This
truly is a game that screams "Bargain Bin." Unless you need a new
frisbie, save you money. If you want to rent it, just get the newest
installment of Tony Hawk. It blows the doors off this.
FACE
OFF!!!
Cel Damage
designed by Pseudo Interactive
distributed by Electronic Arts
for the Nintento Game Cube (GCN) and Microsoft XBox
Anime and manga have been turned into video games for ages, it seems.
Now, American animators have their tribute.
Cel Damage is basically what all those Wacky
Races type games should have been. You know, the ones with cartoon
characters and things like the portable holes. Pseudo Interactive
basically took a cue from the Termite Terrace crew from Warner Bros. animation
heyday. In fact, the levels feel like Chuck Jones was a consultant
for the project.
In this Roger Rabbit-esque world, cartoons actually
live and breathe. They even watch other toons on the TV Toon network.
The most popular show is Cel Damage, a demonlition derby with Chuck
Jones-style physics. That's really all the backstory you need, although
some more is provided by some movie intros for the characters that are
funnier than most of the crap cartoons made today. Like a Tom And
Jerry cartoon, the characters are given an environment and time to beat
the living shit out of each other.
Unlike most vehicular combat games (think Twisted
Metal, both the SingleTrack/Incognito glory days and the 989 crap),
strategy will do you no good. The arenas are too small and crowded
for that. The only strategy for this twitch game: drive like
hell and if it moves, kill it. There are several ways to advance
in the game, from a capture the flag contest to my personal favorite, the
Smack Attack. Each of the different weapons you can grab (machine
gun, axe, circular saw blades thrown like frisbees, baseball bats) has
attack points inversely proportional to the risk using them puts you in.
The machine gun takes a while to rack up points since you can use it from
a distance, whereas slicing a car in two with the axe is worth more since
it puts you in range. First one to rack up 500 points wins.
The game is made with the cel-shading technique
pioneered in
Jet Grind Radio, where it uses polygons to draw the
characters, but puts a black border around them to make them look like
cartoons. The graphics are sharp enough you sometimes forget it's
a game. The cars bend and stretch with the assaults, leaping into
mid-air makes you hang for a moment before you fall to your death, and
watching the tiny hands holding the big-ass axe or swinging the bat is
sublimely ridiculous. These things blow away anything you could produce
from Hammer Space.
Both versions have the same weaknesses. The
camera follows your car too closely. If you are turning left, having
the camera swing a little more to the right so you can get a better view
of your path would be nice. It is occassionally possible to get stuck,
but simple reversing gets you out. The GCN version does occassionally,
when there is a lot of action being drawn on the screen, lose the colors
and go black and white, the colors literally pouring back in. And
yes, I prefer the GCN controller to the annoyingly designed XBox pad (guys,
when you innovate, it's supposed to make things easier). But they
also have the same strength: it is incredibly fun. Even though
the contests occassionally come down to dumb luck, it's still a scream
and hilarious when you get hit by the train or hear the game characters
trash-talking each other.
I have to give the edge to GCN here. It seems
a bit tighter and refined. The XBox version is fine, but in the heat
of a fight, you sometimes weren't sure if the controls were responding
the way they were supposed to. None of that here. But for either
game system, this is a fine addition. It isn't very deep, but it
will call you back to play again and again, just like the Atari games of
old that were made just to be fun.
Conker's Bad
Fur Day
designed by Rareware
produced by Nintendo
for the Nintendo 64 (N64)
A lot of games are hyped before their release, but few have built up
as much consumer anticipation as Rare's final effort for the N64.
In the plain vanilla that is the N64 software library, Conker was
promising to turn that upside down. Previews to critics and reporters
promised a game filled with sick jokes, raunchy innuendo, and a twisted
perspective that would rival TV's South Park coming from Rare, whose
first game Battletoads was a parody of the Teenage Mutant Ninja
Turtles and had some good humor. That this was coming from the
Disney of video games, Nintendo, made it more shocking. After all,
it wasn't long ago that Nintendo was using its quality standards to sheild
itself from Congressional investigations into whether or not video games
corrupt young minds. But the N64 is dying, this year is it.
Nintendo can only afford to make games guaranteed to sell. This is
why Pokemon games keep coming out. If ever there was a time to do
something gutsy, this was it.
As any fan of low-budget movies can tell you, just
shocking isn't enough. There has to be style, flair, some kind of
delivery to keep you coming back once the experience is no longer new.
I am stoked to say Conker's Bad Fur Day delivers. It is a
groundbreaking game from many aspects--technical, story, gameplay, presentation,
and humor. The opening, where Conker destroys the Nintendo logo with
a chain saw, is a very prophetic action.
For those wondering why the game emphasizes on four
sides of the box, the front cover of the instruction book, and before the
Nintendo logo even appears on the TV screen that it is not for anyone under
17, here's the dirt. Conker is out at a pub called The Cock And Plucker,
throwing down the gauntlet as soon as the screen fades in. He is
getting smashed with some pals after lying to his girlfriend's answering
machine about why he's late. He stumbles outside, throwing up on
a guy outside the pub (this is a riff on A Clockwork Orange, the
first of many movie references and parodies jammed in the cart).
Suffering from the all-time, grand champion, hall of fame hangover, Conker
just wants to find his way home and go to bed. But somehow, as he
stumbles through the darkness, he finds himself in a strange environment,
and he has to explore every nook and cranny to get out and get some rest.
You don't feel like you are playing a game so much
as an interactive cartoon. There is an astonishing amount of voice
acting here, not a few lines here and there, but almost every minute or
two an entire conversation between characters occurs with plenty of witty
dialogue. Rare is an English company, and the humor follows the Monty
Python and Terry Pratchett models. The spirit of Mr. Pratchett is
especially prominent in Gregg The Grim Reaper, who is shorter than the
star squirrel, whose booming voice is supplied by a megaphone he throws
away in frustration, and whose normal voice sounds like he's breathing
helium. Characters don't just appear on screen, they actually act.
The Great Mighty Poo, a mountain of fecal matter with sweet corn for teeth,
sings his lines like an opera and actually takes a moment to clear his
throat before he opens his mouth. Not only is the voice acting incredible,
probably the best ever in a video game, the character animations are astonishing
as well. The faces are very expressive, especially Conker's.
When a large male bee "pollenates" a sunflower with EE breasts, Conker's
face adopts a hilariously revolted look, like he can't believe what he
finds himself in the presence of. In fact, that is pretty much Conker's
attitude through the whole thing. Like Arthur Dent in The Hitch-Hiker's
Guide To The Galaxy, he is never entirely sure what to make of the
chaos erupting around him that its occupants regard as normal, and all
he can do is keep moving and pray things work out like they're supposed
to. He is not as warped or nasty as the other characters in the game,
but he is bent just enough to keep him from being a disgusting goody two-shoes.
When the Queen Bee is crying about losing her hive, Conker thinks, "I hope
she's rich, 'cause she ain't cute." When some catfish that talk like
George Plimpton's daughters call Conker plebian, he responds, "Asses to
you, then." If you don't move Conker for a while, he does things
to keep from getting bored like drinking a beer and crushing the can on
his head before kicking it off screen to pulling out an issue of "Beaver"
magazine and salivating over the contents. Conker alone sets a new
standard for video game characters, fleshed out with personality and actions
reminiscent of Chuck Jones in his Warner Bros. days.
The graphics are not only impressive for the characters,
but the scenery, too. Even where there is a predominant color, like
brown, the hues, shapes, and lighting effects are distinct and continue
to make it look like an environment. It is an absolutely incredible
job, Rare should be extremely proud. The graphics are also refined
to get rid of the polygonal "blockiness" that 3D games frequently suffer
from It doesn't get any better on the N64, and it doesn't get much
better on other systems, either. Despite pushing the graphics processor
to the red line, I saw few incidents of draw in or choppy framerate.
There is also no fog. One scene has Conker at a height that feels
like a mile up, and you can still look down and see the distinct features
of the landscape below.
The sound is as superb as the graphics. Even
with the MIDI music engine, it sounds amazing, sounding like an actual
oboe during Conker's main music theme, and there are violins in another.
The music undergoes subtle changes in parts of the game. When Conker
has to get a stolen bee hive back, as he approaches where it is kept under
guard, the music changes to movie-style "sneak" music, then to a fast chase
theme as he runs with attacking wasps in hot pursuit. The sound effects
are crystal clear cartoon, such as the classic CLANG! when Conker strikes
something with his primary weapon, a cast-iron frying pan. It also
pays attention to the situation. When Conker runs from grass to wood
to rock, the sounds of his footsteps change appropriately. The foley
work is Hollywood quality. The voices are also amazingly clear.
Instead of sounding sampled, it seems broadcast quality. Playing
the game in its Dolby Surround setting shocks you that it's coming from
an N64.
The control scheme is blessedly simple, thanks to
the "context sensitive" B button. Occasionally, like when Conker
literally stands on a "B button" in the game, he will have an epiphany.
A light bulb will go off above his head and there will be a "ting!" noise.
That's the signal that the B button will do something specifically for
the situation at hand. In one scene where flying bats attack Conker,
the B button lets him pull out a flamethrower to roast the nuisances.
In another scene, it lets him pull out a dynamite plunger to blow up a
boulder impeding his progress. Sling shots, laser-targeting crossbows,
courage pills, throwing knives, and Alka-Seltzer that cures inebriation
pop up when needed, all at the press of the B button. When the game
is really cooking, such as with the giant talking haystack that is actually
a Terminator (complete with POV shots in red tint and a list of possible
phrases to say, settling on "Feck you, asshole"), this keeps the player
from swearing and asking, "Which button does what again?" The context
sensitive B button was also used in Legend Of Zelda--The Ocarina Of
Time, but it feels far more natural here.
Editorial content? Of course, the game is
funny, a stitch to play through over and over again to relive the insanity.
There are parodies of The Matrix, The Wizard Of Oz, Full Metal Jacket,
and a truly ambitious riff on the Normandy Invasion scenes from Saving
Private Ryan. There's a stone gargoyle complaining that sitting
on a piece of Gothic arcitechture "really gets up your arse." Some
bad words like "fuck" are beeped out, but not too completely, so it's easy
to figure out what they are really saying. But don't be fooled.
"Shit," "ass," "arse," "bastard", and "twat" are just some of the words
that are there in their full obscene glory. And just like the kids
on South Park, swearing is not the raison d'etra of the characters.
They swear properly, to emphasize points, not to pad out a thirty word
vocabulary. This game is perfect for the vast segment of the population
that is not growing up, just getting older. In short, my people.
It's too bad this won't be the last game on the
N64 so people can say the system went out with a bang. It does ruin
it, because no game before or since on the system can engender the kind
of excitement Conker is. Remove the humor, and you have a
terrific platformer, a welcome change of pace from Rare's "search everywhere
for the items" efforts with Donkey Kong 64 and Banjo Kazooie.
An absolutely incredible work, if Nintendo keeps making games like this,
they just might be #1 again.
Crazy
Valet
by Brian Prescott
for the Atari 2600
Brian Prescott has made his own game for the 2600, and has signed and
numbered each cart. And I have two of them. Die jealous.
Prescott's game is a translation of the game Rush
Hour for PDA's. You are given a level. You have a car,
facing the exit. It is surrounded by other cars. Cars facing
up and down can only move up and down, cars facing left and right can only
move left and right, and they can't rotate into different directions.
You have to figure out how to move the cars around to open up space and
get your vehicle out of there.
Crazy Valet actually works very well on the
Atari because strategy, not graphics, is supposed to carry things through.
You have 26 levels to clear, and it is amazing how involving it becomes.
I burned up an hour and a half getting up to level 25, and after a half-hour
on 25, I decided to take a break. This is not as easy as it seems,
even once you develop a strategy to use.
If he releases the game through Hozer, I highly
recommend picking it up. A very crafty puzzler that is a lot of fun.
Hey
You, Pikachu!
by Nintendo Of America
for the Nintendo 64 (N64)
Don't ask me what I was thinking. I didn't notice the thing on
the side that said, "For ages 6-10."
Hey You Pikachu! is a gimmick game, like
Gyrobot
on the old NES. Using a special pack that plugs into the N64 and
a microphone, you can actually talk to Pikachu. Sort of. You
can only use simple words and sentences, and the translation quality is
occassionally iffy. That assumes it matters. During the first
"level", you just keep trying to get Pikachu's attention. Any words
will do, as I found out when I said, "Goddammit!", and the screen prompt
said, "Pikachu heard you! It can tell you have a good heart."
This game is actually two-three years old, so the
voice recognition ain't the best. You play a kid who Professor Oak
wants to test his new device that lets Pokemon understand the speaker.
That isn't a problem on the TV show and other games. You start off
trying to win Pikachu over as a friend, then join him on his adventures
in the wild. One stage, you are searching for ingrediants for a soup
a Bulbasaur is making. Another, you are fishing. Actually,
Pikachu does most of the work, you just coach him verbally. At this
point, you should be thinking, "Ah, I must not be the target demographic
for this game."
The game is amusing at the start, with the graphics
nice and adequate. As usual, the Pokemon are beautifully drawn and
animated. As befits his star billing, Pikachu has an astounding amount
of facial expressions and vocal talent. But learning what words are
understood and what aren't is the biggest problem. There are some
hints with displayed text printed in red, but for the most part, you're
on your own. Words that you would think are self-evident don't work.
This makes the game frustrating, and there's no hint book to guide you
along.
Even worse is the control layout. Manuvering
around the areas and telling Pikachu what to do becomes a confusing, hit-and-miss
affair. This makes the game EXTREMELY frustrating.
For kids who love Pokemon, this is about as close
as it gets to having your own Pikachu. Grown ups will be bored silly,
though. This one needed some clarification before being unleashed
on the public. If you gotta have Pokemon, pick this up discounted.
The commercials featuring the neglected dog are more fun.
Pokemon
Puzzle League
by Nintendo Of America
for the Nintendo 64 (N64)
Okay, this is just Tetris Attack with flashier graphics and the
Pokemon license. You can skip the next paragraphs setting up the
game, if you are so inclined.
Introduced with an very nice full-motion video,
Ash and a very relaxed Pikachu are informed by Professor Oak about a new
Pokemon League, this one dedicated to puzzles. The puzzles consist
of stacks of tiles that slowly rise from the bottom. You can swap
two adjacent horizontal tiles to make three or more in row. Any tiles
removed, any above fall to fill in the gap, which can create chains and
combos. It's tricky, but a lot of fun regardless of skill level.
The Pokemon do not actually factor into the game
aside from providing sound effects. Selecting, say, the electric-type
Pikachu against the water-type Staryu makes no difference, so don't sweat
that strategy.
If you already have a copy of Tetris Attack,
do you really need this rehash? You don't need it, but I would still
recommend it. It is still a lot of fun, and hearing the Pokemon more
or less cheer you on as you make extensive combos is fun. All the
original voice actors from the TV series are here for their dialogue, even
those who only appeared in one episode like Erika. There's enough
bells and whistles, but that doesn't obscure this is a very fun game that
doesn't need the tie-in. Still, it's terrific, with plenty of options
like a training mode to actually help you gear up on strategies.
Definitely recommended.
Pac Invaders
by Zutco
also available from Hozer Home Video
for the Atari 2600
The above scan is of the cartridge created by Mister Chuck Gill.
It is signed and numbered by him. And I have two of them. Die
jealous.
What we have here is a Space Invaders knock-off.
Actually, this is a revision of a game called Coke Wins, where you
were shooting down the letters in the word "Pepsi". A cutesy piece
of propaganda, sure, but after "Bite the wax tadpole," I suppose Coke deserves
some sort of applause.
The key difference between this and Space Invaders,
besides the graphics anyway, is that this game gives you three minutes
to rack up your score. Unlike SI, where you could play forever
and turn the score over, this is better suited for tournament competition.
The limitation makes the game a bit more involving. You can't be
casual about your shots since that will cost you opportunities.
Even if you have Coke Wins, I recommend this
game. If you don't have it, this will make an excellent addition
to your collection. It is fun and can be very good if you have a
bunch of friends over. A+.
Mario Bros.
by Atari
for the Atari 7800 ProSystem
Imagine how galling it must have been for Nintendo to be readying its
Nintendo Entertainment System with its Mario mascot only to have to compete
with a company that had already licensed that very character and have not
one, not two, but three games they were hoping to make their cornerstones.
Mario Bros. appeared on the Atari 2600 and
the 5200. I don't have a 5200 (yet) but I have played the 2600 version,
and man, does it reek. The game is a side-view platform contest where
creatures come out of the pipes at the top and walk to the bottom, dropping
between floors. As Mario or Luigi, you have to jump underneath the
platforms, knocking the creatures on their backs and making them sitting
ducks to kick off.
One of the basic techniques gamers learn when playing
the game is to use physics to their advantage. Smacking the creatures
to the side instead of directly underneath will send them flying a short
distance in the opposite direction. It becomes strategically important
to get underneath the top ledge and knock the creatures just as they reach
the edge. They arc to the side, but with no platform there, they
land on the level next to you, saving time and lessening the risk of getting
nailed. The 2600 version, the creatures flipped straight up and down,
no matter where you hit them, making the game an extreme headache and no
fun.
Mario Bros. on the 7800 partially redresses
the problem. It still isn't as crisp as the arcade and NES versions,
but it's good enough to be functional and restore some of the fun.
Controls aren't as crisp, either, and the sound limitations of the unit
are apparent. But the graphics, despite a bit of graininess, are
actually quite nice. A perfectly acceptable conversion of the coin-op,
a nice addition to the collection.
Mondo Pong
by Hozer Home Video
for the Atari 2600
Fans and enthusiasts making video games is always a dicey proposition.
You have those who do such a great job you want them to sign on with a
company, and there are those that make you cringe worse than any R&D
regurgitation ever could. There is also the whole "updating the hits
of yesteryear" to worry about. Sometimes, it works great. Other
times, like the update of, say, Galaga, the games become showing
off the fact that they can redo a game on another system rather than doing
anything new.
This last group can take a page from Piero Cavina.
With no flash or outside additions, Cavina has taken one of the simplest
games on the Atari 2600 (and, by no coincidence, one of the dullest), the
immortal Pong, and has possibly made the party game of the year.
Yes, maybe better than the Mario Party series and Chu Chu Rocket.
Mondo
Pong, as you can tell from the accompanying graphic, looks like the
original, only it has two balls on the field instead of one. But
looks are deceiving. The balls in this game, at any given moment,
will speed up, slow down, change angle, or even double-back, reversing
direction and barrelling right back at you immediately after hitting it.
They might even taunt you by moving into the middle of the field and zipping
around in a circle before racing off on a random tangent.
This game is 100% pure evil. Needless to say,
even the most advanced gamer will have his hands full as the contest shifts
from basic skill to almost pure luck. Not only is the game fun, but
you are almost guaranteed a flood of trash talk as people playing the game
raz each other and get razzed back. This is a must have for the 2600,
and a reminder of what fun can be had with such a primitive machine.
Williams
Arcade Classics
by Tiger Electronics
for the Tiger game.com
I still have no real clue how the Game Boy continues to sell.
Aside from some titles custom designed to capitalize on the Game Boy's
strengths (like Legend Of Zelda and Pokemon) and some that
really do capture the video game experience (Super Mario Land 2),
for the most part, the system is a joke of watered down titles that ride
more on nostalgia than actual merit.
With this environment, there should be plenty of
opportunities for someone to come and take the portable gaming crown.
Sega more or less gave up during the Saturn fiasco. Atari was being
run by Jack Tremmel and never stood a chance. Neo Geo gave up just
as things were getting interesting. That left Chicago-based Tiger
with its game.com system. Despite some pretty advanced tech, the
games were iffy quality.
Williams Arcade Classics is a prime illustration
of this fact. Based on classic games from the arcade (hence the name,
I guess), WAC pulls together five games: Defender, Stargate,
Robotron, Joust, and Sinistar. Describing the games is
a bit pointless, however, since everything suffers from typical game.com
problems. The sprites are poorly animated and move across the screen
in a jerky fashion. The controls are unresponsive and just generally
suck donkeys. Stargate was made almost arcade perfect on the
Atari 2600, for Chrissake, but this one on a much better machine just doesn't
capture the feel.
The result is one more nail in the coffin of the
game.com. This one should have stayed in the development oven for
another month, but came out and reinforced the idea that the game.com was
a joke.
Blues
Brothers 2000
by Titus
for the Nintendo 64 (N64)
Every artistic medium has a name or company whose name comes to symbolize
"bad". Movies have Ed Wood, comic have Myron Fas, and video games
have a practical strip mall. The Atari 2600 had Froggo Games, the
NES had Pony Canyon, the Sony Playstation has Take 2 (still?!?), and Titus
has become the N64's Krap King. They made a video game based on Superman
for the N64, almost universally agreed to be the worst game on the system.
You know a game sucks when you play Superman on the N64 and the
Superman
on
the Atari 2600 is more fun in comparison.
Now, Infogames has the rights to make Superman games
and Titus is trying to pick up the pieces. They came up with Xena:
Warrior Princess--The Talisman Of Fate, a so-so fighter, but a definite
improvement. Hoping to continue the run down the comeback trail is
Blues
Brothers 2000, another major license that has received scant advance
notice. And the year 2000 is almost over.
Following the plot of the movie, Elwood has to reunite
the band and such. I know there isn't much detail to my description,
but to paraphrase, there's no there there. The title is your standard
issue 3-D platform adventure. There's nothing special about the music,
moves, graphics, level design, anything. It's intended as cash-and-carry,
being as innocuous and as unobjectionable as possible. Once again,
an improvement over the horrendous Superman, but still wide of the
mark. It delivers no real thrills or sense of wonder. This
one will likely slip through the cracks, which is just as well.
Alfred
Challenge
by Best Electronics under license from Ebivision
also by Hozer Home Video under license from Ebivision
for the Atari 2600
The copyright notice on the game label to the left is not a misprint.
This game really was made for the Atari 2600 in 1998. The title also
is not a misprint, it is gramatically incorrect. There was a limited
run with box and everything, but those are long gone. You can still
order the cart and an instruction book from Best Electronics.
Alfred Challenge has a half-baked adventure
story told in the instruction manual that doesn't seem to have much to
do with the game. It's a platformer where you navigate up or down
ladders, down ropes, and avoiding vanishing walkways. Each level
has several doors (the solid vertical lines) that need keys to open.
You grab a key, figure out how to get to the particular door, then grab
the next key until all doors are open and you can move to the next level.
This game features a lot in common with games like
Prince
Of Persia. The way to beat the game lies in learning all the
twists and turns, then following the simple pattern once you have it down.
There is some skill involved in dodging the enemies, but nothing too heavy.
At least, it should be nothing too heavy, but the
game is very frustrating at times. Movement through the platforms
is a chore because of the game's unforgiving nature. The slightest
move putting even one pixel off a platform counts as a fall, killing your
character and making you start The Whole Damn Thing over. The game
requires more dexterity than needed because of the ropes and ladders.
You can't simply stand over them and climb as you might assume. You
have to be over the left half. This requires a mental adjustment
since force of habit is to move over the middle. The result is you
get to a point where you should be climbing up or down and nothing happens,
costing timing with the roving baddies or creating a collision.
This game could have been a perfectly inoffensive
diversion, but some tweaking would have been nice. The fact that
you can set it to work on any Atari anywhere in the world is a nice touch,
but more attention should have been paid to the mechanics. Not bad,
not good, just kind of there.
South
Park Rally
by Acclaim
for the Nintendo 64 (N64)
The South Park franchise should be an excuse for all kinds of
fun. But so far, everything has gone downhill since the first game
was released. Admitted, it was fun, but it was a bit predictable,
an old school shooter where the enemies attack in waves. But at least,
if you had the Internet and the game on your computer, there was all the
fun in multiplayer. South Park-Chef's Luv Shack was an idea
that had flaws and only some diversionary redeeming qualities. But
anyone hoping Iguana, the team doing the games for Acclaim, would pull
out of the slump needs to wake up.
South Park Rally is one of those cutesy racing
games that has apparently taken video gamers by storm. I haven't
played any of them, since they don't look interesting. Now, I want
to play one, just in hopes that they aren't this bad. It's a racing
game, with each South Park character in a vehicle and trying to outrace
the other. The game attempts to make it more than just racing by
creating goals for different races. One race, you just run through
the checkpoints in order. Another, you grab a trophy and try to get
it past all the check points while others are trying to steal the trophy
for themselves, and so on. You can also grab weapons to use on your
opponents, like Sparky, Stan's dog, who runs down the driver you aim him
at and holds them still while he...services himself.
The game, however, doesn't get to be much fun.
Yes, the characters are their usual potty mouth selves, which is fun in
its own right. But the collision detection is horrible, with the
slightest bump costing you valuable time. The weapons are difficult
to aim, too. The checkpoints are squares to be driven over, not gates
you cross, so if you miss driving over it, you sometimes don't realize
you are screwed until you are halfway around the course and guaranteed
to lose. The physics of the cars just doesn't feel right. You
never feel like you are in complete control. The control layout blows,
too. The B button is reverse, not brake, so you throw your momentum
off if you think you're just going to slow down. No option to customize
the controls, either. This is only from the discount bin. It
is definitely not worth full price.
Off The
Wall
by Atari
for the Atari 2600
Nolan Bushnell rides to help his former company, Atari, in what was
its battle with big bad Nintendo. His company, Axlon, designs games
for the Atari 2600, but it was too little, too late for the system.
Off The Wall follows the model set up by
Arkanoid.
You take your standard Breakout game and juice it up. Off
The Wall gives you a storyline where you are a Chinese man bouncing
a ball against a wall set up by a dragon. Either eliminate all the
pieces of the wall, or make a hole and hit the dragon five times to win
the round and advance. Later levels include a bird that tries to
interfere with your shots. You also get power-ups, such as a longer
staff to swat the ball with, taking out more bricks at once, the ball attracted
to your staff no matter where you are, and so on. Oh, and for those
of us still trying to fix our paddles, the game controls with the joystick.
But you still get only one rate of speed, selectable by the difficulty
switch. Since the button on the controller isn't being used, it would
have been nice to have that as the toggle.
Still, Off The Wall is a fairly enjoyable
game. It can be quite challenging and fun. Definitely worth
a look, if not an addition to your collection.
Fatal Run
by Atari
for the Atari 7800
Welcome to another post-Apocalyptic future. Man, this theme is
so prevailent...anyway, you are an ace driver on a mercy mission.
Several cities are being devestated by a plague. You are entrusted
with the antidote because you are...well, an ace driver. You have
to rush the antidote to the cities as fast as possible to save the most
people you can.
So much for the intro. What about the game?
Well, there's not much really to do. You just floor it as fast as
you can, dodging enemies on the road. You have weapons, sure, but
they expire awfully fast, so the more you conserve, the better. Plus,
the money you get for saving lives can be put towards buying upgrades,
but the upgrades are very expensive and they don't last long, so outdriving
everyone is pretty much the best strategy.
Not much effort is required. Not much steering
to get around enemies, firing is a bit imprecise, and the game can be won
just by driving like hell. The feel of speed and urgency that was
done quite well in Pole Position II for the system is absent.
While the imagery of the wasted cities once you arrive is nice, it's a
minor detail that doesn't make up for the fact that there isn't much game
here. Apparently, this is one of the rarest games on the 7800, but
not because of demand. Not exactly a good time to be had by all.
Pokemon
Stadium
by Nintendo
for the Nintendo 64 (N64)
Okay, I admit I'm a poke-fan. Not exactly
a freak, though. I can name maybe half the Pokemon out there, and
that's not counting the 100-plus apparently ready to be sprung on America
come autumn.
Being a fan of one-on-one
fighting games, I was really looking forward to Pokemon Stadium.
I thought, "One-on-one fighting with the pokemon I've trained. Is
this cool or what?" Well, folks, save your money, or at least wait
until this makes it to the price-cut aisle.
If you are expecting one-on-one
action, you don't exactly get it. You choose six pokemon (either
from your Game Boy game or in the cartridge), pick three or six, and go
at it. It is turned based, like a role-playing game. Each "trainer"
enters the command for one of the pokemon's four attacks, or chooses to
switch fighters. No enhancements, like potions, are allowed.
As you can guess from the
above, your movement is limited. This is the first problem.
The presentation is slick, complete with an announcer and switching cameras
that should make you feel like you are watching an actual tournament on
TV. But while the pokemon are beautifully animated, looking so real
you'd almost swear they used motion capture on the actual creatures, and
the attacks look great, if the attacks miss, you don't see them miss.
If a pokemon evades, you don't see it evade. Also, the matches don't
always seem fair, tilting more towards who gains initiative (first attack)
than any actual skill. The fact that switching pokemon uses up your
turn is understandable, but if you switch and get hit with an attack that
nails you for over 50% damage, you either feel like just hitting reset
or yanking the unit out of the wall. You won't want to wait for the
quit option on the menu.
The cart does have some lame
mini-games in it. It also has a feature that makes it a dandy tool
if not a game. You can play your Game Boy cartridge on your N64,
thanks to the transfer pack included with the game. This can save
batteries. Also, the cartridge has extra memory slots for items you
pick up in the game and extra pokemon you capture. If you are running
out of room on the PC's in the game, you can just save them to the N64
cartridge. It also has a more user-friendly interface for rearranging
your boxes, items, and pokemon. Very nice, but not exactly worth
$60.
As long as I'm discussing
the transfer pack, I'm pissed. The part of the pack that plugs into
your N64 controller is skinnier than the memory carts or the interface
for the Rumble Pack (I checked). The instruction manual for Pokemon
Stadium says that you shouldn't rattle the controller too much, or
the Game Boy cart might become disconnected just long enough to ruin data
and saved games. Oh, thanks. They couldn't have made the fit
a little more snug?
The music is alright, but
the wrong voices are in the game. Pikachu's voice is in there a little,
but not a single one of the other creatures. Instead, we get an announcer,
making some of the most painfully obvious action descriptions since the
narrator in Robotech. After about the third match, you'll
want to jump to the option screen and shut him off.
This game had such promise,
but I couldn't tell you why no one seemed to want to bother with reaching
it. Definitely a rental, unless you need the help organizing your
items. Then get a copy. Discounted.