PC Platformers Game Opinion Summaries, Part 9: Digital-Download 2d games (Part 6)

The first three games in this update are games I recently got in bundles, so I’ve got to cover them now instead of where they would appear earlier in the alphabet. After that, three games covering O and P. I’ve been quite distracted with some new console game stuff I got recently, but I finally got this done. This time I cover seven indie games released in the past four years. Oniken might be my favorite game this update and Cally’s Trials my least favorite, but it’s a mostly solid batch of games.

Table of Contents for this Update

Cally’s Trials (2016)
Capsule Force (2015)
Environmental Station Alpha (2015)
Oniken (2014)
Out There Somewhere (2014)
PixelJunk Eden (2012)


Cally’s Trials (2016, WinXP+) – 1 player, saves, gamepads supported (xinput only). Cally’s Trials is an average-at-best platform action game from VDO Games with pretty basic gameplay and graphics, some bugs, and a nice soundtrack. You play as 6 year old Callie, and she may be young but she’s already collecting a large arsenal of pistols, shotguns, machine guns, and more. Probably because the guns here are realistic, considering her age this kind of feels more questionable than games with kids with fantasy weapons like laser guns and the like. But this game has a lot more issues than that. First, visually, this is a bland-looking game that clearly was made on next to no budget in some game-maker software. Many indie platformers use these, but the end results here are pretty much freeware-grade stuff, but this game costs money. The game has bland-looking tile-based environments and okay but genericly cartoony sprite characters. It all looks pretty bland. The soundtrack is better than the graphics, though. I don’t know how well all of it fits the game, but this game has a solid soundtrack.

The controls are simple: you can move, jump, shoot, slash with your sword, and switch weapons. The controls are decently average, but can be glitchy at times. You can also get multiple jumps if you buy them in a store in the main hub world. This store sells a variety of upgrades you will eventually need. Now, this game calls itself a “roguelike”, but it really isn’t; it’s just a platformer with worlds that branch off from a hub with a store system. They try to call it a roguelike because when you run out of lives in a game, you are sent back to the hub to buy permanent upgrades with the money you earned in that run. The levels are not randomized, though, and there are no other roguelike elements here, so it really is not a roguelike, just an overly grindey platformer. Can’t get past that next area? Grind for money earlier on until you can afford the upgrade you need! I don’t like that kind of design much at all. This game wouldn’t be too long if you could just play through it, but by making things just difficult enough that you will surely have to die and redo levels until you can afford more upgrades the game drags, and I can’t see myself sticking with it much more.

Once you are in a level, you run, jump, and shoot everything that moves. Levels are made up of square tile blocks only, with a handful of types including blocks, spikes, lava, and the like. There are no angled surfaces or such here, and little variety within each of the games’ handful of areas. The level designs are decent and can be fun to explore sometimes, but it is average stuff. Enemy AI is essentially nonexistent, as well; all enemies on the ground just move back and forth along the platform they are currently on, while airborne enemies just fly around, maybe at you or maybe not. Each enemy is unique, as some will shoot at you, some will be stopped if you rapidly attack them with your sword while others will not, and such. So, you will need to learn how to effectively fight each type, and this does add to the game. Still, there is zero variety in enemy movement patterns, and this gets old fast. Even bosses are exactly the same as the rest of the enemies in this regard. Unless you get hasty you shouldn’t die much to most enemies.

And as for those weapons of yours, you get a sword that does a flat 1 damage per hit, and several guns, more as you progress, that upgrade as you use them. All weapons require button-mashing to an uncomfortable degree, as there is no autofire on any weapon here and attacking quickly is important. Enemies have a lot of health each, too, so it takes some time to kill them. Basically this game is all about finding places where you can shoot enemies where they can’t hit you back, and usually finding these places is easy. You can die, though. There are two kinds of death in this game: if you touch an environmental obstacle like a spike, lava, etc., you are instantly sent back to the beginning of the current stage. If an enemy hits you, however, you lose health, and if your health runs out you die and return back to the beginning of the game, with your money to buy those upgrades with. You can buy one-time-use extra lives that will respawn you at the beginning of the current stage if an enemy kills you, but these are pricey and take money away from other things you can buy. The game is designed around repeat runs in a not-great way. This game is a spinoff of a series that was originally on cellphones, apparently, and I’d say that mobile design thinking affected this game negatively. So, in the end, Cally’s Trials is a forgettable mobile-style game. The game is never terrible, but it’s never good either. I guess it’s amusing at times, but it’s also mobile-inspired and flawed. There’s really no reason to try it unless the game really sounds interesting for some reason.


Capsule Force (2015, WinXP+) – 1 player tuturial/mission mode, 2-4 player simultaneous multiplayer (local only), saves, gamepads supported (xinput only). Capsule Force, developed by klobit and published by Iron Galaxy, is a platformer take on the recent fad for local multiplayer games. This local-multiplayer-focused wave of games may be passing now, and I have mostly not played them myself since I have few opportunities for local multiplayer anymore unfortunately, but I got this in a bundle recently and it does look fun, so I tried it out. Well, this game has everything except for one of the most important things: a good single player mode. The main mode in this game is the multiplayer mode. Here two to four human players, all on one computer, fight it out. There are several different modes, with the main one being a mode where you need to take power orbs to your end of the screen, but there are no computer AI opponent options sadly; the game is multiplayer only. The single player mode is a mission mode broken up into four different mission categories. You need to complete all missions in one category with at least a C rating before you’re allowed to move on to the next one, unfortunately. This restriction really can be annoying when you’re stuck on one mission and want to try some other game type, but you can’t because it won’t unlock yet. Mission types are, in order, target shooting, getting through a stage in under a time limit, , and . You control one of the four characters, one of each gender for the red and blue teams, through each mission type. These missions are challenging and fun, and beating all of them with good times will take a decent while, but they are no substitute for AI opponents to face off against and a full-fledged single player game. As fun as trying to get past the walls of laser fire or figuring out the fastest way to destroy all those targets are, the single player mode in this game is basically like if Super Smash Bros. had only the minigames like Break the Targets for a single player mode, and no actual AI opposition to fight against. It’s fun, but you need more than this!

All of that is really unfortunate, because Capsule Force looks, sounds, and plays really well. This game is Western, but has an ’80s sci-fi anime aesthetic which looks pretty cool. The game has very nice pixel-art graphics, good chiptune music, and solid controls and game design. The stages each look unique, and I like the multi-layered parallax. If this game is trying to look like an ’80s arcade game, it succeeds. The chiptune music is good as well and fits the theme great. I like the controls too. The game uses four buttons, for jumping and double jumping, shooting, using your shield, and dashing. When you hit fire you shoot straight, or if you hold it down you can aim your shot; this allows shot aiming without the problems of a twin-stick layout, and it works well. You shoot slowly so you need to aim each shot well and consider your shots, it’s key to the game as one shot kills your character, after which you respawn by dropping out of the ceiling from the nearest place there is an opening. The shield is useful, as it defends you as well as damaging anyone close. As for the dash, it goes only a very short distance in the distance you’re moving, and then you freeze in place for a moment after that. That may sound bad, but at that moment you can jump again, and you can alternate jumps and boosts as much as you want, which is cool. So, overall, this is a fun and frenetic action-platformer, with good controls, graphics, and gameplay. The absence of AI opponents and a single-player mode with full-length levels is a major problem, though. As good as the game is, and what’s here is good, only buy Capsule Force if it’s very cheap in a bundle as it was for me, or if you have people to play against locally; it’s probably not worth it otherwise.


Environmental Station Alpha (2015, WinXP+) – 1 player, saves, gamepad supported (xinput only). Environmental Station Alpha is an indie Metroid clone from Hempuli Oy with low-rez, very chunky pixel-art graphics and challenging platform-action gameplay. This game is technically a Metroidvania, I guess, but really this is mostly Metroid in both theme and gameplay, though the game does do some things differently from Metroid, at least. You play as a small orange robot that sort of looks like a blob of pixels, and have to explore the eponymous station in the title, looking for information about what happened there and, since you fall deep inside at the beginning, a way back to your ship outside. The controls are appropriately simple. Initially you can only jump and shoot a short distance forward, but you get more abilities as you progress for both attacks and mobility, and eventually you will get items you can map to two additional buttons as well. The controls are mostly solid, but the jumping takes getting used to; due to your fast and somewhat slippery movement, I was missing jumps sometimes for a while. You do have a health bar and the game does not have instant-death pits or traps, but even so this is a very challenging game. It is easy to take damage, both from the many enemies and from environmental hazards like spikes or other traditional Metroid areas like warm areas, dangerous liquids, and such. The issue is that it’s difficult to heal damage you take, as enemies don’t drop anything in this game; so far as I’ve seen, the only way to refill health is from the Metroid-style save stations scattered around the world. That’s much harsher than most Metroidvania games are. So, the game will be frustrating at times for sure, but you will get better with practice.

Graphically, the visual style here is low-rez enough to sort of look like a game for an early ’80s computer or pre-NES console, but, for the most obvious modern elements, better music than any of those platforms have and the usual parallax scrolling backgrounds. The game does seem to use tile-based graphics, but it isn’t as repetitive looking as some tile-based games can be, as there is a good amount of graphical variety and different environments to explore. The graphical and level designs are good for the style, but I’m not the biggest fan of this super-low-res, ultra-blocky look; I may love classic games, and it does give this game a slightly different look from many of the other Metroidvanias out there, but it is perhaps too pixelated. The art design is fairly average as well, and isn’t as polished as a Cave Story’s is. Still, the game does have a good sense of atmosphere at times thanks to the good, sometimes creepy soundtrack, the varied environments and enemies, and some good area design. There are some yellow slime creatures that hop around like an animal which I find kind of creepy, for example; good work there. That soundtrack is quite good also, again. The music tracks fit each area well, with machine-like sounds for station areas, more alive sounds for plant regions, and such.

In terms of gameplay this is a very conventional Metroid-style game. You can shoot down as well as up here and can’t roll into a ball, and some powerups such as a grappling hook don’t come out of Metroid, but the main influence is clear. There’s even a hot area which does automatic damage until you get the right powerup, for example! The world is made up of connected areas, some a single screen and some multiple. The world map is standard stuff for the genre, with the expected horizontal and vertical corridors along with the occasional larger square room, along with plenty of hidden areas. Unfortunately there is a short load between each screen, and this does get old quickly. As is standard in the genre, the abilities and keycards you find in the game will allow you to access new areas of the world. There is a map on the pause menu, but this traditional title requires you to go back and regularly explore around areas you have already been, looking for new places you can go. Some of these are obvious, but others are hidden, so you’ll need to search thoroughly to stand much of a chance here. The game world is slowly revealed as you progress so you’re not just wandering around the whole world from the beginning, but still, while this game is definitely fun, having to constantly backtrack, looking for areas I can go to now while not actually knowing where I’m supposed to be going, is frustrating. I have never been much of a fan of Metroidvania games; I want to have a decent idea where I’m supposed to be going and what I’m supposed to be doing in a game. Randomly wandering around looking for that one hidden area I need to find to progress or how to solve some tough puzzle with no clues is not much fun, and this game has plenty of that kind of thing in it, particularly if you want the good ending. Sort of like my strong dislike of required grinding in RPGs and the like, I want to have a clue about what I’m supposed to be doing, and be able to progress forwards! Still, with guides I did have fun with and beat both GBA Metroid games and Super Metroid as well. I do kind of like this game because while I don’t adore Super Metroid like some do, it is a good game and this is highly reminiscent of it. There isn’t a text guide for this game, though, so good luck if you get stuck. But even for Metroidvania fans the absence of any health powerups can be an issue, as it makes the game much harder than it otherwise would be. And you will die easily, particularly to bosses, until you learn their patterns.

Overall, Environmental Station Alpha is a solid, but challenging, Metroidvania game. Thanks to the challenging gameplay combined with very limited healing this game can be tense at times in both good and bad ways. For me though, the biggest issue here is the main hook of this kind of game, that you’ll frequently be wandering around trying to figure out or remember where to use your abilities or trying to figure out some complex puzzle, and there are no in-game hints to tell you what you should be doing next. Some people like this, but I don’t. Overall then, I’d call this game average, with some good and some bad points. Metroid fans should try it for sure, but for the rest of us, maybe wait for a bundle if you are interested; that’s how I got it. There is also a Mac version on Steam. The store page says that the Mac version has no cloud save or gamepad support, but it should otherwise be the same.


Oniken (2014, WinXP+) – 1 player, saves, gamepad supported (xinput only). Oniken is a NES-styled platformer from . In both its graphics and gameplay, this game takes a lot of inspiration from a variety of NES action-platformers. While this game plays heavily on nostalgia the graphics and gameplay are not copied from any one NES game, but are instead reminiscent of many, from Ninja Gaiden to the NES version of Strider and Shatterhand. The story is that you play as a tough future swordsman off to save the world from evil. There was a horrible war, and an evil group called the Oniken used that opportunity to take over. Your guy, a member of the small resistance force, sets off to defeat the villains. You have allies, but naturally they only appear in cutscenes, not ingame. The basic plot is decent average work, but the cutscenes, particularly the early ones, are way too long; there is more story here than is necessary for this kind of game. There are odd sound problems in the cutscenes too, as the audio often completely stops playing halfway through cutscenes. Odd. Once the game finally begins, though, it’s pretty good.

Visually Oniken looks good. The graphics look a lot more like a NES game than most of these faux “8-bit” platformers do. The number of pixels on screen and visual look of the game are very NES-like and well done. As much as I do prefer 4th-gen games to 3rd I like how well this game sticks to its theme, and the results are great. This game has pretty good art design with a nice retro-1980s-future aesthetic. The game does not stick strictly to the NES’s hardware restrictions, though, so there are some modern elements here, including the usual requisite parallax backgrounds at times, no flicker when multiple sprites are near eachother, and maybe too many colors on screen at once, and there is more blood than Nintendo ever would have allowed on the NES, but the look works well on the whole. The solid backgrounds and quality sprite work help a lot as well, for sure. Your guy is an appropriately musclebound tough guy, and enemies are a selection of soldiers and robots that could have been in games from the late ’80s or early ’90s. The chiptune soundtrack is similarly good. Like real NES music many songs are short loops, but what’s here is solid, apart from a few odd audio issues I will mention.

As for the gameplay, like the games that inspired it this game is a very difficult but straightforward and linear game with lots of swordfighting action and some platform jumping. The game controls well, and as you might expect uses two main action buttons, for Jump and attack. Up plus attack uses a special weapon, and a third button activates the Berzerk special ability if you have it. You can also duck, and will need to duck to hit smaller enemies. The controls are tight and responsive and feel great. You also have a health bar, and when you die you respawn from the beginning of the current part of the stage. The stage layouts are good and the game is fun to play through, but the checkpoints, which are placed at screen transitions, are not frequent; there are only two per level. Dying at a boss sets you back to the start of that segment, not to the beginning of the boss fight, unfortunately, as well. You only get three lives to complete each level with too, and if you run out you will have to start the level over. Thankfully the game does have a level select and levels unlock there as you reach them, so you don’t need to replay the whole game each time you get game over, but ‘Difficult’ is definitely one of the operative terms here. Oniken can be quite frustrating and you will need to memorize each new challenge you reach in order to get past it, though I’ll never try the insanely difficult Hardcore mode, myself; that’s only for the crazy-good, or ultra masochistic. But overall, thanks to the solid visuals, controls, gameplay, and level designs, Oniken is the kind of hard game that makes you want to keep trying until you get it right, not give up right away. Oniken is a good, solid 8-bit-style platformer and I like it. The challenge is steep, but any classic platforming fan should try this one.


Out There Somewhere (2014, WinXP+) – 1 player, saves, gamepad supported (xinput only). Out There Somewhere is a pixel-art indie puzzle platformer with Metroidvania elements by MiniBoss, a small team which so far has only made this one game. You are an alien astronaut space policeman, stranded on a dangerous world after your ship crashes while chasing a dangerous criminal. In fact this chase is playable in the form of a basic and not great shmup level, but when you inevitably lose it the real game begins. In this highly challenging game, you need to figure out how to use your teleport gun to get past many different situations. You do not have any form of normal attack, only a teleport gun, so this is more a game of avoidance than attack. Now, the game is often fairly linear, but as the ‘Metroidvania’ label suggests you do get upgrades as you progress, so there is required backtracking. I’d probably rather they had just given you a series of challenges to beat rather than this, but Metroidvanias are the style of the day, so they put that in the mix here. Visually, this game is nondescript; it has average vaguely 4th-gen-ish tile-based pixel-art graphics, and the tiles used repeat constantly. Late ’90s PC platformers look better than this. Additionally, as in some other very hard indie games like I Want To Be The Guy, Out There Somewhere does not have scrolling levels. Instead, you travel between static screens that are connected into a single larger world. This means there is no parallax either. The sprite art design is decent and there are some nicely odd creatures here on this strange alien planet, but it’s the gameplay that makes this game interesting, not the visuals. The music is similarly fine, but not memorable.

The controls are simple to learn, but hard to master. You can jump and shoot your portal gun, and when your shots hit a wall or portal-shot-stopping barrier you teleport to that location. While you cannot attack here this is no pure puzzle game, however; a lot of platforming skill is required. A key tactic used from very early on is that your momentum carries over when you warp, so the game often requires you to have the right momentum when you warp to carry you up to a platform. Or, jump at just the right moment as a portal shot creates that portal and you can effectively jump from the spot you’re warping to. Though the controls are tight and responsive getting these warp-jumps right can be hard, so this game gets very tough in a hurry. And all the while, enemies patrol the platforms trying to kill you, and there are instant-death pits, other deadly hazards, and more scattered around as well. You die in one hit too, so if any enemy touches you you go back to the last checkpoint. You do have infinite lives in this game, but the checkpoints are often a couple of screens apart so you will need to redo things frequently. Indeed, as in most games of this kind, the steep difficulty is this games’ biggest issue. You need perfect timing on both your shots and jumping to make it through the jumping puzzles in this game without either missing jumps or dying. It is often a fun challenge, but I did start to get frustrated after a while. Overall Out There Somewhere is an average to good puzzle-platformer with interesting mostly nonviolent gameplay and lots of challenge. That challenge will be too much for some, but fans of difficult games, as well as puzzle-platformers, definitely should check this game out. It’s very cheap and worth a look.


PixelJunk Eden (2012, WinXP+) – 1 player, saves, gamepad supported (xinput only). PixelJunk Eden is a … sort of platformer-like thing … from , the team behind all of the PixelJunk games. Each title in this series has completely different gameplay, but I have only played this one and PixelJunk Monsters, which is a tower defense game, so I don’t know much about this series apart from Monsters. That’s a good game, but this one is entirely different. PixelJunk Eden is a unique, interesting, and simple game. In this 2d side-scrolling game with simple but striking sprite art made up of solid colored objects, you grow life in a garden by control a little creature which can move by jumping only. Yes, you cannot walk along the ground, but the game works fine as it is. You play with either a gamepad or the mouse by aiming your jump direction with the mouse or analog stick, and jumping with the mouse or gamepad buttons. The left mouse button does a jump attached to a bungie-like thread, while the right button does a normal jump. This is what you will mostly use. This is a simple and chill game with no timer or enemies which can harm you. The game is broken up into levels, and your goal in each one is to collect the Spectra item in that level. Once you get it the game immediately quits the level back to the level-select screen and shows a score screen for your run in that stage, so only collect those items when you’re ready to leave. Apparently the original Playstation 3 version of the game does not do this and allows you to stay in a level after getting all of the stuff. I’d have liked to see that option here too, quitting out immediately is annoying sometimes. There are 15 levels with a total of 76 Spectras to collect in them, so a bit like Mario 64 you will need to play each level several times, with a different objective point each time. You can start a level either from the beginning or from the last Spectra you collected.

Within those levels, your goal before getting those key items is to explore around, experience the games’ style and music, and score points. When jumping, you will pass through objects you can land on if you hold the right mouse button or its gamepad equivalent down, but will land on the next one you touch if you let go of the button. Additionally, by holding down the button while you jump and moving the mouse/stick around you can adjust your trajectory in the air somewhat. Between these two mechanics you can have fairly good air control, though your jump does have a maximum height so you do need to plan your jumps. In the air there are two different types of items to collect, pollen orbs which stay in set locations and give you points, and moving orb-like Pollen Prowlers, helpless “enemies” that spawn infinitely spawn from the sides of the level and you kill at a touch. When you touch multiple pollen prowlers in a single jump it builds a combo; this will boost your score and also generate more little pixel items. Most of the time these pixel block things slowly float to the ground and give you points when you collect them, but they also will move towards certain circles that are scattered around the environment if they are close enough to them. If you fill up a circle with pixels it will brighten. Then, touch that circle with your character to have a new piece of background scenery grow out of where the circle was. It’s a fun and engaging mechanic which fits with the “eden” title, as everything in this game looks alive. As you progress the game adds more mechanics as well, including wind, teleporters, and more, so you won’t see everything right away. Though this game is not incredibly long there is a fair amount to do.

Visually, as I said, the game uses large blocks of solid colors to represent objects. Generally there will be three color shades in a stage, one for the background, another for the foreground objects you can attach to, and the last for you, the pollen, and such. The look is simple but works very well, and I like how everything waves around to show how it is alive. Aurally the game has a great, understated techno soundtrack. Overall, PixelJunk Eden is pretty good, but it is simple and challenge-free. Jumping around, growing plants, and then jumping off of them to get higher in the level and reach the Spectras higher up is fun stuff, but that is all there is to this game; the worst thing that can happen to you here is that you land in a point beyond the edge of the level or touch some other hazard, if there are any, and get warped back to safety with no other penalty. This is one of those games meant to be an experience as much as it is a game, I think, since you cannot die and the game has no real challenge. Still, PixelJunk Eden is a good, interesting game well worth a try. Pick it up on sale sometime. Also available for download only on PlayStation 3 PSN, though note that this version made many changes from the PS3 original. I haven’t played that version, but it apparently has not quite as good graphics, lets you stay in levels after you get a Spectra, has slightly different controls, has a two player co-op option that this version sadly lacks, and more. I might want to get it, to see the differences.

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PC Platformers Game Opinion Summaries, Part 8: Digital-Download 2d games (Part 5)

… So, yeah, this update was long coming; after finishing the Rush 2049 review I was pretty busy for a while and didn’t get anything done towards this next update of my PC Game Opinion Summaries list, which I am returning to here, for weeks.  Even considering that I probably should have been able to get this done, but at least it’s done now, and all eight games I cover here have pretty in-depth summaries as a result.

Of the eight games in this update, Love and Mystik Belle are probably my favorite two.  The rest are all average to good as well; nothing bad here, though Monster Bash probably is my least favorite of these.

Table of Contents

Just Get Through (2015)
Love (2014)
Magicmaker (2014)
Math Rescue (1992)
Momodora III (2014)
#Monster Bash (1993)
MURI (2013)
Mystik Belle (2015)


Just Get Through (2015, WinXP+) – 1 player (with online leaderboards), saves (times, scores, and unlocks only), mouse & keyboard or gamepad supported (xinput only). This is, yes, an indie pixel-art platformer. The game is okay, but I don’t love it. This heavily randomized game has levels made up of fairly simple tile-based layouts. There is no story or campaign to play through; you just play levels from various randomized or player-created sets available, trying to finish them in the best time you can. You can also make your own levels in an editor. All levels take place in caves dug out of the ground. You can move in the open spaces, and your goal is to navigate through each level with the games’ wall-jumping mechanic and dynamite weapon. There are no normal moving enemies here, but there are many deadly traps. You must avoid those traps in each stage and make it to the portal that warps you to the next level. Levels are short, but often are tough to get through. The game has mostly randomized level designs, and you can tell, unfortunately, as levels are often random and not well laid out. Visually, the game has a decent look to it, though it doesn’t stand out too much. The game has monochromatic graphics with a variety of selectable color palettes available, so you will see one color for most of the environment, and a second for the background. I have no problem with monochrome graphics, I love the Game Boy, but sometimes it can be hard to tell what is a trap and what isn’t because everything looks so similar in both looks and color. The moving obstacles aren’t hard to spot, but telling deadly spikes from normal plant life is much harder than it should be. And the randomization makes for boring levels sometimes, too, with far too many entirely irrelevant chunks of levels everywhere outside of the path you actually need to follow to get to the exit. There is absolutely no reason to explore in this game, so those areas serve no purpose. Designed levels are almost always more fun than random! Additionally, this game recommends mouse and keyboard play but runs exclusively in fullscreen-windowed mode and does NOT lock the mouse cursor to the screen, so anyone like me with two monitors has a big problem! While playing this game be very careful to not move the mouse cursor out of the window, because it’ll instantly minimize the game to the taskbar if you do. That’s such an easily solved problem, it’s hard to understand how they didn’t think of it. You can also play with a gamepad, and that is mostly better, but aiming will be easier with a mouse.

The gameplay is flawed as well, because the controls are not great. Your movement feels only okay, and the wall jump is very odd-feeling and sticky. You start sliding down a wall when you jump onto it, but the jump off of that wall sometimes goes in odd directions. You do move quickly, and it can be satisfying when you zip past some of the many spike traps and spinning blades in the nick of time, but between the bad wall-jumping and sometimes iffy other controls, too often this game doesn’t feel great to play. Additionally, everything in this game kills you in one hit. You get a set number of lives per run, and cannot save during a run and extra lives are rare, so the game punishes you somewhat harshly for every mistake. Due to the short length of stages runs can be short, so the lack of saving within a run isn’t a big issue and gives the game a classic arcadey feel, but it will lead to playing easier stages often as you slowly try to get better so you can actually get through a run. Given how most randomize level designs most will not be the same each time, but the difficulty curve does ramp up over the course of a run. Now, in order to help deal with that randomization, you have a weapon: dynamite. You can aim dynamite with the mouse or gamepad analog stick, and throw with the mouse button. Dynamite will blow up a chunk of the ground, which can be really helpful for getting past near-impossible trap layouts. I like the deformable terrain, that’s a great idea, but that the designers decided to just let you blow up the stage instead of ensuring that each stage is actually beatable as it is is not that good design-wise. You have limited dynamite too, so you can get yourself stuck in unwinnable situations at times if you are not careful. On the other hand, while this game has no form of permanent progression, every couple of levels during a run the game lets you choose one of three powerups that will stick with you for the rest of that run. Many of these boost or refill your dynamite, but you also can get higher jumps, more visibility, and more. It is a decent reward for getting farther.

In conclusion, Just Get Through is a below-average game with bland and sometimes confusing graphics, a very limited number of obstacles and traps to deal with, flawed controls centering around a somewhat poorly implemented wall-jump system, no goal beyond just playing levels because there is no main campaign here to be found, and a frustratingly high difficulty level at times. The game does also provide plenty of challenge, has endless numbers of levels to play between the map editor and randomization, and can be fun to play at least some of the time once you get used to it, so I can see why some people like it. Going by its Steam reviews, though, Just Get Through is probably over-rated. I found this game somewhat disappointing and can’t recommend it.


Love (2014, WinXP+) – 1 player, gamepad supported (xinput only), saves (options and scores only). Love is a pretty good pixel-art platformer with a classic Atari or Commodore 64-styled aesthetic. In this simple platformer, you play as a stick figure guy who has to make it through some pretty tricky levels. There are several modes here and a custom mode, but the main mode gives you 100 lives to get through 16 stages. I haven’t beaten it yet, though I have gotten pretty far. This is a simple game with simple and straightforward gameplay and controls. The game uses two buttons, one to jump and the other to change your respawn point to the location you are currently standing. You move pretty quickly and have good air control, but even so making jumps can be tricky at times because you only have a single jump, not double, the controls are touchy, and you are constantly having to make jumps to VERY narrow or quickly-changing spaces. The game does play fine on keyboard, but will be better on a gamepad due to the better control of a d-pad. Despite the regular deaths, though, the running and jumping controls here feel good, and the game is a lot of fun to play. As for that user-changeable respawn point mechanic, this button lets you set the location in the stage that you will start from again when you die. You can only change the respawn point when on solid ground, but this is a fantastic feature that helps let you avoid tough parts, if you choose to use it. Your goal on each stage is to reach the end. There is nothing to collect in this game, and no enemies to fight; you simply avoid threats. This may sound simple, but in fact the game has a lot of variety as you progress. This game is entirely predesigned, not random, and every level looks like it had a lot of work put into it.

For features, the main mode is, as mentioned, a 100-life, 16-level challenge. You cannot save your progress during a run, so once you run out of lives you need to start the game over from the beginning. Levels don’t take too long so this is quite doable if you can stay alive, but staying alive will be the challenge! While nothing is displayed on screen during play except for how many lives you have left, after a run you get a score screen showing how many times you used the ‘change the checkpoint’ power, whether you finished all the levels or not, your overall ranking, and more. This gives the game a nice score component, to encourage players to get better at the game and score higher. Beyond the main mode there are four others: a one-life mode for people very good at this game; a Remix mode which gives you 100 lives to get through eight remixed, more challenging versions of some of the levels from the main game; an Easy mode with infinite lives but that gives you much lower scores as a result; a speedrun mode which gives you infinite lives and a timer instead of a lives counter, to see how fast you can get through the game; and custom levels you can make and save in the LoveCustom level editor. Unfortunately the game has no online score or level sharing support built in, so if you want to trade levels or scores you’ll need to do it yourself. Otherwise this is a good, full-featured title.

Visually, Love has a black background, a single color for the regular platforms that make up most of each stage, and white for things which are interactive in some way. This game has a very chunky-pixel, low-resolution style to it, fitting with the games’ theme. It is silly how this very simple-looking game requires moderate computer power to run well, but that’s modern gaming, unfortunately. It runs fine even for me and my 9 1/2 year old computer when I’m not running other applications. Most white things kill you in one hit, but white circles are bounce pads you will automatically jump off of when you touch them, and certain white chains won’t hurt you, they just indicate where moving spike wheels go. Generally, though, you want to avoid everything white and not circular, because it’s death. Each stage has a different color for its regular platforms and a different look to it, so there is visual variety as you progress despite the very simple visuals. I grew up on somewhat newer games than the ones this game was inspired by, but Love’s early ’80s aesthetic looks great. The game does have some trial and error as you learn what to do in each stage and what each white thing will do, but for the most part the graphics are clear and sharp. The music is electronic, but it’s far too high fidelity to be in an actual early ’80s game. Still, it’s good electronic techno videogame music and fits the game quite well.

Overall, Love is a good game I definitely recommend to platformer fans. You don’t need to have played early ’80s games back then to like this game, it should appeal to anyone who likes traditional platformers. The game has a good visual look, good music, good level designs, fun and interesting challenges to work past, and plenty of challenge and lastability in its levels and added modes. I do wish that the game had online leaderboards and level trading, and that the game would tell you what level you are on or died at because it never does that, but otherwise this game is great. Definitely check it out.


Magicmaker (2014, WinXP+) – 1 player, saves, gamepad supported (xinput only). Magicmaker is an indie platformer made a very small team at Tasty Stewdios. The game is a platform-action game with tiny and often amateurish graphics, mouse and keyboard controls, some odd hitboxes, randomly generated levels, and a magic-crafting system that is central to the game, as the name suggests. So, that sounds like I’m sure to dislike it, right? Well, I do dislike the movement controls when using keyboard, but otherwise I kind of like this despite my dislike for both randomly-generated platformer levels and, especially, crafting systems. So, what is there to like about this game, for me? It’s about the gameplay first and foremost, but also the crafting system is simple and not tedious or frustrating; it’s as much an inventory system as it is anything else, as the main “crafting” you do here is equip some of the 40 different types of magic to your mages’ robe, wand, and attack spell. You can equip up to three different magic types to each of those inventory slots, and must choose a loadout before beginning a mission because you cannot change it in-game. In levels you do collect items, mostly new magic types or doubles of ones you already have in order to equip that type to more inventory slots and power up the magics’ strength, but you will never need to memorize crafting recipes here, or tediously hack at the enemies or ground to grind materials, because this is not that kind of game. Thank goodness.

Player control is simple, as you run around quickly, jump, and attack with magic. You can only have one wand at a time, but can equip two spell sets, and if you’re good you can unlock more than that. By default you move with WASD, jump with Space, aim with the mouse, use your two attacks with the two mouse buttons, and switch spells with the mousewheel. Moving and jumping with one hand while you aim with the other is as awkward as ever. Fortunately there is also gamepad support, but combat will be easier with the mouse since you can aim more accurately. There’s no perfect way I have found to play this kind of game, unfortunately. It does work as it is, and you can re-configure the controls, but it’s not ideal. Enemies eventually start shooting a lot of bullets at you, too, so bullet-dodging will be key to your survival; you have a health bar, but bosses particularly can kill you. As for your attacks, your weaker magic wand attack is infinite-use, while your stronger magic spell attacks drains a magic meter with each use. This meter refills fairly quickly, but you can’t just spam the stronger attack, you will need to mix it up. This mechanic works well. Of course the two million possible spells you can create with the 40 equippable magic types also will have a great impact on combat.

And on that note, gameplay in Magicmaker involves going on quests from the central hub at the school to various areas. As with many indie games this game is not too long, as there are only five areas each with a handful of quests, but there is a New Game + available once you beat the game and random missions as well, so there is a reasonable amount of content here if you get into it. Missions are generally simple and usually involve killing everything you find. There is some variety along the way, though, as in addition to lots of platforms to jump on and enemies to shoot at, there are also puzzles to solve, such as having to touch or shoot at gems to move them into doors to unlock optional chests or escape from an area. Mission maps are randomly generatied, though, so while they mostly work, sometimes they will be poorly laid out. There is an on-sceen minimap though, so you shouldn’t get lost. Most missions conclude with a boss fight though, and those can be fun and challenging. Then you can change your equipment and choose what to do next.

In the game, you play as a nameless young wizard who needs a job. A magic temp agency finds you a position as a security guard at a local magic school, so off you go to do the various quests they assign you in order to protect the school, though you end up defending a bad system; alternate endings would have been better. The story tries to be amusing, but the script is sparse at times and isn’t all well written. The gameplay is the draw here, not the story. The graphics aren’t the draw either, for sure, as the sprites are tiny and simplistic. Between your stick figure-ish character and the simple and angular environments, this game kind of looks like a mixture of basic assets and programmer art. That’s fine because the gameplay is good, but I should mention it. Even so, I do like some of the environmental details and the nice variety of enemies. Additionally, the game has some nice spell effects, which change based on your magic types equipped. Once you get used to the visuals, this game does look good. The musical compositions are quite nice string instrument bits. I really like them, but they are pretty short, so you’ll hear each areas’ music loop a lot. Still, it’s good. On the whole, with straightforward gameplay, fun action, and lots of spells to create and fight things with, Magicmaker is an interesting and fun indie platform-action game. The game does have issues, including some occasional possible grind for some magic, the randomized level layouts, and the iffy story, graphics, and movement controls, but it is good overall. This game is worth a try for cheap.


Math Rescue (1992, DOS) – 1 player, saves, gamepad supported. Math Rescue is an educational game which mixes platforming gameplay with math problems. The game was developed by and was published by Apogee. The team made both Math and Word Rescue games, and they are similar, but this game is probably the better of the two both because it released a little later and has improved graphics, and also because this games’ educational element works better than that one. Math Rescue is one part simple collection-heavy Apogee-style platformer, and one part math problem game. Designed for children up to ten years old but potentially fun for most anyone, the game teaches addition, subtraction, multiplication, and division, in both regular and word problem forms. You can play as either a boy or a girl, and run and jump around in enemy-free platformer stages. The girl character is actually the default in both of these games, possibly because the programmer was a woman. Math and Word Rescue are two of Apogee’s only games ever with playable female characters, unfortunately; their rivals at Epic were better with that, but at least Epic did publish these two games with gender diversity. The visuals are fairly standard Apogee EGA fare, with solidly drawn backgrounds and characters. There’s even parallax scrolling in some parts of the game, which is pretty nice for the time on the PC. There is a Soundblaster soundtrack as well, with some decent if unspectacular music.

Your goal in each stage is to find and solve enough math problems to make a key, which will then let you move on to the next level. Each level has quite a few problems on offer, each marked with numbered blocks marked with the numbers 0 to 9. When you touch a block you go into a math problem room. So, like some other edutainment games of the day, this is a math game that controls like a platformer.
You need to jump into the blocks in numerical order in order for your progress towards completing the level to count. Levels are small to moderate in size and are open-ended, so you wander around each level, looking for items to collect for points, number blocks to hit to enter math problem rooms, and avoid enemies. Now, this game is mostly non-violent game, but there are badguys here, the creatures which stole numbers from the world. There is an amusing backstory explaining why these slimy aliens want to steal Earth’s numbers, too. You attack with slime buckets that your helper, Benny the Bookworm, will dump on enemies. Whenever you hit the attack button he will automatically slime the nearest enemy on screen in the direction you are facing, so combat is quite simple. You do have limited ammo and health, though, and each time you get a question wrong an enemy spawns, so you do want to get questions right. If you die you will need to restart the current stage, though the game does save your progress at the current level automatically to a player file you name when you start up the game.

In math problem rooms, the problem you need to solve appears on the top part of the screen, and you can move around on the bottom as usual. There is a row of 10 number blocks there, and you simply jump up into the number, or numbers, that are the answer to the question. It’s simple and works well. The first episode of three in the game, which is the free shareware episode, has only addition and subtraction. If you get the full registered version however, episodes two and three also optionally have multiplication and division problems, which certainly will up the difficulty if you’re trying to answer them all in your head. This game won’t never ask really hard problems, everything involves single or sometimes double-digit numbers, but still there is some challenge here to the educational component in a way that there isn’t in Word Rescue, as I will get to later. Overall, Math Rescue feels like a conventional Apogee game crossed with an educational math game. The open, item-heavy levels feel like smaller versions of stages you’d see in a Keen or Duke Nukem game, the visuals and sound are Apogee-styled, and the game plays great. This is a somewhat slow-paced game as you cannot run and don’t move really fast, and the educational element makes it best for children, but I like it anyway. Math Rescue is a good game for sure, and anyone who thinks it sounds interesting should give it a look. It’s a fun little game. Originally released as a physical title for PC; now also available for PC, Mac, and Linux digital download on Steam, GOG, and 3D Realms’ website. I have the retail version through the now-unavailable 3D Realms Anthology that I got from their site, but you can still buy this game individually on all those sites.


Momodora III (2014, WinXP+) – 1 player, saves, gamepad supported (xinput only, if it works for you). Momodora III, from small indie team rdein, is a side-scrolling pixel-art action-platformer. This short but reasonably fun game is a shameless clone of the popular mid ’00s indie game Cave Story. This game looks, sounds, and plays a WHOLE lot like Cave Story, just with two Cave Story-esque square-faced anime girl characters to play as instead of Cave Story’s boy robot, and an even shorter and less substantial game than you’ll find in that title. I did like Cave Story, but I didn’t get as into it as some people did; I never have gone back to it after beating the freeware version once after it came out. And thanks to its popularity, this style of chunky-pixel action-platformer has become an indie-game staple. Even so, this one is worth a look, and Momodora III is its own thing and not only a clone. In this game you play as Momo or Dora, two anime-style girls who look different but play nearly identically. One can buy one item earlier on that makes the game easier, but otherwise they are the same. The story is also lacking. The game does not have an in-game introduction, so the only backstory is the few sentences of text on the online store pages. On top of that, this game does not explain anything that happened in the previous two games, which I have not played. What in-game story that does exist feels thin, as most bosses fight you without a word; only a few scattered characters actually talk to you. Fortunately the action is better than the writing. Visually, again, Momodora III looks like something straight out of Cave Story: the pixels are big and chunky, the characters have big, rectangular heads, and enemies drop bouncing shapes you pick up for points/money. The backgrounds are well-drawn and interesting, though, and there is a strong sense of atmosphere at times. The overall visual look is good. Musically, the game has a good orchestral-style electronic soundtrack. It’s not as low-fi as the graphics, but sounds good and fits the game well. On the whole, the presentation in Momodora III is pretty good, but shamelessly copies a popular game more than I’d like.

Even so, the gameplay is fun and stands up well on its own. In this pixel-art platformer, you run around, slash things with a sword, talk to people, and kill enemies while collecting shiny pickups that serve as money. If you hold down the attack button you can shoot out a projectile attack, but it’s kind of weak and is only sometimes useful. The controls are good and responsive, and you can take multiple hits here. Hearts are your health, three for Hard mode, 5 for Easy, and 6 plus regenerating health for Casual. The game uses only two buttons plus a pad, so the controls are simple too. On keyboard the game defaults to the arrow keys for movement and A and S for attack and jump, and that works fine though it is configurable, but a pad is preferable. However, gamepad support seems to be kind of flaky, and doesn’t work for some people even with Xinput controllers. You may need to use a joystick-to-keyboard program to use this game with a gamepad. Now, Cave Story had a variety of weapons, both melee and ranged, but that is not true here. So, this is a melee-focused game. You will get items, which you can equip in three item slots on an inventory screen, or four slots in New Game + mode, but these are not new weapons, just modifications to your attacks or things like healing or damage reduction. Most items stay in effect as long as you equip them, but a few are one-time-use. You don’t have an item button though, these items activate automatically once the right conditions are met, such as running out of health in that case. There is a free fairy bottle early in the first level, so it’s a very good idea to go back and get another one after using one on a boss and going to the next stage; the stage warps send you back to the beginning of the level you go to, so that’s the best time.

The world design here is simpler than Cave Story’s as well. While that game was a linear title, it has a main hub that connects to various side areas for a somewhat Metroidvania-like style. Momodora III, however, is broken up into more traditional levels. Each area does let you travel back and forth through it, and you can warp to past levels from any save point, but the main game here is mostly just moving forward through stages, and fighting bosses at the end of each level. There are also occasional shops to buy items with, though you also get some free here and there. I have always thought that linearity in games is just fine if it works well, though, and it does here. Each level looks noticeably different, and exploring the stages is fun on both a visual and gameplay sense. Levels are simple, with a good mix of action and platforming. This game is probably more action than platforming, but there are plenty of pits and spikes to jump over. The game also has a lot of bounce pads scattered around. On the action side, there is a nice variety of enemies to fight. Each enemy and boss has a set of attacks, and memorizing those is key. The boss fights are varied and fun, and learning each one’s attacks is interesting. Bosses take a lot of hits to kill and you die quickly, so some practice may be required. Unfortunately, sometimes various background or attack effects can obscure what’s going on, which can be an issue when you must be able to see enemeies to know what action they’re going to take next. Now, this is a very short game, beatable in an hour or two the first time you play it on Easy, the default setting, and it is even shorter with practice. There are only six or seven not-too-long stages here and that’s it. However, the game is fun while it lasts, so that’s okay. There is also some replay value in Hard difficulty and the unlockable New Game + mode, but the short length and unoriginal concept are the games’ main issues. Still, particularly if you find it on sale sometime, with a solid anime theme, good action, fun and varied boss fights, and well-designed environments, Momodora III is a fun little game worth a play.


Monster Bash (1993, DOS) – 1 player, saves, gamepad supported. Monster Bash is an okay sidescrolling action-platformer from and published by Apogee. As much as I love Apogee, this one has never been one of my favorites. It’s a fine game, sure, but their best games are a lot better. In this Halloween-styled game, you play as a young boy in his pajamas fighting off hordes of zombies, skeletons, and the like with his slingshot. That may sound kid-friendly, but oddly this game also has lots of blood for the time, so I’m not sure who the target audience actually is. That is one of several reasons that while it may be getting closer to Halloween as I write this, Apogee’s two halloween-themed games, this one and Alien Carnage/Halloween Harry, are two of my least favorite games Apogee published. Part of that may be simply that I have never liked horror-themed things much, but I also find the gameplay here not quite as fun as some other Apogee games are. Monster Bash is at least average, but most Apogee games were better than that. Visually the game is average for the time for a shareware game. It has solidly-drawn EGA graphics with large sprites, and a fine Soundblaster soundtrack. There is no parallax though, and the large sprites make for a limited viewing distance. You can’t look around to get a better view of your surroundings either.

So, this is a platform-action game. You can run and jump and will be doing a lot of that, but shooting is also a major focus. Your stones shoot out at a slight arc and can bounce around a bit, but you mostly just shoot at things in front of you. You do have a health bar in this game, thankfully, and unlimited ammo. Powerups can upgrade your attack temporarially and refill your health. Unfortunately, one of the biggest issues with this game are its slippery controls. Your guy slides around as he moves, and takes a moment to stop moving after you press the button, too. It’s not great. This game is not quite a Prince of Persia-styled highly animated platform-adventure title, but there is maybe some influence from that kind of game here and I don’t care for that. Levels are linear and fairly straightforward. Eventually more mazelike levels will appear, but the game feels focused on having you try to get to the exit. You often can’t backtrack in stages once you reach certain points, too. There are items to collect along the way for points, but that’s not as much of a focus here as it is in, say, a Keen game. That’s fine, I love lots of linear games, but with controls as flawed as these are, I never have found this game much fun to play and never have been able to stick with it for long. So, overall, Monster Bash is a mediocre platform-action game. Playing it again now, this is the same not-too-great game I remember it being when I first played it in the early to mid ’90s. Still, the game has plenty of large levels to explore, decent graphics and sound, and a theme some people will like a lot more than I do, so I’m sure there is an audience for this game; I’m just not a part of it. Originally released as a physical title for PC; now also available for PC, Mac, and Linux digital download on Steam, GOG, and 3D Realms’ website. I have the retail version through the now-unavailable 3D Realms Anthology that I got from their site, but you can still buy this game individually on all those sites.


MURI (2013, WinXP+) – 1 player, saves (scores and options only, not progress), gamepad supported. MURI is an indie platformer published by Ludosity AB and inspired by early ’90s DOS games, Duke Nukem 1 in particular. This game has some modern elements, but the core audio-visual presentation and gameplay are heavily inspired by Duke 1. The game even has a choice between 16 or 32fps, if you want an authentically low framerate like the first Duke game has. I’d rather play in the smoother mode, myself, but it is a pretty cool option to have. In the game, you play as a middle-aged black woman scientist, but beyond that too-uncommon choice of characters in a game, the actual story is annoyingly melodramatic and quite depressing. I won’t spoil what happens, but I want to play as the good guy in games, not as someone who does the things you do in this game! Too bad. As an aside, “Muri” means “impossible” in Japanese, apparently, but I don’t know why the game has a Japanese name when it’s Western-made and is designed to emulate classic Western games, not Japanese ones. Anyway,the story is conventional but the character isn’t, considering how almost all Apogee games star white males. Visually, this game looks very much like the CGA and EGA games it emulates. The game uses few enough colors that it well might actually be a 16-color palette, and the colors, including purple, white, green, and blue, are the kinds of colors commonly seen in ’90s games. The game also does have some parallax scrolling, though it’s only in some levels. It doesn’t affect the framerate of course, unlike many early ’90s PC games. The game has average to good graphics overall, with some pretty good-looking parts particularly thanks to how much of the look of this game tries to look as much like an Apogee game as possible. However, the sprites are only average looking most of the time and some environments are bland as well. That’s okay, but overall, I’m just not sure about what I think of making a game that you’re charging money for that is this visually similar to a classic title. The gameplay here does have some new ideas, but the graphics do not. As for MURI’s sound, just like in Duke 1, there are sound effects but not music. There isn’t even a footsteps sound like Keen 1-3 has, so there is only any sound in this game when you’re shooting, getting hit, or such. Some may dislike that, or the harsh-sounding sounds, but I think they fit the game perfectly. The audio’s just right.

The controls are simple, but you do have a few more moves than Duke has in Duke 1: you can walk around, jump, duck, and shoot. I like how the jumping controls are just like in Apogee games, so as long as you hold the jump button you automatically jump, and stop going up on your jump as soon as you let go of the button. The game has two-button controls, jump and shoot, just like early ’90s games, and I really like that it defaults to Control and Alt for shoot and jump. You can also use Z and X, but Control and Alt is best for the most authentic feel. Additionally, while you hold the shoot button you lock your firing in that direction, so if you want to fire the other way you’ll have to stop shooting for a moment and turn around first. This isn’t a feature any Apogee game has, and it does amp up the intensity of some of the firefights, as it allows for more bullet-dodging and trickier enemy patterns without the frustration of only being able to shoot forwards. However, there are a few times I died because of enemies hitting me from behind before I could stop firing and turn around, so it can hurt you at times. When you do get hit, you lose health on your health bar. You can take a good number of hits per life, and start with three lives per episode. When you die you respawn exactly where you died and without any progress lost, unlike most classic games; this makes boss fights much easier than they otherwise would be. There are also six different weapons to collect, and just like in Duke 1 you cannot switch them ingame; instead, the game simply equips the most powerful onme at all times. Your default gun has infinite ammo, but the others usually are limited, unless you collect an infinite-ammo version of one. If you do have one of those though, you lose it upon death. The controls overall are good.

As with the controls, level designs in MURI have a lot of similarities Apogee’s work in Duke Nukem 1. As in that game, levels are sizable, fun to explore, full of jumps, enemies, and secrets, and there are no instant-death pits. However, there are also some important differences. First, while the stages are decent-sized, these levels are smaller and much less mazelike than Duke 1’s sometimes oversized levels are. You shouldn’t almost ever get lost in this game, unlike Dukes 1 or 2. There are also a lot less collectibles in each level to find for points. Levels do still have hidden areas to find full of point items, and I like how the game hints at where you should look or shoot for these without always blatantly giving it away, but any ’90s Apogee game has far, far more. Compared to those games MURI puts much more emphasis on shooting and action, and less on exploration. These changes make the game feel more modern, in that less confusing or entirely linear designs are the modern style so as to keep players from getting frustrated, but while this game is definitely fun to play, the levels are much simpler than Duke 1 or 2 levels. The creator said the goal was a more streamlined and arcadey game than Duke is, though, and it does deliver on that. But the resulting stages don’t take long to finish, and this game has only four episodes of five levels each. I beat this game in a bit over an hour on Normal, and it was not challenging most of the time. There are two harder difficulties available, though, and they significantly up the challenge. You see, sadly, unlike every actual Apogee game ever, you cannot save during episodes in this game and if you run out of lives you will have to restart the episode from the beginning. So, in the higher difficulties where there are no health powerups in Hard and no health OR 1-up powerups in the top difficulty, Muri, every death matters a lot. You do get a score multiplier in the higher difficulties as a reward for your efforts, but there isn’t a high-score table or name entry, only a single highest score next to each of the four episode names. That’s disappointing, compared to the full score tables of any classic Apogee game. Overall, MURI is a slightly above average platform-action game with fun gameplay and a great nostalgic look, but it is also short, unoriginal, has an awful story, and is not on par with Apogee’s classics. Still, if it’s on sale and you like Apogee, sure, maybe pick this one up.


Mystik Belle (2015, WinXP+) – 1 player, saves, gamepad supported. Mystik Belle is an open-world platform adventure game by Last Dimension, a small indie team. The same developer also made Ultionus, a game I will cover later in the list. Both games are moderately sized, made while they, or maybe just he, work a bigger Metroidvania title, Legend of Iya, that had a successful kickstarter. Still, Mystik Belle is a reasonable-length game which will take some hours to beat. I still have a long way to go, two hours in. I backed the kickstarter, and because of many long delays he was nice enough to give all backers free copies of both of the games he made in the interim! Getting three games for the price of one was a pretty good deal, so I don’t mind the delays. Anyway, Mystik Belle is a good game with both quality gameplay and graphics. The game has good sprite-art graphics and platform-adventure gameplay that is one part Metroidvania action-platformer, and one part Dizzy series-inspired sidescrolling adventure game. This game is fun, though it can be confusing at times when you’re not sure what to do next. It gets tough at times, too. I’ve never played the Dizzy games so I can’t compare this to those, but even if it is challenging at times, the adventure element of this game is well done, and I like the action too. And visually, the first thing anyone playing this game will see are the detailed cartoon-style graphics with great-looking, large sprites. The game is set in a spooky witches’ school, and everything fits the theme great. The gameplay is pretty good too, but the graphics are one of the best things about the game. Though you are always in one area, there is a fair amount of graphical variety in the game and the graphics for both environments and characters are always very good. You play as Belle, a girl witch student falsely accused of stealing an important item at her magic school. So, you’re stuck with having to save the day yourself even though you did nothing wrong… though as in most any adventure game you will do some questionable actions during the game itself. Heh. Still, that may not be fair, but it’s a solid setup for a videogame.

In the game, you wander around the school and environs, fighting enemies and collecting items you will need to figure out how to use to progress. While you stay alive you will also earn experience which can increase your health meter, but this resets to zero after each death. The two major gameplay elements here are action-platforming and adventure game style puzzle solving. First I will discuss the action side of this game. The action controls aren’t too complex. There are four main buttons, for jump, attack, interact, and dash. There is also an inventory menu button with a good map on it for navigation. You do have a health bar, but bosses particularly can deplete it quickly. And while you might have plenty of inventory items, these are for puzzles only, not combat; you can’t heal with items. You start out only able to jump once, but will get more abilities as you progress. There are a few too many platforms that you can only just barely reach with a single jump, which can be annoying, but the controls are mostly good. The attack button shoots when enemies are at range and swings your broom as a melee attack when they are close. Combat is fun, but fairly standard; there are no combos or such to attempt, just basic attacks. The melee attack is strong, but you are much more likely to take damage close up so there is some strategy, but this isn’t a game with a deep combat system. You will get abilities as you progress, though, to give you more spells beyond your starting fireball spell. You will also get a double jump and more. As per the Metroidvania formula, each of these allows you to reach new areas of the map. Level design is also heavily Metroidvania-inspired, as the school is a large maze of rooms and corridors. There are horizontal, vertical, and larger rooms, and some enemies are set in specific places in a room, while others infinitely spawn from the sides or floor of the room. Regular enemies are mostly not too tough, but you can die, and as mentioned earlier you are punished for that. Unfortunately, after every death you respawn back at the starting room, which is a while from anything. Ah well. There is a warp system, but the warp points are widely scattered. And again, the bosses are tough and require memorization and plenty of dodging enemy shots while trying to shoot or slash when you can, so you will die. Still, the game is a lot of fun to play and learning the bosses is a good challenge, so I don’t mind.

But Mystik Belle is not only a Metroidvania action-platformer, it also a graphic adventure game. This school may be full of dangerous monsters, but there also are people to talk to, always in rooms that don’t have enemies in them, and items to get all over. You can only carry six items at a time, so you’ll be leaving items all over the place. Fortunately, while the map does not mark where people you can talk to or bosses are, it does mark all items you’ve dropped with white dots. That is extremely useful. The adventure puzzles here are traditional inventory puzzles. You get items in many ways — from defeated enemies, lying around on the ground, by using other items in specific places, and such. There won’t be much pixel-hunting here, though, thankfully, as items clearly stand out from the backgrounds, and areas you can interact with are marked with exclamation marks. You also will often need to combine items, but this is automatic: just put the required items in your inventory at once, and provided you’ve learned about this possible combination Belle will combine them. Then, you use those items in other places, either on exclamation point spots or when used on characters. You need to open the inventory menu and then select an item there to use them, though, as there isn’t an inventory-item button. This sometimes is a little annoying as you try to find the right spot to stand on to interact with something. With sprites this big that isn’t a big deal, but it is annoying once in a while. The biggest issue with the game for most probably will be trying to figure out what to do next. There is someone who will tell you about your items, but beyond that you’re kind of on your own. Characters involved in ongoing quests will talk about what you need to do for that quest, but you will need to remember two to talk to as the game does not have a quest log or map markers telling you where to go next. These were intentional choices, to fit the classic style of the graphics and gameplay, but I find it frustrating when I get stuck in a game not knowing what to do next! Thankfully there is a pretty good guide for this game on GameFAQs, so use that if you want. I have looked up a few things, I admit, and I don’t think it hurts the game.

In conclusion, Mystik Belle is an interesting mix of genres which works well. The hybrid of adventure and action-platforming is original, but the mix actually works pretty well. The game really is both an action and adventure game, so for example, in order to access new areas sometimes you will need to use items and other times you need to use the abilities or spells you get from defeating bosses. This mixture actually works pretty well, though. The gameplay is similarly good. The controls are simple and reasonably responsive, though jumps sometimes are a little trickier than I’d like, and until you get more moves combat is pretty simple. The game also has great graphics and animation, it’s often fun to just look at stuff. The big sprites do mean you can’t see far ahead, but all areas are designed around this view distance so it’s fine. There is a lot more good here than bad, and I will definitely be playing more of this game. So, overall, Mystik Belle is a pretty good game worth playing for sure. This game didn’t get a lot of press, but while it isn’t perfect, it probably deserved more attention than it got.

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Review: San Francisco Rush 2049 (ARC/N64/DC), The Greatest Racing Game Ever Made

So, because it was the Olympics, I was watching that a lot… on my HDTV, at least.  Often at the same time, I was also playing a lot of this game again for the first time in a  while on my CRT.  I have considered writing a review of Rush 2049 for a long time, but I’ve finally done it!  This review took a while to finish, and with how long it is, it’s easy to see why.  Yes, this is the longest review of a single game I have ever written.  This is an over 80KB text file!  I’m sure there are things that could be cut, but whenever I got back I just end up adding more, so I should stop now and just post it… :p

Also, sorry for all the bad screenshots.  Unfortunately I don’t have a way to capture them from real hardware myself.

This is the only screenshot almost certainly from an emulator that you will see here, which means the rest will look awful, but at least are real hardware. Check the video links out to get a better sense of the game!

Table of Contents

  • Introduction
  • The Controls and Handling
  • Arcade San Francisco Rush 2049: Drive the Future!
  • Home Console Rush 2049 – Rush 2049 for the N64 and Dreamcast
  • Modes and Options
  • Car Customization
  • Cheats
  • Graphics and Sound
  • The Modes: Race Mode
    • The Race Tracks In Detail
      • Race Track 1 / Marina
      • Race Track 2 / Haight
      • Race Track 3 / Civic
      • Race Track 4 / Metro
      • Race Track 5 / Mission
      • Race Track 6 / Presidio
  • The Modes: Stunt Mode
    • The Stunt Arenas In Detail
      • Stunt 1 / The Rim
      • Stunt 2 / Disco
      • Stunt 3 / Oasis
      • Stunt 4 / Warehouse
  • The Modes: Battle Mode
    • The Battle Arenas
      • Battle 1 / Stadium
      • Battle 2 / Melee
      • Battle 3 / Tundra
      • Battle 4 / Atomic
      • Battle 5 / Downtown
      • Battle 6 / Plaza
      • Battle 7 / Roadkill
      • Battle 8 / Factory
  • The Modes: Obstacle Course and the Obstacle Course Track
  • Conclusion

This might be my favorite Rush 2049 Youtube video.

Introduction

  • Title: San Francisco Rush 2049
  • Developer: Atari Games, aka Midway Games West (for the Arcade, N64, and Dreamcast versions)
  • Arcade Version Release: October 1999
  • Nintendo 64 and Dreamcast Versions Release: September 2000
  • Midway Arcade Treasures 3 [Dreamcast port] Version Release for Gamecube, Xbox, and PlayStation 2: September 2005; Port Developed by Digital Eclipse.

San Francisco Rush 2049 is a futuristic racing game, and the second, third, or fourth game in its series, depending on how you count.  It is the second full arcade game, third arcade release, and third console release, so I usually consider it to be the third game.  This fast-paced and high-flying arcade racing game is a classic ’90s arcade racer in its final form, with some of the best gameplay, graphics, and design ever seen in the field.  Rush game tracks are intricate and full of alternate routes and shortcuts, and this game has more and better on both of those fronts than any Rush game before.  In addition to exceptional level designs, the game also perfects the series’ controls, and has one of the all-time great videogame soundtracks as well.

I have written about S.F. Rush 2049 several times before, including a Game Opinion Summary of the game from some years ago, and an article about the version differences between the Nintendo 64 and Dreamcast versions of the game.  I have not, however, written a full review.  I have usually avoided writing reviews of my favorite games, because praise is really hard to do well!  Criticism is, sadly, easier, though the two are at least equally important, and praise may be more important.  And I want to cover three different versions of the game all at once, so it’s a complex review to put together.  I tried to organize it reasonably, but I don’t know if there is an ideal way to review this with so much to cover.  But when you really, REALLY love a game, how do you write about it well?  And that is the problem I have here; I don’t just like this game, I adore it.  Rush 2049 is one of the true greats, a game which has a permanent place near the top of my list of the best games ever made and, as I have said before, “the greatest game ever made in which you drive a vehicle”.  It is that good.  This is the game I have owned the longest that I am absolutely certain I have played every single year since I bought it in early 2001, and playing it again now the game is still unmatched.  This game is quite likely my most-played console game of all time.  It surely does not come close to the amount of time I’ve put into my most-played PC games, most notably Starcraft (1), Warcraft III, and Guild Wars (1), but for console games it is on top of the list.

Indeed, not only does the game still hold up near-impeccably, it really does not have any competition; the more time passes, the greater Rush 2049 appears in hindsight.  Nobody makes games like this anymore, and indeed they haven’t since around the time of its release.  Rush 2049 is a near-perfect masterpiece, the combination of a base of work from one of the best arcade developers ever, Atari Games, by that point also known as Midway Games West.  The studio had been bought by Midway in 1996, and after a few years Midway renamed them, though the Atari Games name appears on the arcade machine.  The arcade version of Rush 2049 ended up being Atari Games’ final arcade game release, as Midway gave up on the dying arcade industry in 2001.  Midway Games West would be shut down in 2003 after making their last game, the 3d platformer Dr. Muto.  As for Rush 2049, the arcade game, it’s fantastic!  The game builds on my favorite arcade game ever, San Francisco Rush: Extreme Racing, in some great ways.  Midway Games West’s console team made the home versions of Rush 2049 for the Nintendo 64 and Dreamcast, and both released in fall 2000.  They make significant improvements across the board over the arcade original, and this is the version I love the most.  This kind of game, with arcade sensibilities but the full feature set of a home console game, is something you got sometimes back in the ’90s to early ’00s, but you do not see anymore.  That is really sad, because that combination resulted in some of the most fun racing games ever, with this one at the top of that list.  Racing games of the past decade-plus do not even try to compete with this game, to their detriment.

But that’s enough background, on to the review.  This will be long.  I will start by discussing how the game plays.  After that I will cover the original arcade game a bit, before moving on to the home versions, including their systems, modes, graphics, music, and general gameplay.  Rush 2049 is a futuristic racing game set in the year, well, 2049.  The fairly silly backstory, which is only mentioned in the manual and never in the game itself as there is no in-game story, is that there has been a second gold rush, 200 years after the first one, and so San Francisco is a boom town yet again.  Sure, that works.  No story is needed in a game like this, but why not write something amusing for the manual?  So, the game is set in a familiar and yet futuristic city, with the major landmarks present but also futuristic elements as well.  It’s a fantastic mix which works great, and the choice to return to San Francisco, after Rush 2 was set across the USA, is brilliant; the city is just plain more fun to drive in in videogames than any other I have seen due to all its layout and hills.

As an aside, there is also a Game Boy Color version of Rush 2049.  It is an entirely different game, as you would expect, and plays in isometric 2d.  Unfortunately, it is very average.  If I review it, it will be covered separately; this is about the arcade and TV console game.

Track 4/Metro, as you head up a hill.

The Controls and Handling

I decided to cover this first because the controls and engine are the core of every game, and Rush 2049’s engine and San Francisco Rush 2049’s controls are great and engine just as good.  Rush games have a unique handling system which is divisive, but I love it.  The game is based around a physics engine, and it sticks to the physics.  This engine has its quirks, but the game won’t actually cheat you, it follows its physics model.  Indeed, Rush 2049 does not get the credit it deserves for its good car modeling; it’s not realistic, but it’s not supposed to be!  What it is is well-modeled, consistent, and challenging.  Cars in Rush games turn slowly and in predictable ways, and leave the air the moment they hit even the tiniest bump in the road.  All vehicles in this game have several stats which rate their capabilities, including speed, acceleration, and weight.  Each of the 13 starting and 6 unlockable vehicles has different starting stats, and they change on top of that depending on which parts you equip.  This is no sim or tuner game with a huge garage of options available, but on consoles you do have some car parts to choose from for your frame, transmission, engine, and tire type.  There are also visual customization options as well for your car colors and wheel rims.  In the arcade version you have fewer choices as you would expect, but there are still some.  

Before I continue though, while the Nintendo 64 and Dreamcast or Arcade versions of the game mostly handle identically, there is one difference between them, to the Dreamcast’s advantage: on the DC the game has analog acceleration and braking on the DC controller’s analog triggers, while on N64 you have only digital on-or-off acceleration and braking since N64 controllers only have an analog stick, not buttons or triggers.  While you can play the game just fine by feathering the accelerator to replicate the same result as pushing that DC trigger down halfway, driving at less than full speed is easier to do on the DC, and this is to your advantage at times so the DC as a result does have slightly better control.  Otherwise they really are the same, though, and I do like the feel of the N64 analog stick a bit more than the Dreamcast one.

There are also three handling options to choose from, Beginner, Normal, and Extreme.  On consoles you can change this as a setting, while in arcades specific cars are tied to each type.  I always play at the maximum Extreme handling setting, because it just isn’t Rush with anything less than the most challenging handling!  I, at least, like that the car fights you as you turn, as it tries to go straight most of the time.  This is not a drift game at all, it’s more traditional, series quirks aside.  As you turn you skid a bit, but there are no massive powerslides here, and there is no drifting beyond the bit of tire-squealing skidding you do during longer turns.  I love this, and once you learn the controls, you have good control over your car here.  With practice you will know when when you can stay at full speed all the time, when you need to let go of the accelerator to make a turn, and when you need to brake or handbrake to not go off the road.  If you don’t get your speed right or turn too early or too late it is very easy to go off the road on these complex courses, so there is a high learning curve here.  There are also several terrain types which you move over at different speeds, including pavement, dirt roads, and grass or dirt-covered off-road areas.  You want to stay off of that last type when you can, but sometimes you can successfully make a shortcut over some grassy areas.  Collisions are also done very well.  Cars bump into eachother fairly realistically, far better than many games of the time, and whether you crash or not depends on how fast you were going and at what angle your car was at when you hit something.  Brush against a wall and sparks will fly, or hit someone also moving and you will grind against their car.  It’s well done.  The game also makes great use of rumble, and a rumble pak or such is highly recommended for any console version of the game!  Most of the rumble elements are the usual, such as when you hit things, but the subtle rumble that starts when you begin a skid is useful during gameplay, it makes it easy to tell when you are fully in control and when you have started to lose it.

Aerial maneuvers also are fully controlled by the physics model.  The low gravity, and resulting constant high-flying jumps whenever you hit any kind of bump, is perhaps the Rush series’ hallmark feature and I love it.  However, being in the air is tricky, because you need to land!  As I said, the physics model controls you in the air as well, so like in real life, you cannot move around in the air like you could in, say, a 2d fighting game.  Instead, the angle and direction you were going when you left the ground is the direction you will go in.  You can adjust your speed a bit, and can twist the car around in the air with the cars’ wings if you are in a version or mode of the game which has wings, but you can’t redirect your line once you are already in the air.  Landing is also difficult, as you need to land flat, and not too fast.  If you’re tossed too far into the air even landing flat won’t help, you’ll explode on landing because you were going too fast; you’ll need to hope you land on a slope and land perfectly, to redirect your momentum that way.  Acceleration and braking is also a vital part of landing, as if you accelerate while landing you are much more likely to spin out than if you brake.  Whenever you don’t land perfectly, your car will go rolling and flipping around on the ground, more or less so depending on your speed.  Here again the brake button is essential, as you want to be stopping as you roll onto your wheels, not your roof; use the brakes, accelerator, and directions to nudge the car in the right direction.  While you will land on your roof as often as you land on your tires, it is possible to save yourself from difficult situations with skill and luck.  When you do land upside down, though, your car will explode.  I’ve always found the idea that Rush cars all have dynamite strapped to their roofs or something amusing.

Earlier, I mentioned that the cars have wings in some versions and modes.  In the first two Rush games, and in the arcade version of this one, there is no way to control your car in the air beyond the slight changes that changing your speed brings.  You get used to it, but having no control over your car in the air makes the games very challenging at times; you either get the jump right from the ground, or you’re doomed.  It makes for some great and challenging gameplay, but it can be frustrating at times.  Atari Games / Midway Games West realized this, and in a work of genius, the home versions of the game add wings to the cars that allow you to twist and rotate while in the air.  This feature is one of the very best things about Rush 2049, and is the most important feature that turned a very good arcade game into the best racing game ever made.  It does make landing easier, and I know some hardcore Rush 1 or 2 fans prefer that games’ lack of air controls to the wings of home Rush 2049, but I have always considered this an amazing, inspiring idea!  The possibilities it opens, for maneuvering your car through narrow spaces in the air, for flipping and spinning in the games’ Stunt mode, and more, are incredible.  I loved, and love, the “flying” winged cars of Rush 2049 so much that back in the early to mid ’00s, this game got me hooked on flipping TV remotes in the air like the cars in Rush 2049.  It took quite some time, and several broken remotes, before I finally broke that habit… but why not do that?  It’s such an amazing concept, executed incredibly well!

I very much doubt that the AI cars follow all of the physics rules, though, I must admit, as instead of having dynamic AIs, each computer follows one of the games’ pre-designed possible computer car routes.  Some of the resulting turns look maybe too tight without as much skidding as you might expect.  The AI has been much improved over the original Rush, however; there AI cars just followed each other in a line through the level, in a very close pack, so one mistake doomed you.  Here different AIs will do better or worse on each track, and they can mess up and crash as well, which is welcome.  When facing off against the computer your AI opponents are challenging, but those good at memorization may get used to their routes through the tracks.  I mostly don’t mind this, but there is one thing I find disappointing here: AI cars cannot enter shortcuts; bump one onto one and they will reset onto the track, even in Deaths Mode (described later).  While they are tough enough competition on the main roads that I’m fine with with them staying away from shortcuts as that would make the game even harder, it would be nice if they would stay on them if you bump them onto one, at least.  I’m sure this could have been done better, it is distracting and weird at times.  Ah well.  Still, your computer opponents in Rush 2049 will put up a tough fight, and I do think that the AI is mostly fine at it is; it’s plenty challenging, and each race will be different due to the random nature of what can happen during a race, both between AI cars and between you and them.

https://www.youtube.com/watch?v=aKKnN04nXss
Arcade track 7, aka home track 6/Presidio. The shortcuts are not the same as on consoles!

Arcade San Francisco Rush 2049: Drive the Future!

This article is mostly a review of the home console versions of Rush 2049, and the Nintendo 64 version in particular.  The arcade version is an arcade exclusive and has never been released on any home platform, unless you emulate it and I haven’t, so while I have played arcade Rush 2049, it was for a relatively small amount of time, particularly compared to the hundreds of hours I have played the console versions.  But the arcade version is the core experience which the home version only builds on but does not significantly change beyond adding wings and modes, so I will start here.  Rush 2049 is the third arcade Rush game release, following San Francisco Rush and its enhanced re-release San Francisco Rush The Rock: Alcatraz Edition.  This game brings Rush into the future, and that was a great idea indeed!  Most of my favorite racing games are futuristic ones, so I love the choice to go futuristic.  The tracks are a mixture of Tron-inspired neon, modern cityscapes, and outdoor environments, and the three mix surprisingly well.  Amusingly, the advertisement billboards that are present all over the game include some for real companies such as Dickies and Slim Jim.  These are present in the home version as well.  I wonder if they paid to be in the game, or if Midway had to pay… you never know.  So, fitting the theme, the arcade version’s ad tagline was “Drive the Future”, and it’s a good line for sure.  The games’ machine and poster art is also fantastic stuff!  Oddly they don’t seem to have used that subtitle with the home releases, though they do use the same cover art.  Arcade Rush 2049 runs on a standard Midway arcade board, with fairly good but not mind-blowing graphics for a 2000 release.  

The original arcade Rush 2049 game is a very good, but straightforward, racing game.  Unlike the later console versions all you can do here is race in single races against AI or human opponents.  This being an arcade game, it is a stripped-down experience, perfect for a quick game.  I mentioned earlier the more limited car customization available in the arcade game, but the basics are still here, including different cars with different stats and handling types.  The core gameplay is as described above.  I have played the final revision of arcade Rush 2049 within the past few years, and it is a weird experience.  on the one hand, Rush 2049 for arcades is Rush 2049, a version of my favorite racing game.  The graphics look just like the home console game I will describe; the tracks are very similar to how I know them; the controls and handling are the same, absent wings aside; and the gameplay is fantastic and incredibly fun.  But… without the added modes of the home game, without the wings, with its slightly different variation on the games’ soundtrack, and more, I just do not unreservedly love the game like I do the home version.  San Fransisco Rush 2049 for arcades is a really good game despite that, though, and due to its differences from the console game it is absolutely worth trying if you ever see any Rush 2049 machine variant somewhere.

There are five tracks in the original arcade game, four new courses and one rehash, a redone version of the Alcatraz track from San Francisco Rush the Rock: Alcatraz Edition and the first two Nintendo 64 Rush games.  Tracks in Rush games are linear paths, but the many shortcuts, alternate routes, and wide trackside areas you can drive through give the game a very open feeling that most racing games of the time do not match, while still being focused on a single course.  I really love this concept, as I prefer racing games to have closed courses over open city driving, but it is also fun to have some choices along the way.  Rush 2049 is the perfect merger of those two track design philosophies.  I will cover the home versions of the tracks in detail later, but track one is a short loop, while tracks two through four are medium length.  All four are shorter than any track from Rush 1 or 2, though, and the choice to make tracks shorter was a good one.  The tracks have more jumps, thrills, tricky segments, tough shortcuts, and the like than either previous Rush game, packed into a smaller space!  This means that the long periods of normal-road driving from the previous Rush games is now mostly gone, if you wish.  I don’t miss them, and you can see some of that if you stick to the road, anyway.  Rush 2049’s tracks also don’t have many of the cheap moments of the earlier games, so expect very few blind walls sitting right in the middle of the track, and there is only one or two times where the real path is a side-area and the “main road” is actually a dead end.  There also are now switches on the tracks which modify things in interesting ways, to open shortcuts by moving walls, making ramps appear, or more.  Some switches stay lit when activated, while others are time-limited, so learn them all.  These are different between the home and arcade versions, though.  These are huge improvements which make this game a lot more fun to drive in than the previous two games; you still need to do a lot of memorizing to succeed, but it feels less cheap with these better-designed, more fun, and less unfair tracks.  The home versions alter the courses, as the locations of shortcuts are different between versions, but the main shape and layout of each track is very similar between home and consoles.  Track five, Alcatraz, was cut from the console versions though, as it had already been in both other N64 Rush games.  They added a huge amount of new content to those versions to replace the absence.

Rush 2049 was a success in arcades, so despite the industry’s fading popularity Midway started working on an enhanced version.  One of Atari Games’ last arcade projects before Midway shut down arcade development was Rush 2049 Tournament Edition, or Rush 2049 T.E., an enhanced release of Rush 2049 with two more tracks, conversions of the two race-mode tracks added to the home versions, and online play between machines in arcades across the country.  Unfortunately, it was cancelled after location testing, so few of these machines saw release.  However, several years after the original release, another studio got the rights to arcade Rush 2049 and released the Rush 2049 Special Edition, or Rush 2049 SE.  This is essentially Rush 2049 TE, but with the online functionality removed, and it is the final arcade version of Rush 2049.  I have seen this machine around, so it is out there.


The N64 cover. The DC cover is similar.

Home Console Rush 2049 – Rush 2049 for the N64 and

Released in September 2000, the N64 and Dreamcast versions of Rush 2049 both launched at about the same time.  Both versions were developed internally by Midway Games West.  The N64 version is exclusive to that platform, but the Dreamcast version later was somewhat badly ported to the PlayStation 2, Gamecube, Xbox, and PC in the Midway Arcade Treasures 3 collection.  The two versions are very similar to each other, though there are naturally differences between the two platforms.  I wrote an article last year about the version differences between the two editions of Rush 2049, so see that for a more focused comparison of the two versions, but I will cover many of those differences here as well.  Though most of my time playing this game has been with the N64 release, I will try to cover everything noteworthy about both versions.  First I will discuss the games’ modes, options, and features; then the graphics and music; and then the Race mode, Stunt mode, Battle mode, and Obstacle Course in turn; and last, a conclusion.

First, though, I should mention one odd little difference between the two versions: on the N64 tracks are named with a number, while on the arcade and Dreamcast versions each track has a name instead.   As I have mostly played this game on the N64, I will usually refer to tracks by their number, not their name.  I often do refer to tracks just by their N64 names, but give both names when I discuss each track in turn below.

A menu.

A menu.

Modes and Options

San Francisco Rush 2049 is a very full-featured game, impressively expanding greatly on the basic arcade title.  When you start either console Rush 2049 game, the main menu allows you to start a one to four player game, enter the Options, Records, or Audio menus, or on Dreamcast also enter the Video and Internet menus.  If starting a game, after choosing the number of players, each player can create or load a player save file.  These can be saved and loaded from any memory card or controller pak on any controller attached to the Dreamcast or N64, and each player will need a separate file.  Here you also can view and reconfigure the controls.  After that, all game modes that that number of players can play will appear, including Battle, Stunt, Obstacle Course, and the various parts of Race mode, depending; some Race mode modes are single player only, and Battle mode is multiplayer only.  You then select the race options for that mode, choose a track and car, and begin the race.

All four of those modes are the best or among the best ever in their fields.  Race mode has four tournaments of eight to 24 races with a points-based championship system, single or multiplayer single races, and a time-trial mode for racing against yourself and the clock.  It is the best racing game ever.  Stunt mode has four stunt arenas to unlock in what I consider the best stunt game ever.  This mode has no AI competition, unfortunately, but you can play alone for points.  Battle mode is a two to four player local multiplayer-only car arena combat game, where you drive around and blow up other cars with various weapons scattered around the games’ eight battle arenas.  It’s the most fun I have ever had in a car combat game.  And last, the unlockable Obstacle Course track is a very challenging linear course where you must navigate past numerous hazards as quickly as you can.  Comparing the arcade game, with just a single race mode with five tracks, only four of them new, and nothing else, to the plethora of modes and tracks in this game is impressive.  The game does require you to unlock a lot of things in the game.  I have no problem with this, but some might dislike it.  All three main modes lock most of the tracks and you must unlock them, and there are unlockable cars and car parts as well.  All in all, Rush 2049 sets a gold standard for arcade-to-home conversions that few get anywhere near matching.

As for the other main menu options below the main player select option, the Records menu allows you to view the many records the game keeps track of in each player file.  The game keeps track of the five top times on every Race track, with separate listings for forward and reverse; each player’s best lap and race time on each track;the number of minutes you have spent in each track, not counting races you restarted because you need to finish a race for the game to record miles-driven and time information; how many points you have gotten, your best points-per-minute total, your best stunt, and more, separately for each stunt arena, your total time and number of first, second, and third place finishes for each circuit, and more.  The amount of records kept is pretty great, particularly for a game released in the year 2000.

The other main menu options are sometimes useful.  Audio allows you to change both music and sound effects volume and listen to any music track.  I prefer to set the sound effects lower than the music, so that the great music is easier to hear.  Options lets you change game-wide interface displays.  Here you can turn on and off every single element on the on-screen HUD, and also change the interface language in the Dreamcast version and enable Metric, that is kilometers instead of miles, if you want.  I play with all interface options on except for the Metric option, which of course as an American I would never use.  In Race mode, the HUD includes your speed, your place in the race when racing against opponents, a radar showing rival cars near you, a map of the track with each cars’ location marked, your total miles driven in the race, a skull-and-crossbones symbol if you are in Deaths mode, and some more.  Stunt mode only displays your speed, the time, and your point total on screen, which is all you need.  Battle mode displays the score, your speed, and arrows that move around the screen, pointed towards each opponent.  It’s all well thought through.  The unlockable car parts and unlockable cars add to the variety as well.  As for those two Dreamcast-only options, Video and Internet, they aren’t very useful.  Video lets you align the screen and view a test pattern.  Thrilling.  Internet is a link to the Rush 2049 website, and also lets you check your mail.  It’s pretty useless today of course, unless you are one of the very few who still uses Dreamcasts online.  I never have, but I doubt these links work anyway.  Still, at the time it was a nice feature to include.

In the Midway Arcade Treasures 3 versions of the game, things are mostly similar, but downgraded: you cannot re-configure the games’ controls in MAT3, and can only save and load to memory card slot 1, not any slot.  Long load times have also been added between menus that do not exist on the N64 or Dreamcast.  Stick to the real N64 and DC versions, both of which have full control configuration!

Car Customization

Rush 2049 for consoles has a total of 20 cars available, 13 by default and 7 unlockable.  Each has a unique look, and most have their own designs though a few unlockable cars are reskins of starter ones.  On the car select screen, you choose a car, set the visual look you want, and select which parts you want to use in the car.  Four stats, Top Speed, Acceleration, Handling, and Strength, rate your current selection of parts.  Though with the same parts equipped two cars will appear identical on the car selection screen, their different shapes and characteristics will make driving a little bit different with each.  Four part categories affect your stats: car frames, transmission types, tires, and engines.  You unlock these parts with miles driven in Race mode, and there are at least a half dozen items to unlock in each of those part categories.  Each one will affect the displayed stats, so you can see how the car will handle when you change parts.  Now, the better engines are just plain better unless you like going slow, but tires, transmissions, and frames each have positives and negatives depending on what kind of car you like to drive.  I like the lightest frame and fastest engine, for the most height on your jump, but this does mean you will spin out more easily and may need to take some jumps a bit more slowly, to not hit dangerous ceilings that you wouldn’t hit with a heavier frame for example.  Still, I prefer it that way.  It takes quite some time to unlock the best engine, as you need 2000 miles driven in Race mode to unlock it, so you’ll be playing this game a while to get everything.  This is true elsewhere as well; you will not get everything in this game quickly.  I’m mostly fine with that, it adds to the replay value!  I do wish that Battle Track 8 didn’t require a full 1000 points in Battle mode to unlock, though; that’s a very high number.

Visual car customization options are reasonable, and better on N64 than Dreamcast.  To change each cars’ look, you can change the paint colors and wheel rims.  The N64 version has 21 rims available, or fewer without an Expansion Pak installed in your N64, while the Dreamcast has 24.  For car colors the N64 has a huge advantage, however.  Each car has three different paint colors that display in different parts of the car.  You cannot reskin cars, add decals, or such, but you can change your cars’ colors.  On N64, you can directly choose the three colors you want from a selection of about 16 colors, to get just the car look you want.  On Dreamcast however, all you can do is choose from eight preset groups of three colors that draw from that same palette.  So, on DC, you cannot customize your cars’ colors. I really find this quite disappointing, and it’s a big negative with the Dreamcast release.  Rush 2049 isn’t as fun when my car looks wrong, and it looks wrong on the DC (and MAT3) because none of those eight presets are the car colors I use on the N64.  The best I can do on DC is use a blue-and-green skin, not the bright green, dark green, and purple one I have on the N64.

Cheats

Like many ’90s Midway games, Rush 2049 has a great selection of cheats available.  This has both some pretty amusing or useful cheats, and also quick unlocks for the impatient, or those who do not want to wait for some of the maybe too high point totals required for some unlocks, such as needing 1000 battle points to unlock Battle Arena 8 or needing 1 million stunt points to unlock the Obstacle Course.  Unfortunately neither the menu nor anything on it saves, so you’ll need to input the pretty tricky codes every time you turn the system on, but they are fun stuff to mess around with; I really wish you could unlock the cheat menu options permanently, because those codes really are quite tough to get right, at least for me.  I’m sure people much better at things like QTEs or long button combinations in fighting games would have no problem here, but I find them hard, particularly with the very tight timing requirements you have; what the cheat lists in the links below don’t say is how fast you have to input them.  

And that’s disappointing, because again, a lot of these cheats are really interesting!  You can unlock all cars, parts, and tracks, sure, but you also can change the fog color, turn on big-wheels mode, increase gravity so you don’t jump as high (boring…), make all cones or all cars mines so if cars touch at all they explode, disable the brakes, stretch the screen horizontally with Frame Scale, an option that is great for making the game look better on modern widescreen displays without needing to play it with bars on the side to preserve the 4:3 aspect ratio; increase cars’ maximum speeds with Super Speed; make the cars or track invisible; disable car collisions; enable a Battle mode paint shop; and some more.  It’s pretty cool stuff.  GameFAQs has nice lists of all the cheats; the buttons differ by platform, but the cheats themselves are identical.  N64 cheats: http://www.gamefaqs.com/n64/198529-s…sh-2049/cheats DC cheats: http://www.gamefaqs.com/dreamcast/19…sh-2049/cheats


This video is a nice direct comparison of the N64 and Dreamcast versions of Race Track 1.

Another video comparison, this time also with the Xbox version of Midway Arcade Treasures 3 included.

Graphics

Visually, Rush 2049 for the Dreamcast is a near-perfect port of the arcade game.  Everything from the arcade game is here, and it all runs in 640×480 progressive scan with a high frame rate, as well; the game sticks to 60fps most of the time.  The polygon counts per frame are only average so the game probably is not really pushing the hardware, but the texture work is great and environments are large and detailed.  Weather permitting you can see to the horizon at full detail, so if there is any distance texture reduction going on I can’t tell.  The game may not be the most visually advanced for the system, but it does look really nice and run great.  As for those weather effects, it’s really only darkness, in tracks four and six, or fog, in tracks 1-3 and 5, but as this game is set in San Francisco, fog is the right effect to use!  There is a slider for fog distance, and at full fog you can barely see anything.  Even with all the time I’ve put into this game, full fog is hard to survive in some tracks.  But regardless, I love the look of Rush games’ large, wide tracks, with their fantastic amounts of verticality, width, and secrets.  And of Rush tracks, these are the best and best-looking tracks in the series!  Every track has a unique look to it, but all have a great mixture of normal and futuristic buildings to look at, of trees and giant loops and jumps.  It’s really cool for the time how you can see big buildings, and then actually go over there and drive past them!  It’s a really cool looking game with a great visual aesthetic.  So, DC Rush 2049 doesn’t get anywhere near pushing the DC’s polygon count limits, but with its great art design, high resolution for the time, and great solid 60-fps framerate, the Dreamcast version looks great.  The DC version of this game still holds up very well visually and looks good today.

On the Nintendo 64, while the graphics are obviously downgraded versus the arcades or Dreamcast in many large and small ways, for the hardware the game is an absolutely incredible accomplishment!  With some of the best graphics on the system, N64 Rush 2049 has always been near the top of my list of the most impressive-looking N64 games.  Now, this game does require the Expansion Pak for many features, including access to track 6 and the Advanced and Extreme championships because Track 6 is too large to fit into RAM otherwise, in-race music (you want this!), some of the rims, and moving obstacles in tracks such as cable cars or fighter jets, so make sure to have one for this game; it’s pretty much essential.  The graphics themselves look pretty much the same with or without the Expansion Pak, though, and they are as close to the source material as you could get on this system.  Here is a list of all graphical differences I have noticed between the N64 and Dreamcast versions of the game: the N64 version runs at a lower resolution, 320×240 interlaced; the N64 version seems to use a few less colors on screen, though this is a very minor difference; textures are lower quality, though they look great for the system; texture detail reduces noticeably a distance into the screen, so lines on the road will pop into higher focus as you get closer to them for example; the game runs at a lower framerate than it does on DC, though the mostly 30fps framerate is good for the N64 and the game sticks to that framerate well everywhere except for Track 6, where I think it is lower sometimes; the N64 version is missing some special effects, such as real projecting headlights on the cars on the night tracks and some cones of light coming out of certain buildings or the vertical connecting cables on the Golden Gate Bridge at the start of track six that pop in very close on N64 instead of being visible to the horizon; there are a few rare occasions where if you are looking into the horizon in certain tracks, such as tracks 5 and 6, where you may notice buildings pop in in the distance; and three and four player races in race mode have been removed, though stunt and battle modes are still available for up to four players.

There are also a few other very minor changes, but otherwise N64 Rush 2049 is the exact same game as it is on Dreamcast.  That may seem like a lot of changes, but considering that this is a previous-gen port of a game designed for more powerful hardware, it’s really not.  This isn’t an N64 game up-ported to the Dreamcast, like Star Wars Episode I Racer, it’s a DC/arcade game down-ported to the N64… and the N64 version is every bit as good, or better, than games made for the N64 first like Episode I Racer or Rayman 2!  And if you compare this game to Atari Games/Midway Games West’s previous N64 racing games, namely San Francisco Rush: Extreme Racing, Rush 2: Extreme Racing USA, and California Speed, the visual improvement going from those games to this one is stunning.  Those games have pop-in covered by fog; this game has no fog except as a weather effect and you can see to the horizon in almost all situations.  Those games have huge, blurry textures; this one has more detailed, higher-resolution textures you can make out.  There is still some blur, but it’s reduced.  Those games’ level geometries look somewhat simple when you look at it, while this games’ tracks are impressively complex.  The list goes on.  Midway and Atari Games did a spectacular job with this port!  The game is not at the very top of my list of the N64’s best-looking games, to be clear, it’s no Battle for Naboo, but it is on the list.  Rush 2049 for N64 is a great-looking game and one of the best showcases for the system’s capabilities.

In multiplayer the graphics take a hit on both platforms, of course, but the game still looks good.  On both the N64 and DC the two player mode does play with a large sidebar with a Rush 2049 logo in it, so it is not in full screen, perhaps to maintain the aspect ratio, or keep the framerate up.  Three player mode has each player in a quarter of the screen with a logo in the last quarter, so no player has a half-screen view and thus an advantage.  The framerates hold up well in multiplayer on both the N64 and Dreamcast.  That is not the case for that Midway Arcade Treasures 3 version for PS2, Xbox, and Gamecube, however; it is the has some serious framerate problems particularly in multiplayer, and even some in single player as well.  And I mentioned the un-reconfigurable controls and long load times previously, for more problems with that release.  MAT3 is ported badly on all platforms, so avoid it.  This isn’t a review of MAT3 though; look up my past writings on that disappointment for more.

Music

The game is as impressive aurally as it is visually.  Rush 2049’s soundtrack, in its somewhat altered N64 incarnation particularly, is one of my all-time videogame soundtracks, and indeed the N64 Rush 2049 soundtrack is one I listen to fairly often.  The game has a pounding videogame techno soundtrack, and I love it.  Every music track on this cartridge is incredible!  It’s a massive step up from the weird and sometimes mediocre stuff of most earlier Midway N64 racing games like Cruis’n USA or the first SF Rush.  I like techno music a lot, and this is great.  I also like how there is a song dedicated to each level.  The game doesn’t just randomly play music while you drive, each map has a song that always plays there; this is a style I much prefer over newer racing games which just have a random playlist of licensed songs.  You can set the game to only play one specific song if you want, though, by selecting that song in the Audio menu.  This also serves as a sound test, but remember to return the setting to Default after using the sound test if you want different songs to play during races.  The music adds significantly to the presentation.  Most songs throughout have a strong main core beat and are very catchy.  Indeed, the music is a factor in how I got hooked on tossing remotes like the ‘flying’ cars in the game; the music, particularly the Stunt mode tracks, fits perfectly with the high-flying, flipping gameplay!

As for the original arcade and Dreamcast soundtrack, it is higher fidelity than on N64 and there are more music tracks available, but it has a sometimes different sound to it I like less.  The N64 version has 12 music tracks, and it’s sort of actually ten, because two, Battle 1 and Battle 2, are very short little clips that appear to be unused in the game unless you enable them in the Audio menu, which might not be great considering that they do not loop so you’d only have music for maybe the first 30 seconds.  Meanwhile, the DC has 21 music tracks, with a separate one for every course in the game.  The music was all put in a different order on the N64 too, so almost every course has different music on the Dreamcast than it does on N64.  See the table below for all the changes; music tracks with the same name are different versions of the same music track, excepting only Internet (DC) which becomes Title on the N64.  That’s a big advantage there, but comparing song to song, I prefer the N64 soundtrack, myself.  I’m sure nostalgia is a part of that, but also I think that the lower fidelity actually benefits the music here, and the sound is a little more unique on N64.  The Dreamcast music also seems to have some more of that mid ’90s Midway audio weirdness that the N64 version stays away from.  The DC soundtrack is still fantastic though, and I love some of the tracks just as much as any from the N64 edition.
So, my overall favorite music track in this exceptional soundtrack is the N64 version of Stunted.  The DC version is good too, but the N64 one sounds better overall.  After that, Retro, one of the N64-exclusive tracks, is easily among the best here: https://www.youtube.com/watch?v=PX-V2DKG4Cs . I guess it’s sort of like an 8-bit techno song gone 5th-gen? Great stuff. Title (N64) / Internet (DC): https://www.youtube.com/watch?v=x2xXXe8SqAE is also really good, I can listen to that loop almost endlessly without it getting old.  Stunted and Flier’s mix of ‘flight’ sounds and techno works really well and make Stunt mode better; I link those later, in the Stunt section.  Trancey is great too, I really like how it has this long minute-long buildup towards the full pounding techno section of the song.  And on the DC/arcade, I like how the first four tracks have music track names which match the settings of those courses, that’s a great touch.

The Music Tracks: A Comparison

Dreamcast
———
Race Track (N64 Name) – Music Track
———
Menus – [Unnamed Menu Music] (not in N64 ver.)
Post-Race Time Tables – High Score [Music track not available in Audio menu music test]
Online Web Browser Mode – Internet
Marina (Race 1) – Morning (not in N64 ver.)
Haight (Race 2) – Noon (not in N64 ver.)
Civic (Race 3) – Sunset (not in N64 ver.)
Metro (Race 4) – Night
Mission (Race 5) – Garage
Presidio (Race 6) – The Rock (not in N64 ver.) [This was used in the The Rock track in arcades, repurposed to Track 6 on DC.]
The Rim (Stunt 1) – Stunted
Disco (Stunt 2) – Flier
Oasis (Stunt 3) – Wingey (not in N64 ver.)
Warehouse (Stunt 4) – Trancey
Stadium (Battle 1) – High (not in N64 ver.)
Melee (Battle 2) – Vice (not in N64 ver.)
Tundra (Battle 3) – Starsky (not in N64 ver.)
Atomic (Battle 4) – Robo (not in N64 ver.)
Downtown (Battle 5) – Bassy
Plaza (Battle 6) – Speed? (Not in N64 ver.)
Roadkill (Battle 7) – Warrior (not in N64 ver.)
Factory (Battle 8) – Speed? (Not in N64 ver)
Obstacle Course – Hidden (not in N64 ver.)
Track unused in game and not present on the disc or cart, but you can find it on Youtube: Morning https://www.youtube.com/watch?v=SPZX7hkgopw

Nintendo 64
———–
Menus – Title [this is actually the track Internet from the Dreamcast soundtrack, NOT the DC or arcade menu music]
Post-Race Time Tables – Credits
Race 1 (Marina) & Battle 1 (Stadium) – Bassy
Race 2 (Haight) & Battle 2 (Melee) – Garage
Race 3 (Civic) & Battle 3 (Tundra) – Seventies (N64 exclusive music)
Race 4 (Metro) & Battle 4 (Atomic) – Night
Race 5 (Mission) & Battle 5 (Downtown) – Trancey
Race 6 (Presidio) & Battle 6 (Plaza) – Retro (N64 exclusive music)
Stunt 1 (The Rim), Stunt 2 (Oasis), & Obstacle Course – Stunted
Stunt 3 (Oasis) & Stunt 4 (Warehouse) – Flier
Tracks unused in game unless you enable them, but they are short and do not loop like normal tracks do: Battle 1, Battle 2

When you list it all out like that, isn’t it interesting how different those soundtracks are, both in the songs themselves and in which songs are used where?  There are more changes than you would usually see, but the results on the N64 work great, so I’m not complaining!

The Modes: Race Mode

Now, on to more detailed descriptions of the game modes, starting with Race mode.  I covered the basics of Rush track design earlier, in the section on the arcade game, so I will not repeat that here, but instead discuss how this mode works here on consoles.  Now, in Rush 2049, the first thing you do is select the number of players you are playing with.  Next, you enter a menu where you select a mode.  This list has all Race mode modes listed separately, along with other modes such as Stunt, Battle, and Obstacle Course, so unlike those others Race mode is not a specific mode, but instead a set of modes.  The game manual and marketing focus on the three-modes concept, though, so I will consider all of these similar modes as being a part of Race mode.  In single player, Race mode consists of Single Race, Practice, Ghost Race, and Circuit modes.  In multiplayer, it consists of Single Race and Practice only; Circuit and Ghost Race modes are single player only.

Race mode is the traditional racing game part of the game, and it is where most people will put most of their time.  It has six tracks, the four original tracks from the arcade game plus two new tracks designed for the home consoles first.  You start out with only four tracks unlocked, but unlock the last two by beating the initial tournaments.  Again, the first track is short; tracks 2-5 are medium length, the ideal length for a track in this game I would say; and track 6 is long, as long as any track from Rush 1 or 2.  The first mode is Single Race mode, where you choose a track, car, and settings, including AI difficulty and fog amount, and go, racing against five computer racers.  Next is Practice mode, where you can just drive around any course for as long as you want, perhaps hunting for the collectible coins hidden around each track.  There is no lap counter, lap limit, or AI opposition in this mode, you have free run on the track.  Practice mode is a great way to look for shortcuts as well as find coins, without the pressure of a race.  There is also Ghost Race mode, where you race around each track alone, in single player mode only and without AI opposition.  You are racing against the clock here.  Once you finish a lap, you then will race against your previous laps.  Unfortunately you cannot use wings on the cars here, unlike all other Race and Stunt modes; there must be a reason for this, but it has always led to me rarely touching Ghost mode, no wings is a huge negative here!  Also you can only save ghosts on the Dreamcast.  They take up a lot of VMU blocks, but it lets you do it.  Unfortunately, on N64 you can’t save ghosts at all, which is really too bad.  Still, considering how big the DC ghosts are, that is only limited use too, and I don’t think I have ever saved one.  Without ghosts you are just racing against the clock and the ghosts of laps you just completed.  It’s still fun, but isn’t quite the same.  Still, since there are no wings in Ghost mode, honestly I don’t care much; the absence of wings is the real problem.  I should note that on the Nintendo 64, with an Expansion Pak you can race against more ghosts at once than you can without one.  And last but not least, there is Circuit mode.  It has four tournaments available to play, one after the other.  It’s a good selection of modes and covers everything I could have wanted, a few minor features like ghost saving aside.

Circuit mode is the main draw for sure, at least for me. As in single races, you are in a field of six cars, you included.  This is reduced from the eight cars per race of Rush 1 or 2, or arcade Rush 2049, but it is enough.  In Circuit mode you start with the Beginner circuit, a short 6-race tourney through the four new tracks of the arcade original, both forwards and reverse.  The second circuit is 8 races, the third 12, and the last, the Extreme championship, the full 24.  Each circuit is harder than the one before it, so while unlike Single Race mode you cannot set AI difficulty in Circuit mode, the AI is pretty tough on the Extreme circuit so you shouldn’t need it to be even harder.  You get points based on your finishing position in each race, and the racer with the most points at the end of the circuit wins.  I love this setup, because it means that you don’t need to win every race to progress, you just need to be the best overall.  It’s the ideal design for a racing game. All championships can be played either normally or in Deaths mode, a mode that the previous N64 Rush games also have which only gives you one chance per race — blow up once and you lose. You can retry races in Deaths mode if you pause immediately after dying and choose the handy Restart Race option, but you only get one chance. After playing this game for a while, I decided to mostly play tournaments in Deaths mode because it makes things a lot more exciting when one mistake means failure.  Fortunately you can take the AIs out too, though! It’s tough, but so, so rewarding when things go well and you make it through that tough shortcut or win a race you were struggling in when some tough enemy crashes.

I get a great amount of satisfaction from playing races and circuits over and over, trying to get better times, win with fewer restarts in Tournament – Deaths mode, and more, but there also are collectibles here which also add to the replay value.  Both previous Nintendo 64 Rush games had items to find in the tracks and this game is similar, but this time there are more of them to find, and more things to unlock by doing so.  As I mentioned previously, on each track, there are eight gold and eight silver coins to try to find.  You unlock a car for getting all eight silver coins on all six tracks, a second for getting 24 golds, or half of the total from all six tracks combined, and a third vehicle for getting all of the golds.  There are three more unlockable cars as well, unlocked by meeting those same requirements in Stunt mode, except with 16 golds needed for the half number because there are only four stunt arenas.  You can collect coins in single race, practice, or tournament modes, and the game immediately saves any coins the moment you collect them, so even if you restart a race, while your times, and miles, will not count, collected coins will, thankfully.  Also collected coins vanish, so if you want to collect that coin again you’ll need to make a new player file.  The collectibles mechanic is a fantastic one because coins are mostly hidden in hard-to- reach places, only accessible by making challenging jumps from just the right point, executed perfectly.  Silvers are easier to get than golds, generally, and some are found on the ground hidden away in corners of tracks, but some of them are a challenge to collect as well.  The number of collectibles here is just about right; there are enough coins to add a lot of play-time to the game if you want to collect them, but not so many as to overwhelm.  As much as I love the game I never have gotten all of the coins, because I’d rather just have fun, versus try the sometimes frustrating jumps required for certain coins over and over until I hit one perfectly.  I have unlocked some of the vehicles, though, and one unlockable car, the GX-2, is my favorite in the game.

The almost entirely different music choices between the two versions are interesting, I wonder why the N64 changed things so much.  Those changes were mostly for the better, but moving Bassy and Trancey into Race mode, adding the new tracks Seventies and Retro, and switching Garage from track 5 (where it is on DC) to track 2 are big changes.  

The Race Tracks In Detail

Here, I’d like to say a bit about each of the six tracks. I won’t cover the arcade-only Alcatraz track here, but for anyone who remembers it from the previous games, it plays just the same as it does there, just with a visual overhaul.

Race Track 1 / Marina – The first track is a short figure-eight course near the Golden Gate area, but not on the bridge itself.  This is by a wide margin the shortest track ever in a Rush game, and it’s a fun little loop.  That doesn’t mean that it won’t challenge you at all, though, because there are a few tricky points in each direction.  When racing the forwards version, that last hill before the turn to the finish line is probably the hardest part; it’s easy if you are lined up right, but get just a bit off line and you’ll hit something along the sides of the track and explode.  This track has some fun shortcuts in it too, including the easy-to-find subway system underground which has several exits depending on direction, and more.  You’ll see switches for the first time here, and they open up some of the shortcuts, for instance for a transparent tunnel only accessible by a switch.  It can be tricky to stay upright in, though, so I usually don’t use it.  More interesting are the switches needed to access a giant loop in the middle of the course.  It’s easy to see, but tougher to get to!  Another interesting thing about this track is that when driving the track in Reverse mode, you need to take a detour around the first large hill from Forwards, which makes things a little trickier that way.  It’s a good beginning track, and a welcome break in Extreme championships from the harder other courses.  Aurally, on DC and the arcades the first four tracks have names themed to the times of day each track is set in, but on N64 that is gone.  I actually prefer the N64 music choices though, so I don’t mind this much.

Race Track 2 / Haight – This track goes through a more downtown area, and optionally through a large building under construction.  Though all tracks are urban, some have more wooded areas than others, and this one has some grass and trees in spots.  This is a pretty fun track and it’s not too hard.  The one tricky bit at first is that when driving the track forwards this track has the one instance of somewhere where you need to make a turn in a place where it seems like you can go straight, but you can’t; straight ahead is an eventual dead end, you’ll need to turn around and go back.  So, at that point be sure to turn.  Optionally you also can take a ramp here for a shortcut, though it requires a perfectly-timed loop in an obstacle-laden tunnel to get through without crashing.

Race Track 3 / Civic – Track 3 is an interesting track in an area with more trees and a lake, as well as a built-up section which goes down a steep hill.  This track has a giant tunnel that shoots you out a volcano as well as many shortcuts which allow you to stay off of almost all of the main track, if you can handle the sometimes-tough jumps on that path.  There are some cool sights here, such as the part where fighter jets buzz the course at one jump so low that you might hit them if you fly too high!  Otherwise the track is just plain fun, apart from Deaths Mode where you need to avoid that tunnel to the volcano because it tosses you up too high to usually survive.  This is a good track; it isn’t the best one, but all tracks in this game are really good and this is no exception.


Race Track 4 / Metro – The hardest track from the original arcade game, Track 4 is a night race through downtown future San Fran.  This track has tight turns, big jumps, lots of buildings, interesting shortcuts, and moving obstacles such as cable cars and trains.  And all of this in the dark!  It’s a fun track, once you can survive it, though.  It’s also fun when AI opponents do things like drive into cable cars.  It’s great that their AI is not perfect, it makes this game so much better than it otherwise would be!  Even so Track 4 can be imposing at first, with its many 90-degree turns and steep hills, but with practice it gets easier and lots of fun.

Race Track 5 / Mission – This track goes through a part of the city along an inlet.  Unlike those lakes you can drive on earlier, though, this water is mostly just an obstacle, apart from one little park fountain you can drive through.  This is an average course for this game, which means it’s fantastic but not the best track here.  I like the shortcuts here a lot, though; while all tracks in this game have a lot of shortcuts, some are easier to access than others.  This track has some long ones that are both not too hard to get to and are fun to drive on, including loops, jumps, branching shortcuts, and more.  It’s great fun stuff.  I particularly like the tunnel under one hill, as it’s easy to get to, faster than the main track, and ends/begins, depending on direction, with you driving over a lake… something you can do full-speed here.  Usually you slow down over water, but in certain shortcut areas you can go over water at full speed. Fun stuff.

Race Track 6 / Presidio – This track goes over the Golden Gate Bridge, and then through the park and city streets nearby.  Significantly longer than any other course, this track is every bit as long as any Rush 1 or 2 track, but as complex as any Rush 2049 one.  And it’s a night race as well, so it’s a bit darker than most tracks.  This all means that yes, it’s hard!  This track covers some very hilly ground, so it’s loaded with huge jumps over twisting city streets, as well as curving banked turns in darkened areas of the wooded park.  The track is visually impressive due to its scale and size, and there are some clever shortcuts.  There are two challenging 90-degree turns right after jumps, but with practice you get used to them, and all turns are marked with nice big arrow signs so they are not a surprise, unless the fog is up in this track high of course.  In high-fog races here it can be nearly impossible to actually finish, but still, it’s a great track and I’m glad it exists.

Additionally, the new music track here on the N64, “Retro”, is fantastic! Listen here: https://www.youtube.com/watch?v=PX-V2DKG4Cs It is a fantastic track, easily one of the very best in the game.  This is the best song of all Race mode track songs; my other favorite tracks in this game are the Stunt songs and the N64 main menu theme.  On the Dreamcast, however, the music is “The Rock”, a decent but not amazing song that doesn’t stand out from the rest of the soundtrack. Replacing that with Retro was a fantastic move on the N64 port team’s part! Huge upgrade there.


The Modes: Stunt mode

Stunt mode in Rush 2049 is one of my favorite experiences in videogames.  Yes, I have spent many times more time playing Race mode, but Stunt mode is a fantastic change of pace, ten minutes of pure fun as I drive around driving off of jumps and flipping around in the air.  I have never played much of or enjoyed games like Tony Hawk, highly technical stunt games with tricky button combinations and aesthetics I dislike considering I have never liked skater culture; for me, Rush 2049 is the perfect stunt-focused game experience.  The game is simple and yet complex, easy and fun and yet challenging if you want to get the coins.  It’s the best short, chill gaming experience around.    

Gameplay in Stunt mode is fundamentally similar to Race mode, but here you drive around moderate-size arenas, going up jumps which fling you high into the air, and then spinning and flipping around in the air as much as you can.  Once all four wheels are on the ground for a second the stunt ends, and you get a score displayed on screen, along with the total number of individual tricks you did, broken down by type.  You will not score any points by staying on the ground; this is an air-focused mode.  There are about ten different kinds of tricks, including left and right spins, left and right flips, a wheelie for when only two of your wheels are touching the ground, rotations, and more.  Each trick only scores a few points, so the key to higher scores is the multiplier, which increases depending on the number of different tricks you do in a single stunt.  These multipliers increase as you do more tricks in a stunt, so doing only two tricks gets only a 2x multiplier while doing seven or eight can get a 40x multiplier, rocketing your score up into the ten thousands for a single trick.

Now, if you just land straight you may be more likely to land and get points, but the game rewards riskier driving, as those flips and spins you do as your car rolls around on the ground after an imperfect landing all count towards the current stunt.  Those rolls and wheelies at the end can add a lot to your final score!  Of course actually landing those stunts is difficult, but when you do it’s worth all that effort.  Sometimes it’s more fun to land something which actually gets you points, though, so knowing how to land better, with angles and braking, is useful.  Either way, that contrast between the very simple base gameplay and the high challenge of landing good stunts work together to make Stunt mode both fun and compelling.  Stunt mode is very easy to pick up and play, but has a high skill ceiling for those who stick with it.

The good to great level designs add a lot to the game as well, as the arenas are all designed to have a nice variety of different jumps to aim for.  I like arenas two and four the most because those two have the more fun jumps and designs, for me, versus arenas one and three, but all four are great.  They do a great job of having jumps large and small, from angled walls and little bumps on the ground to huge boost-pad jump areas.  Even if the basic act of driving around and jumping off things is similar, going off different jumps, towards different things, from different heights, keeps things fun and varied.  Thanks to the good level designs on top of the great gameplay, just driving around and having fun sometimes will lead to great, or amusing, results.

I find the basic gameplay here infinitely replayable, but there is some progression here as well.  First, as in Race mode, the later arenas must be unlocked.  You start with only the first arena, but unlock the others based on points.  Once you have 500,000 total points on your file you’ll have all four.  Beyond that, as I mentioned previously there also are coins to get in the Stunt arenas, and three cars to unlock by getting all silvers, half of the golds, and all golds.  Getting all the stunt coins is a serious challenge which requires a lot of skill and luck.  I have most of them, but not quite all.  Again I mostly prefer to just play the game, and not spend lots of time trying to get coins, but it is fun sometimes to try to get one, and with enough trying you can often do it.  The coins give you a goal to shoot for, and seeing those coins hovering there is tantalizing and definitely works at making the player hope to get them eventually.

Aurally, as the list above shows the N64 has two songs in Stunt mode and the Dreamcast four, though the N64 does re=use one of those other two tracks in Race mode. All four are fantastic, among the best around.  Comparing the versions of each, you can hear the similarities and differences. Stunted DC: https://www.youtube.com/watch?v=tEdT46sjTnk N64: https://www.youtube.com/watch?v=sPk7yMxEnh4 is the first song, and those flipping sounds and airy but very techno feel fit the game perfectly.  Flier, the second track, is very nearly as great, and also sounds perfect for a stunt song.  DC: https://www.youtube.com/watch?v=pG9EBCDsUEk N64: https://www.youtube.com/watch?v=mgckQNEvLJg  Both versions of both songs are absolutely amazing, but because of nostalgia or just the differences in composition the Nintendo 64 version of Stunted is one of my favorite songs ever in a videogame.  Flier isn’t too far behind.  And yes, Trancey is also great, on DC or N64, where it’s in Race mode of course.

Spinning through the air in Stunt Track 1.

The Stunt Arenas In Detail

Stunt 1 / The Rim – The first stunt arena is a simple design, good for an introduction to stunt mode.  This small arena with a futuristic theme has a large four-sided jump in the center with boosts on it to toss you higher into the air, surrounded by a larger two-level ring with supporting posts that break it up into sections.  The two raised levels of the ring can only be reached by jumping to them, but actually landing on one is difficult and unlikely, as you will be moving quite fast by the time you get there and the upper level has scattered speed-pads on them.  The arena is surrounded by some little jumps around the edge and angled walls.  This arena is fun for a little while, but the very simple design has little variety; the other arenas have a lot more different kind of jumps to go off, while with this you’re mostly just going over this one big jump over and over, in different directions each time.  Still, that doesn’t mean that the course is easy; some of the coins are actually pretty hard to get, as they require very precise speed and angles to get.  I still haven’t gotten a few of the golds here, particularly some of those on the top level of the ring.

Stunt 2 / Disco – Stunt arena two is a fantastically great medium-sized rectangle full of jumps of all sizes.  Three boost-pad jumps dominate the arena, one on a raised area near one end which has this long platform you jump over, one huge four-way jump in the center of the arena, and one more big two-way jump near the back.  There are a bunch of medium and small things to jump off as well, including several spires and a multi-angled pyramid.  Beyond that, most walls in this map are curved, to allow you to go up the walls if you wish.  All of these options are awesome, and the track looks cool too, as the futuristic, neon-filled aesthetic from the first track returns, amped up for this more varied environment.  Everything about this arena is near-perfect, I cannot think of anything negative to say about this arena’s layout, except that for scoring, Stunt 4 allows for higher scores due to its even more object-rich environment.  I probably like the visual look of this arena the best, though.

Stunt 3 / Oasis – Stunt 3 is an odd outlier from the other three arenas. In this outdoor arena, you drive around on a mostly off-road desert surface, jumping off of some small and medium-sized jumps arranged around this desert pit-like arena.  There are no boost pads and no giant jumps here, so scores will be lower.  Speeds are lower too, since the mostly off-road surface reduces driving speed. I do like some things about the layout, including the look of the tiered water-covered area on one end and the clever design of some raised areas with edges curved to route you away from them, so you need to find some other small jump to go over at just the right speed to make it onto those areas, but for the most part this track is far less interesting than any of the others.  Play it a bit once you unlock it, get the coins, and move on.  Fortunately I found it easier to get the coins here than on any other course, and do have all of them.

Stunt 4 / Warehouse – The final stunt arena is the most complex one of them all, and probably is the overall best as well.  Aesthetically I do prefer the sci-fi neon look of Stunt 2 over this track’s somewhat drab indoor warehouse design, but in terms of jumps, scoring potential, and variety of things to do, this track blows away the other three.  The course has a multi-level floor with three raised platforms you can drive to, all with many small jumps off of them.  There also is a mixture of angled walls and straight ones, and there are some VERY tricky jumps as well, particularly those to get a couple of the silvers high up along one of the walls.  Some jumps on this stage require you to rotate in mid-air to face the other way in order to continue forward on the next part of the jump, a really cool concept you also see in a few shortcuts in the main game, and in the Obstacle Course as well, but not in the other stunt arenas.  And yes, if you want a high score this is the place to go; my best single stunt on this track is 136,000, a score achieved by a many-trick stunt that finished with a long wheelie grind along a wall.  The trick is, it’s still building up stunt points even if two wheels are on ground and the other two on a wall!

Battle mode, with two players.


The Modes: Battle Mode

Battle mode is an interesting one.  On the one hand, this game is one of the most fun car combat games I have ever played.  The mixture of Rush’s incredibly fun gameplay with car combat is one which works exceptionally well, and as a result Rush 2049’s battle mode is one of the best ever!  However, this is an EXCLUSIVELY multiplayer mode.  There is no AI on offer here, so there is no solo battle mode whatsoever; indeed, this option only appears on the menu if you select multiple players from the main menu.  With AI and some kind of tournament structure this could have been one of the best car combat games ever, but as it is, it’s only one of the best multiplayer car combat games, and that is a huge downgrade considering how infrequently many players, particularly today, are going to be able to play Rush 2049 in multiplayer mode.  And even when you do, will you want to play enough of Battle mode to unlock everything?  As in the other modes though, you have to unlock stuff here.  You start with the first four battle arenas, and unlock the other four. The problem is that you need fairly high point totals to get the later ones. I did play Rush 2049 for the N64 semi-regularly in  multiplayer in college through the ’00s, but we mostly played Stunt and Race modes, so I only got about 300 battle points on my save.  This is enough to unlock arenas through the sixth one, but not seven or eight, which require 500 and 1000.  That’s a lot.  Also, all battle arenas have in-town settings, so there is less visual variety here than in Stunt or Race modes; you won’t see any trees or dirt in Battle mode.  A bit more variety there would have been nice.

Anyway, battle mode in Rush 2049 plays great, when you have the people around to play it.  Arenas are on the small side, perfectly sized for two to four cars driving around and shooting eachother.  All are complex areas, with walls, and often also platforms, ramps, multiple levels, and more.  They are identifiably Rush 2049 areas, but designed for combat first, and they’re all very well thought out.  Control-wise, you cannot use wings in this mode; instead, what is usually the Wing button now is the fire button for your car’s weapons.  You will mostly be on the ground instead of in the air in Battle mode anyway, as it’d be nearly impossible to hit anyone while jumping, so as much as I love the concept of wings on cars this isn’t really a loss, it’s just a change that fits with the style of this mode.  Each player has a health bar now, and weapons to fight the other players with.

Your default weapon is a basic low-damage gun; you want to get a collectible weapon as soon as you can, pretty much, this is nearly useless.  All weapon pickups are limited-use, and replace your basic gun while they last so you only have one weapon at a time. Each pickup has a small cone of colored light emanating from the top of it, and each one has a different color so you can tell what they are from a distance.  Also, once someone grabs a weapon it is gone until they grab a new weapon or it runs out of ammo, so there is some strategy to your weapon choices.  If you die, blow up on your own, or run out of ammo, you will respawn somewhere randomly in the arena with only the basic default gun.  You win once someone reaches the set winning point total, which defaults to ten but can be set anywhere between one and 20.  It all plays a bit like a Rush 2049 spin on Mario Kart Battle Mode combat, and it’s fantastic!  The weapon pickups available include the Ram, which kills anyone you hit instantly but requires you to actually run into them to attack; homing missiles, which are really good but limited in quantity and do explode if they hit walls; a machine gun which shoots quickly; a gun which shoots fairly powerful green bolts which can kill a car in just a few hits; and maybe more.  There is also an invisibility powerup which makes you hard to see and a healing powerup to restore your car’s health.

Finally, remember that on Dreamcast battle arenas mostly have music tracks exclusive to that course, while the N64 re-uses the race and stunt music in battle mode.  Because I mostly play Race and Stunt modes, I almost prefer the N64’s approach, because on DC a full seven or eight music tracks are locked into Battle mode where I will rarely hear them, including the DC rendition of Bassy, the music the N64 version uses in Race Track 1.  Considering how great this soundtrack is, it’s too bad you can’t hear all of it more often!

 

The Battle Arenas

Battle 1 / Stadium – This simple, and small, oval arena has a variety of walls and barriers around, but is easy to navigate.

Battle 2 / Melee – This map has a central area surrounded with some ramps that wrap around to become raised upper roads. It’s fun and chaotic.

Battle 3 / Tundra – The closest thing to an “not-city” track, this one has a river in the center with several large bridges over it.  There are also raised areas at each end of this medium-sized oval. It’s a pretty good arena, though there is less cover than some of them.

Battle 4 / Atomic – This cloverleaf-like level has a central water area with four round pods around it.  It is a decently fun stage, though it doesn’t have multiple levels, it’s fairly flat. There are quite a few large pillars to hide behind, though, for cover.

Battle 5 / Downtown – This requires 100 battle points to unlock. This rectangular track is on a steep hillside in the city.  There’s a raised area at the bottom and some ramps at the top, and buildings in between on the hillside.  The angle makes for different battles from the previous four arenas, so this is well worth unlocking.

Battle 6 / Plaza – This requires 250 battle points to unlock. This level has several tiers of ground, providing lots of cover and areas to hide in.  The areas include a tunnel section underneath part of the map, the multi-level main ground, and some raised areas.  This is a good map worth unlocking if you like battle mode.

Battle 7 / Roadkill – This requires 500 battle points to unlock. This larger arena full of big buildings and underpasses feels sort of like arena 5, but on flatter ground. Is it worth the time 500 battle points takes? If you have people you’re playing a lot of battle mode with, sure, but it’s not essential.

Battle 8 / Factory – This requires 1000 battle points to unlock.  That’s a lot, and that is unfortunate because this is a fun little arena.  It’s a smaller arena, but this multi-level arena is fun to drive around and has some nice places to hide in as well.

An early version of the Obstacle Course track.

The Modes: Obstacle Course

The Obstacle Course is a not too long, but very challenging, track.  This mode only has one narrow and entirely linear course, but it is the games’ final challenge of sorts, as you need to have earned one million points in stunt mode in order to unlock it.  Once you do get it, you’ll see why they require so much play-time to get it:  this track is HARD!  Your goal here is to make it past a series of challenges as you try to reach the end of the track in the fastest time possible, or at least before the five minute timer runs out.  That’s all the time you get per run, so while you have infinite restarts from before each challenge section, the clock is always ticking and you will need to learn all of them to be able to finish.  As with the other sub-modes there is no AI opposition here, but it’d never work anyway; the opponent here is the clock, and either your best times, or other best times you may find looking around the internet.  You’d need to be a great driver to get through this without any mistakes, but I’m sure some people can do it.

While the Obstacle Course isn’t my favorite part of Rush 2049, I do like the track.  The challenges you will need to get past include a gauntlet of swinging wrecking balls, jumps where you need to flip around in the air to continue driving on a ramp faced the opposite direction in the air, moving walls to avoid, jumps where you need to spin in the air to get through a narrow gap, and more, but it is punishingly hard.  On the N64, “Stunted”, from the first two stunt arenas, plays in the Obstacle Course.  On Dreamcast, “Hidden” plays.  Several newer PC games, including Nitronic Rush and its spiritual sequel Distance, were inspired by Rush 2049’s Obstacle Course mode.  However, while Nitronic Rush, which is a free game, and its still unfinished retail digital-distribution followup Distance are fantastically fun and two of the better racing games of recent years, they don’t replicate the sheer challenge of this mode, at least not in their main content.  The main tracks aren’t as hard, and the changes they made to the controls ease up on some of the difficulty too.  Both do have user-created tracks that seriously up the challenge, but the controls are the same throughout.  I do love those games, but this game is better.  For anyone who played and liked either of them, Rush 2049’s obstacle course is a recommended challenge!  The concept is a good idea executed well, and it’s worth your time to finish, even if it will be quite frustrating along the way.  

The back of the N64 box hypes the game up, but it’s all true!

Conclusion

In conclusion, Rush 2049 is one of my favorite games ever made.  I consider it the best game ever made in which you drive a vehicle, and the game has a permanent place in my top five best console games ever made.  The game does have a few flaws here and there, but they matter little compared to its unbelievable greatness in almost every way.  To list some negatives that apply to both versions of the game, there is no AI opponents available in Battle mode so the mode is multiplayer only, requiring 1000 battle points to get the last battle arena is a bit much considering there is no single player, the Alcatraz track from the arcade version is not present on consoles, and since the Stunt mode also has no AI single player mostly consists of hunting for coins or competing with your own best scores.  Also, maybe most importantly, the controls are fantastic, but take a lot of getting used to for those not used to Rush series controls.

However, there are so many things about this game which are absolute genius!  Best of all, the core controls, gameplay, and concepts are exceptionally well thought through and done just right.  But that’s not all, there is a lot more to praise here: the game looks good on Dreamcast and almost as good overall and incredibly great for the platform on the N64; has a fantastic techno soundtrack I still like listening to; the game has four modes, each different and among the best ever in their respective genres of racing, stunt driving, car battling, and car obstacle course driving for a game with some of the most variety and depth ever in the genre; all six of the Race mode tracks are incredibly well designed tracks that are among my favorites ever in a racing game; the Stunt arenas are nearly as great, with two epically incredible ones in 2 and 4 and two other pretty good ones too; there are a lot of collectibles and unlockables to keep you playing for many hours; and I love how many stats the game keeps track of.  It’s very cool to know the number of minutes you’ve played on each track, even if the number is low because restarts do not count towards this record.  Trying to beat your best times and point totals is great fun too.

Comparing the versions, while the Dreamcast version has better graphics and a few more features such as saving ghosts and 3 or 4 player multiplayer available in Race mode, it also has worse car customization since you can’t choose your exact car colors, and the soundtrack is not quite as incredible as the N64 soundtrack is.  Meanwhile, the N64 version looks worse and doesn’t have analog acceleration and braking, but does have those two advantages.  So, there is no “perfect” version of the game; both versions have drawbacks.  The Dreamcast version probably is the best overall, but the N64 version is more impressive for its hardware and my favorite version for sure.  The Midway Arcade Treasures 3 version is badly ported and should be avoided, though, again, if you have any other option.  I know that as a PS2, Xbox, and Gamecube game it is on newer platforms, but stick to the original N64 and Dreamcast versions of this game.  Midway Arcade Treasures 3 as a whole is probably a D+ game in my book, maybe C- at the best.  Its version of Rush 2049 is maybe C-grade, but with all its issues, pass on it in favor of a better version!  And those better versions aren’t just better, they are the best racing game ever.

So to conclude, Rush 2049 gets an easy A+ rating for the Nintendo 64 and Dreamcast.  This is not a perfect game, and I would not give it quite a 100%, but it’s close enough to get the A+ regardless.  I cannot say enough superlatives about this must-play game, anyone who can should play it!  As for the other versions, the arcade original gets an A.  It’s a great game, but the absence of wings and modes hurts it.

Posted in Arcade Games, Classic Games, Dreamcast, Full Reviews, Modern Games, Nintendo 64, Research, Reviews | Tagged , , , , , | 4 Comments

Review: Dragon Egg! (TG16) – A Good but Rushed Platformer

I’ll get back to my PC Platformers list soon, but I had to do this review first…

  • Platform: PC Engine (TurboGrafx-16)
  • Year: Released 9/27/1991
  • Developer/Publisher: NCS Masaya
  • Title: Dragon Egg!
The Cover

Colors aside this is representative of the game.

Introduction & Story

Dragon Egg! is a cartoony platformer NCS Masaya published in ’91.  This game is a tough one to review, because on the one hand it’s a pretty good, fun game, but on the other hand it’s also flawed, has an unbalanced difficulty level which is harder in the first half of this six-level game and easier in the second, is absurdly short, and feels unfinished.  When this game released in Japan in fall ’91 the PC Engine was still popular, but the smash-hit success of the Super Famicom (SNES) was taking over the market and NEC was moving towards a stronger focus on CD games over HuCard titles.  NCS Masaya may have been a third party, but they noticed this, as Dragon Egg! was their last HuCard release.  This all might be an explanation for why this game was rushed, but whatever the reason, it’s unfortunate.  Regardless, the game makes a great first impression with its good graphics and nice cartoony artwork, and it controls well as well, but the serious issues add up to some huge drawbacks.  The story is that you play as a young girl, off to save the world from evil with a dragon’s egg.  The text is all in Japanese, but the basics of what’s going on is clear enough: there is a demon troubling the land, and a young girl is the only hope to save the land from decay.  An old man, maybe her grandfather or something, gives her some goggles which are apparently dragon-rider gear, and off you go to save the day!  The intro cutscene is fairly long and looks great.  Unfortunately, it’s the only real cutscene in the game; the ending is extremely short.  There is a nice credits sequence, but still, as with many things in this game, the ending feels unfinished.

Intro

The intro looks great.

Graphics and Sound

Visually, the game is one of the better looking platformers on the system.  The PC Engine or TurboGrafx, on both HuCard and CD, does not have the wealth of platformers that the Super Nintendo and Genesis do.  Its platformer library is smaller, and many of the games are more NES-like in design than most of the games you see on those other two systems. The system had an earlier peak, and that shows.  This game, though, is clearly 4th-gen in style.  The background and character art is colorful and quite well-drawn. It shows off the consoles’ ability to put lots of colors on screen nicely, and the art design would look good anywhere.  Buildings do look a bit flat, I guess, but I don’t mind.  The sprite art is particularly nice, and well animated too.  The heroine in her pink overalls puts those goggles on once you power up enough to ride on the dragon, for example, which is a nice touch once you notice it.  Enemies raise their weapon as they approach you too, and do a ‘swing’ animation if you touch them.  Nice stuff.  There are not a huge number of different types of foes, but it’s enough for a game as short as this.  Those enemies are varied, and while the game has a cartoony anime look to it, there is some variety here, from the cute to the threatening.  Your dragon is somewhat adorably cute, but monsters vary from the big-headed and not too scary skeletons to the creepier flying bug-men . Other enemies include giants, slimes, and later on several kinds of gun and laser turrets.  Bosses similarly vary, from the barely threatening-looking first boss to the more serious later ones.  They all look great.  On an odd but then-common note though, the main character wears blue overalls and a yellow shirt in the manual art, but pink overalls with a white shirt in the game.  It’s odd how some older games have very different art between the manuals and games even in Japan… or sometimes, within the game itself; see Alisia Dragoon on the Genesis for an example of that.

I do need to say though, as in many anime fantasy settings, this world is historically incoherent.  It appears medieval at first and enemies have armor, swords, and bows, but there is electricity in places, there are enemy laser turrets, and the heroine wears modern clothing.  The setting makes little sense.  Is this fantasy or modern?  It’s both, apparently.  But beyond that all-too-common frustration, the game looks great.  The visuals here have a more polished look to them than most platformers on the system do.  Hudson’s platformers often match or beat this, visually, but I do think the game is in the upper tier visually, at least for this system.  The developers even pull off a limited parallax effect.  The whole background does not have multiple layers in it, but there are clouds which quickly move across the sky in many stages, to give some of that feeling of parallax movement.  It’s a great effect and definitely helps.  The music, however, is unfortunately strictly average stuff.  It’s mostly okay, but isn’t exciting or too memorable.  Some songs are too short, too, such as the five-second-loop that plays during the first half of the last boss fight. Still, the audio is alright, and after playing it for a while I guess a few tracks are somewhat catchy.

1-1

The first level.  Health and lives are in the upper right, dragon egg counter in the upper left.

Controls and Game Design

One thing making Dragon Egg! game good are the great controls.  The controls are precise and accurate. You do move a little fast, so you do need to look out or you’ll bump into enemies, but it controls very well.  This is a simple game, and all you’ll is move around, jump, and attack.  You start with two hearts for health, though each health heart can take two hits, and you can upgrade this to a maximum of four hearts during the game.  Though you can’t save your progress you do have infinite continues, but your goal should be to beat the game without dying, or without getting hit much at all if you’re in Hard mode, so the continues aren’t always needed.  Levels are all straightforward as well.  There is some depth in the upgrade system, however, though it’s badly unbalanced, particularly in Normal difficulty.  Whenever you kill an enemy they drop one of two different types of powerups: dragon eggs to upgrade your dragon’s form, or coins you use to buy other powerups.  Which one an enemy drops is entirely random, it is important to note; I kind of wish the powerups were predetermined, but which you get is purely a matter of chance.

Of the two upgrade systems, I will first cover the dragon mentioned in the title. Collecting dragon eggs upgrade your dragon between four forms.  You start out carrying an egg in a backpack, and can attack only at melee range.  You want to get out of this mode as soon as possible, because this attack is too close-range to avoid taking damage sometimes.  All four forms do exactly the same amount of damage per hit, varying on whether you have weapon powerups of course, I should say; it is the range that varies, but those range expansions are vital! It is funny how hitting a badguy with an egg does the same amount of damage as shooting them with a fireball, though.  Heh.  🙂 So, the first upgrade requires two dragon eggs.  Here, the dragon has poked its head out of the egg and breathes fire ahead of you.  This short-range fire attack is pretty good and actually will collect items, something the later upgrades’ attacks will not do. The third level takes three more eggs.  Now you ride on the hatched dragon’s back, and attack with fireballs that go across the screen.  The last powerup takes four eggs, and makes the dragon larger and better.  Now it’s got a higher jump that has some float to it for slower descents, and it upgrades your weapon potential as well — while the basic un-upgraded attack is the same as the level 3 dragon, with upgrades you will see the difference.  The top-level dragon is pretty awesome, and overpowered, so long as you have it.  It is a big target, though only your character is actually vulnerable and not the dragon. This is important to know for getting through the laser gates without taking a hit.

The money system similarly rewards staying alive, and is one more element making the first half of the game harder than the second — if you can get fully powered up and avoid losing those powerups, you’ll be nearly unstoppable.  You use collected money to buy powerups from shops scattered around the game. There are six different items you can buy. For 3 coins, you can buy cure items which you can use in the select menu. These heal half a heart each, and you can carry up to four.  There are three items that cost 10 coins.  First there is a firepower upgrade which doubles the damage you do per hit.  You can buy this again, for the same cost, to almost double damage again — this reduces an 8-hit giant down to 3 hits, for example.  Next, there is a range / multi-hit upgrade.  This gives the level 1 or 2 dragon a slightly longer range attack, the level 3 dragon two fireballs for an attack, or the level 4 dragon three fireballs.  You can also can purchase this a second time as well, to add homing to your level 3 or 4 dragon’s shots or a little more range to a level 1 or 2 dragon.  And last at 10 coins, you can buy additional health hearts, which, yes, you can buy up to two of, though you don’t need to as unlike the attack upgrades you can also get these other ways.  And last, two items are available for for 30 coins each: a barrier which gives you an extra hit which you don’t lose anything for losing if you are hit, or a skull which is a bomb you can use by double-tapping attack, or something like that.  You can only have one skull at a time in your inventory.  It is important to note that five of these six powerups can be lost, but you won’t lose the healthbar-expanding hearts.  I wonder why they decided that health upgrades are permanent, while attack upgrades can be lost.  It’s kind of odd. As for the other upgrades, in Easy or Normal you won’t lose any dragon or store-bought powerups unless you die, but if you do die you reset to the level-one egg-swing attack, and you lose all money and purchased items except for health expansions as well.  It’s painful stuff, if you were upgraded; the easiest way to beat the game is to not die.  In Hard mode the game is significantly more punishing: you lose store-bought attack powerups, then dragon eggs, each time you are hit.  More on this later.

There is no scoring system in this game, so the only pickups in levels are those items enemies drop, and a few scattered health bar-expansion heart, cure, and skull items.  There is also a roulette after each level which spins between a health expansion heart, a cure, a skull, or a 1-up.  Try to time your jump for the one you want the most.  Oddly, while they look identical, the cure items you get from the end-level roulette or that are placed in levels are entirely different from the ones you can buy in the stores, as quite unlike the ones you buy, the cure pickups are instant-use only and cannot be stored, and heal a full heart instead of only a half like the ones you buy do.  The two types probably should have used different graphics to signify that they are not the same.  Still, I like that the full-heart heals exist, they are quite useful because there is no health recovery between levels; you’ll start the next stage with the exact amount of health you finished the last one with.  When you add those hearts to your health they start out empty, too, so even if you don’t take damage you will need health at least to fill those.  It all works fairly well.

Shop

The shop and items.

Level Design and Layouts

The level designs are the core of any platformer, and thankfully stages in Dragon Egg! are nicely varied.  There are horizontal, vertical, and maze-like levels, and you need to approach each enemy type differently.  Enemy AI is extremely basic, as enemies mostly just move or shoot straight at you once they’re on screen, but it works as other things differentiate them, such as size, whether they fly or not, and whether they can shoot at you.  The six bosses are each entirely unique as well, so no two of those fights will be the same.  All six boss fights have the exact same stage background as well, with the same platform layout on it. I don’t mind this, but it does lack variety.  More importantly, one of the major issues with Dragon Egg! is that the game is badly unbalanced and sort of backwards — the second half of the game is significantly shorter and easier than the first half is.  The first two levels each are broken up into three stages and then a boss.  The difficulty ramps up just right here, as the game starts out quite easy but slowly gets trickier.  Level three only has two stages before the boss, but the second is the games’ one and only maze stage, so it may take a little while to get through.  Level 3 feels as long as either before it, and it might be the hardest level in the game.  But then you get to level four, and it all falls apart; while levels four through six are quite fun, they all have only ONE stage per level each!  One linear stage and a boss each, that’s it.  There are also level design elements that only appear once, which can be fine for some original challenge, but why does is stage 1-2 the only one in the whole game with instant-death pits in it, for example?  It’s bizarre.  The only explanation I can think of is that the game must have been badly rushed, shipped before it was really done because NCS needed it out NOW or something.  These and other cutbacks are quite unfortunate, because a more complete and polished version of this game could have been great.

Now, I’d like to go into a little more detail about each of the stages.  Skip this paragraph if you want to avoid any spoilers about the game.  Level one has you traveling across some mountains.  As mentioned previously, stage 1-2 is the only one in the game with bottomless pits.  It’s hard to avoid that enemy on the last jump, but you CAN do it without taking a hit if you jump at the last second.  I mentioned the first boss earlier. Level two is harder, as you travel through giant-infested caverns.  It’s a fun level, though it can be tricky at points in Hard mode.  The boss is a spawning creature which can be a pain to not take any damage against.  Level three is the maze in an electric castle. It’s a good, well-designed level, though it is quite challenging to get through in Hard mode without taking hits thanks to the flying bug enemies, the laser gates, and maybe worst of all the invincible gun turrets shooting at you.  The boss is this cubic thing with tendrils you need to destroy before you take out the core; it’s easy powered up, but a bit trickier if not.  Level four is a river-rafting trip over water.  You have to stay on the raft in the middle of the screen and enemies are only a minor threat, so the level is very easy.  The graphics here are great though, as the level has some really nice-looking rippling water effects.  The stage ending is a setup for another stage that doesn’t exist though; again, this game must have been rushed.  The boss is interesting, but again is easy at full power once you learn its pattern.  The fifth level goes through an Egyptian desert.  It’s a fun level, though again it’s too short and badly needs multiple areas.  The level 5 boss is one of the easier ones regardless of your power level.  And last, you go through the bosses’ fortress.  The level is only moderately challenging, though the boss is really hard if you aren’t powered up. This boss has two forms, and without powerups it takes a lot of hits to kill and attacks with curving fireballs that are hard to avoid.  It’s hard to do even a few hits in a row against the guy without taking damage, so you want to be powerful enough to take him out as quickly as possible.

L2 Dragon

With the level two dragon, shooting a fireball.

Hard Mode

There is a big elephant in the room that I have been sort of dodging around up to this point, however: the difference between the difficulty levels.  Dragon Egg! has the usual three settings, Easy, Normal, and Hard.  On Easy, the game is a complete and total cakewalk.   Don’t bother with it.  On Normal, the game is still really easy.  I beat the game on normal, without dying even one single time, the day after I got this game.  So it may have been easy, but it was a lot of fun while it lasted.  But to get a bit more out of this not-cheap game, I decided to try Hard mode… and it’s a huge difference from the lower ones!  Hard makes two major changes to the game: first, all enemies and bosses take twice as many hits to kill as they do on the lower difficulties.  This makes everything a lot longer and slows down the game.  And second, and even more importantly, you now are punished not only for dying, but for getting hit at all.  If you have bought powerups from the store, you lose one level from BOTH of those powerups each time you take a hit.  You also take damage, of course. And if you don’t have powerups, each hit takes away one dragon egg.  If there are no eggs in the meter at the moment you’ll be downgraded to the next level down, down to the minimum of just having the egg with its way-too-close melee attack.  And you REALLY need powerups, because the final boss is brutally, near-impossibly difficult without a significantly powered up dragon; I tried to beat him in Hard with no powerups once, but eventually had to give up, it’s just crazy-hard.

Overall, Hard mode’s changes make the game a LOT harder and much, much more frustrating.  The main reason why this review isn’t happening until now, instead of a week and a half ago when I first meant to write one, is because I just can’t stop trying and failing to beat this game on Hard!  I know I need to no-hit-clear it to win, and I keep messing up and dying somewhere in level three.  It’s really the “taking away powerups when you get hit” thing that makes it so hard; if you’ve gotten to the point where you’re losing eggs, it’s already over.  You cannot grind to get more money in this game, there is a preset number of enemies and each one only drops one coin or egg.  So if you take a hit and it steals 10 or 20 coins worth of powerups from you, that’s a hard to impossible thing to recover from.  It’s frustrating, because if I could get past the first half of the game with full power I think I could beat the second half with a lot less difficulty, but that’s easier said than done… argh.  So yeah, I keep trying, and putting off this review that I was initially going to “write quickly because the game is easy and fun.”  Heh.  But hey, as frustrating as that is, it also shows how addictive the game is; I’m still playing it, after all.  Had the game only had the Normal difficulty setting and no others it’d have been another one of those fun but very short game, but thanks to Hard mode the game has some lasting play value.

Archers

Archers shoot fire-arrows.

Conclusion

In conclusion, Dragon Egg! is a good game I definitely like playing, but it is also a flawed title that could have been a lot better.  This game has great graphics that are among the best on the platform in this genre, variety to the gameplay due to the different enemies and obstacles you run across, and something for everyone difficulty-wise as the normal mode is short and fun, if somewhat insubstantial because of how quickly you should beat it, while the hard mode is a serious challenge.  On the other hand though, the game is far too short and was obviously shipped in a partially-finished state, as the mostly missing second half of the game and very short ending show.  The unbalanced difficulty and too-easy gameplay if you get fully powered up are also issues; though Hard mode does alleviate that second one somewhat, it is still easier powered up.  The decision to have you lose a full level of BOTH attack-enhancer powerups every time you get hit one single time in Hard mode is also perhaps inordinately cruel for a game like this; it’d have been better if you lost only one attack powerup each time, if that mechanic had to exist. These issues are significant, but still I do like Dragon Egg! overall.  I give this game a B- score.   This is the kind of game this system needed more of and I recommend it to platformer fans, it’s good despite its issues.

Links

http://www.thebrothersduomazov.com/2009/03/dragon-egg.html – The Brothers Duomazov’s review has some nice screenshots from later in the game, read it!

http://www.videogameden.com/hucard/reviews/deg.htm – VGDen also has a a review, and a translation of the backstory — the girl’s name is Eran, and she is the descendant of the legendary Dragon Warriors and is the only one who can defeat the demon who has taken over the land.  Also, more nice screenshots.

Posted in Classic Games, Full Reviews, Reviews, TurboGrafx-16 | Tagged , , , | Leave a comment

PC Platformers Game Opinion Summaries, Part 7: Digital-Download 2d games (Part 4)

A week and a half for only seven summaries?  Well, some of these are fairly long and detailed, that takes some time.  This update includes a couple of really good games and some with issues, so it’s a nice mix.  I do want to again complain about games with xinput-only gamepad support, though, which many of these are.  Come on, just include directinput support!  Thankfully x360ce is here to save the day, but still, it’d be better built-in.  Oh, and yes, The Joylancer is weird.

One note first – I decided to call Guacamelee 2.5d, so it’d been moved to that section, instead of covering it in this update.  Fez has similarly been moved there, from a previous update.

Table of Contents

Escape Goat (2013)
Gateways (2012)
Gigantic Army (2014)
Gunhound EX (2014)
Hell Yeah! Wrath of the Dead Rabbit (2012)
Hocus Pocus (1994)
Joylancer, The: Legendary Motor Knight (Early Access Game) (2014-?)


Escape Goat (2013, WinXP+) -  1 player, saves, gamepad supported (xinput only).  I somehow failed to include this game in my list, so I’ll have to cover it now instead of last update.  Escape Goat is a great puzzle-platformer by Magical Time Bean with pixel-art graphics and some pretty clever mechanics.  You are a purple goat, and have been locked up in a dungeon for some unknown reason.  So, you need to become the Escape Goat and get out of there!  You soon meet a companion, a mouse who will help you out.  And to round out the cast, you rescue a sheep at the end of each area in the game.  To tell the story, despite being animals, animal-looking animals and not anthropomorphic ones, all the other characters talk to you.  That’s amusing.  The presentation here is good too, with pretty nice too-colorful-8-bit sprite-art, and tile-based, graphics and great chiptune music.  The graphics are all very well drawn, and each tile in the game is distinct and easily recognizable despite everything being pretty small on the screen.  That is important in a game like this which is all about the interaction between you and the various tiles in the game.  And that music, it’s catchy, well-composed, and fits the game great.  Really good work all around.

The gameplay is just as good, too!  Your basic controls include a double jump, a left or right dash you can do on ground or in the air, tossing out the mouse, and, in levels with the magic hat and if you have gotten it, the ability to switch the locations of the two characters.  The game controls well with either keyboard or gamepad, and the controls are responsive.  Each ability has limits, though, so for example you can throw the mouse high up, but only from the ground; you cannot throw it high up while in the air.  In the air you can only toss the mouse normally.  And you can only dash left or right, not up or down.  These limits can be frustrating, but they make the puzzles work, so they’re understandable.   There is also a reset button, to retry a level if you’re in an unwinnable position, an issue you will often have.  You have infinite lives and the game saves after each level, thankfully.  Each level is a single screen, with small but detailed graphics.  Level designs are interesting, and figuring out how to solve the puzzle that is each room is a lot of fun.  Some tiles are just basic walls and floors, but interactive tiles include crates you can destroy by dashing into, fireball-guns which shoot automatically, enemy wizards who shoot fireballs straight at you if you are in their line of sight, switches you or the mouse can activate, ice blocks you can push around by dashing into but the mouse will stop at if it’s walking along and touches one, explosive barrels, these interesting wheel-switches that only blocks or barrels can activate but you cannot, blocks that other blocks or wheels or such will be suspended over but you pass through, and more.  Your goal is to reach the door in each room, and collect keys to unlock that door if any keys are in the level.

The possibilities when you combine these block types into puzzles may sound overwhelming, but the level designs are really good, and the difficulty is just right.Some stages may take longer than others to beat, but the game does a fantastic job of slowly ramping up the difficulty, so instead of just running straight into a wall the challenge here is a nice, fairly smooth slope up as you learn the mechanics each puzzle teaches you, before later puzzles combine them into trickier forms.  You can also abandon a world to try another one if you want, and pick up where you left off later.  The level layouts themselves are the best thing about this game, though.  Levels have a great mix of action and puzzles, so this isn’t just a thinking game, reflexes are definitely also required.  I really like the variety of levels and puzzle types you see in Escape Goat.  Most levels rely on using both your goat and the mouse in order to beat them, and figuring out how to get to all of the keys with the goat, since the mouse cannot pick them up, is great fun.  Escape Goat is not a particularly long game, and should only take a few hours to beat as it is not long or as hard as some indie platformers, but it’s a very good one any puzzle-platformer fan should definitely play!  There are some hard post-game levels you unlock, too.  With good graphics and art design, great music, very good, responsive controls with some unique elements in the two-character mechanic, and great level designs and puzzles, Escape Goat is a fantastic game I highly recommend.  There is also a sequel; though I don’t have it yet, I’ll definitely get it sooner or later.  Also available for Mac and Linux on Steam.  This game is an enhanced port of a 2011 Xbox 360 Live Indie Games title of the same name.  That is still available, until XBLIG’s shutdown of course; read above for details on that.


Gateways (2012, WinXP+) -  1 player, saves.  Gateways is a mouse-and-keyboard-only platformer with a portal gun.  The game has a single large Metroidvania-style world, but with portal puzzles everywhere and with jumping on heads to defeat enemies, classic platformer-style.  The game has average pixel art graphics and bland chiptune-ish music, and clearly is a very low-budget affair.  The basic concept of a 2d platformer with portals is a pretty good one though, and the game does throw some tricky portal puzzles at you from fairly early on.  You are an older, white-haired scientist guy, and are apparently British because this game was written in British English.  Something has gone wrong in your oddly videogame world-shaped lab, and you’ve got to fix it, portal gun in hand… and more as well, later on, including a flashlight and a time gun.  Gateways is a flawed game with some definite issues, but the core puzzle element is mostly a good one.  Trying to figure out how to get a laser beam to a switch through the use of portals, or where to put portals to get over a pit or to collect all the collectibles that you can spend in hint stations without running into an enemy, can be fun.  The game shows you what’s through a portal when you look at it, too, which is a nice touch, though it does mean that you can’t see what would have been behind that portal.  There’s a fair challenge here too, as you die in a few hits.  You do have infinite lives from the last save point, but save points are somewhat far apart in this game so dying is a punishment.

That’s all mostly good, but Gateways has issues.  The graphics are bland; the controls are finicky at times as you need to land DIRECTLY on top of an enemy to hit them, which is tough, so I keep taking hits and dying while trying to land on enemies; closing portals is harder than it should be; and puzzles sometimes frustrating.  I don’t like the open-world concept either, and would definitely like this game more if it had one linear path.  There is a map with an arrow pointing out the general area you need to go to, but it’s only on a subscreen and not on the main screen, so you’ll need to pause and view the map sometimes if you want to navigate, which can be annoying.  And while the numerous hint stations around the game are appreciated, that the developer felt the need to include hint stations which tell you if you have the items yet to attempt the puzzle there says something.  Sure, that’s better than not having them, but shouldn’t it be fairly clear without that whether you can do something or not?  That is not the case here, so the awkward ‘can you do this puzzle yet’ element of the hint stations was included.  Still though, there are not many 2d portal games, and this one has some good puzzles in it.  Fighting enemies is kind of bad with how easy it is to take hits while trying to jump on them, the world is not straightforwardly designed and the game can be frustrating, and the game is visually very bland, but still there is enough here that some definitely will like this game.  Myself though, I’d probably call Gateways slightly below average.  It’s okay, but not great.  Also available for Mac and Linux through Steam and GOG.


Gigantic Army (2014) -  1 player, saves settings and unlocks (but not main-game progress, that you need to restart each time), gamepad supported (directinput supported).  Gigantic Army is a sidescrolling mecha run & gun action-platformer from Japanese indie team Astro Port.  It is inspired by NCS Masaya’s classic Assault Suits series, a series of three mecha action-platforming games on the Genesis (AS Leynos), SNES (AS Valken), and Saturn (AS Leynos 2).  The first two got US releases as Target Earth and Cybernator, and the last was Japan-only.  All three games are short but very difficult games which I like a lot despite the steep challenge.  Square also made a similar game for the SNES (Japan only) called Front Mission: Gun Hazard, but it’s an Assault Suits clone with added RPG elements that neither this or the next game have, so yeah, this game and Gunhound EX below are both very blatant Assault Suits clones.  Making a new game that uses the basic gameplay of a classic, but with new graphics, music, level designs, and such, is a popular approach for some indie developers, and when a series is quite dead, like Assault Suits was before these two games released, I’m fine with them doing this.

I’d like to cover the graphics first because it’s the first thing I noticed.  Visually, Gigantic Army has a “PC game” look to it, compared to the very console-styled Gunhound EX.  Inspired by the original AS Leynos, this game has long levels with infinitely-spawning enemies, and a zoomed-out camera somewhat like the original.  The game runs in 4:3 640×480 only, pretty dated for a 2014 release; this looks like something from the later ’90s.  I don’t mind that, but some will.  Environments are detailed and the art is good, but it doesn’t have the flash or production values of a Gunhound EX.  The mechas and enemies don’t look as good, and everything here are just basic scaling sprites, with few special effects and a totally flat look.  Again, it’s a very ’90s shareware PC-style look, I’d say.  I like that, but it does look cheaper.  The music is forgettable electronic stuff, and also doesn’t match up to Assault Suits or Gunhound EX sound.  Still, the game looks decent to good, and there is variety between stages.  And as for a story, there barely is one; all you get are text-only diaries between levels, written by a mechanic working for one of the factions in the sci-fi war you are a part of.  The character interactions and deeper plot of Assault Suits games and Gunhound EX are sadly absent here.

As for the gameplay and controls, Gigantic Army is indeed an Assault Suits-styled game.  This game uses only four buttons, for your main weapon, secondary weapon, jump/hover-jet, and shield.  You can also dash with a double-tap of forward or back.  You choose from three different main and secondary weapons at the start of each game, and can’t switch during the game.  All main weapons have infinite ammo, while all secondary weapons have limited uses per level.  I don’t think there are any more to unlock, either, giving this game quite a small arsenal for this genre.  Your mech moves at a decent pace, faster than Gunhound EX below, which is nice; it’s easier to dodge shots here than in that game.  The shield is nice as well, and blocks enemy fire until it takes too much damage and breaks.  Your main gun and shield both can be aimed by pressing Up and Down on the stick/keyboard, but they lock while firing or holding out the shield, so you need to aim while not attacking, then attack with the firing angle locked.  There are no alternate settings here, unlike Gunhound EX.  The game controls well, and at first this game may seem easier than some in the genre, but it tries to make up for that with limited continues and no saving in the main game.  Yes, you have only three lives here, and then it’s back to the beginning of the game.  You do unlock levels for play in Practice mode as you reach them, but you can’t progress through the game that way.  I really dislike limited continues, it’s such a frustrating and artificial way to add difficulty to a game!  Sure, as usual in these games there is only a handful of levels, but seeing all of them will require a lot of replay.  There aren’t even checkpoints in this game, so when you die at a boss you have to start the whole level over.  This is a problem sometimes.  And last, unlike any other game in this genre I know of, there is a ticking timer here with a tight time limit.  You will find weapon and time-extension power ups around, and you’ll need as many of them as you can get to not run out of time and die.  While I didn’t usually run out of time, this kind of game is plenty hard without it, it’s not needed.

The games’ six levels are linear, though there is some platforming here as you navigate each stage.  Those constantly-spawning enemies are your main threat.  I do prefer a more uniquely designed challenge over a stream of random stuff like you see here, but it does serve to emphasize the difference between bosses and regular enemies, and the boss fights are pretty good.  As as always in these games the bosses are huge, take a lot of shots to kill, and can take you down quickly, and thus are easily the hardest part of the game.  Some bosses and level design ideas borrow heavily from Assault Suits games, maybe to a fault, but there is enough new stuff here to make this its own game.  Gigantic Army is a good fun game with nice graphics, good controls, and lots of explosive mecha-platform-shooting action to be had.  It’s a homage to some under-recognized classics, and a good one.  The game is short, but with four difficulty levels, higher scores to shoot for, and limited continues to pay attention to, there is some lasting value.  However, the very flat graphics, forgettable music, minimal story, somewhat average-at-times action, that there are no weapons to unlock, and awful choice to have limited continues hold this game back.  I should also note that there is a bug, and saving for your unlocks and scores may not work correctly in this game unless you first start a game in Easy difficulty and then beat at least one level.  After doing that quit to the menu; now saving should work right.  If only you could save progress too, but you can’t.  Overall, though, Gigantic Army is good.  It’s not great, but it is good for sure and might be worth a look.  The Steam version also has Linux support available, along with PC.


Gunhound EX (2014, WinXP+, though this is an enhanced and altered version of Gunhound, a game released in 2009 for PC) [aka armored hunter GUNHOUND EX] -  1 player, saves, gamepad supported (directinput supported).  Much like Gigantic Army above but better, Gunhound EX is a great, but challenging, Assault Suits-inspired mecha run & gun action-platform game from Dracue, an indie studio in Japan.  And as with the above game it’s not really a platformer, but it has platforming elements for sure so I’m including it here.  The gameplay and visual style of Gunhound is a shameless copy of Assault Suits’ visuals and gameplay.  The difficulty is right up there with a Target Earth/Assault Suits Leynos or Assault Suits Leynos 2, also — I like this game a lot, but the game  gets very hard in a hurry, maybe too much so for some.  But first, some background.  Two nations, the NEU and EAU, are fighting, and you are Yuri, a female pilot on the Hound squad of Armored Hunter mecha pilots fighting for the NEU.  All other games I’ve played like this have male pilots only, so the change here is nice.  There isn’t much of an intro, and the online manual has only a little backstory, but each mission does have a text briefing, and as in Assault Suits games there are regular voiced conversations between your pilot and others on the squad during missions.  They’ll be of little help in-game, of course, but it’s nice that they are there.

Presentation-wise, the game has great 2d graphics, with sprite art that is very early to mid ’90s styled, but with nice shiny weapon effects and such that make it look more modern than Gigantic Army.  The sprites are large, more like AS Valken (Cybernator) or Leynos 2 than the first one.  The blocky and angular mecha designs are VERY much something out of Assault Suits, but that’s okay, and while I’m no mecha fan, they look very good and fit the game well.  The music is a good up-tempo videogame-style soundtrack, and I like it.  The Japanese language-only voice acting is also well-done.  There is some slowdown, but I think most of it is intentional. I also had one crash, though that may be my aging computer.  Otherwise the game runs well.  However, while there are a few graphics options, including 16:9 or fill-the-screen modes, the latter handy for a 16:10 monitor like mine, and framerate and anti-aliasing settings, you cannot change the screen resolution.  Also by default the gamepad is not enabled, and you need to use the keyboard to map keys (with Z to select, as is default in Japanese PC games) before you can use it.  That’s common in older PC games though, lots of DOS PC games don’t have joystick support until it’s enabled ingame.

Gameplay in Gunhound EX takes some getting used to.  You have a variety of weapons to equip, and each controls differently.  The game uses more buttons than Gigantic Army.  The controls are fully re-configurable, but by default the face buttons jump and hover, dash, use your main gun, and use your secondary attack, while shoulder buttons switch to your two special weapons and lock your firing direction, and the option buttons pause and drop heavy armor.  All weapons need to regularly reload, but you do have infinite ammo.  You always need to keep reloading in mind, though.  That heavy armor has a downside, too: with it on you take less damage, but you move much slower and drop like a rock in the air if you let off the jets.  As in Assault Suits games, your main gun is fully aimable in all directions, and while this is not a twin-stick shooter, there are options in the menu for if you want to be able to aim while firing or not.  It’s a good choice to have; I prefer it with aiming locked while firing, but you can play either way.  The game does not have full twin-stick aiming controls, that would dramatically change the way the game plays, so it’s better left out.  The controls are complex and touchy, and can feel clumsy, but the game actually plays great once you’re into it, though a gamepad is HIGHLY recommended, .  As you control a giant mech you do not move quickly, so the dash ability is critical for survival.  It also helps because when you turn around when not in a boss fight the camera switches to point in the other direction so you can shoot things coming from the other way, something which can be distracting and make dodging shots tricky… unless you dash, as dashing backwards keeps your mech pointed forwards while you move in reverse.  Handy!  To help get used to the controls there is a very useful, and challenging at times, seven-part training mode available, and I definitely recommend going through it.

In this short but challenging game, The levels themselves are straightforward, with straight paths to follow most of the time so the focus is on the action.  Unlike AS Leynos or Gigantic Army, levels here are shorter and are not filled with infinitely-spawning filler enemies; instead, everything is pre-designed.  The game mixes things up with its settings as well, as there are land, water, and space environments and a defense mission.  The giant bosses are also suitably tricky.  There is a webpage link in the pause menu for a strategy site that can be very helpful.  In space controls are trickier, as zero-g movement is a bit confusing.  The game is short, though: the main game has just five levels and then a final boss.  There are those seven training missions also, and there is an unlockable bonus mission as well, but that’s it.  Still, the levels have variety, and the game encourages replay through its scoring and unlock systems.  You can’t change weapons between missions, unlike most games of this style, but you can select a loadout on the main menu, and unlock more weapons for it each time you beat the game.  Playing for score is also rewarding for those good enough to be able to stay alive as well, for though you have infinite continues from the last checkpoint, using a continue resets your score to zero, so a good score is well-earned.  For this kind of game, the amount of content is reasonable; mastering what is here will require a lot of practice.

Overall, Gunhound EX is a fantastic game.  The gameplay is cloned straight out of a classic series and content is limited, but this is a really good game regardless, with great sprite-art graphics, good music, and great, challenging gameplay which keeps you coming back.  Highly recommended!  If you have to choose between this and Gigantic Army, get this one.  Gunhound EX was successful enough that its developer went on to make the recent Assault Suits Leynos remake for PS4 (and maybe PC eventually).  If there ever is a PC release I’ll get it for sure.  Gunhound EX is also available for PSP.  The PSP version only had a physical release in Japan, but there is a downloadable version in the US you can play on a Vita, since the PSP download shop has been shut down for original PSP systems, but not Vitas.  The original Gunhound also has a physical release for PC in Japan only.


Hell Yeah! Wrath of the Dead Rabbit (2012) – 1 player, saves, dual analog gamepad supported (xinput only).  Hell Yeah! Wrath of the Dead Rabbit is a decent, but somewhat obnoxious, platform-shooting game published by Sega.  In this cartoonish game, you play as Ash, rabbit prince of Hell, and need to murder a lot of people and robots because some paparazzi guy took photos of Ash playing with rubber ducks in his bathtub and posted them online.  Anyone who viewed that page must die! .. Yeah, I don’t think Ash understands how the internet works.  He isn’t too particular about his targets, though, as you make only infrequent attempts to figure out if the people you’re killing ever saw the thread.  Ash’s a complete jerk, so just kill everything that gets in your way regardless, pretty much.  This all has far too much somewhat-annoying attitude, but beyond that, I do not like playing as villains in games unless it’s VERY well done, and this is pretty much the opposite of that.  I greatly dislike the character you play as here, and what he does in the game is horrible, cartoony setting or no.  The game does have pretty good, brightly colored graphics with lots of animation, though; this game had some budget.  It is lacking in setting variety, as it’s pretty much all set in firey environs, but it looks good.  The cartoon-styled art design is good as well.

As for the gameplay, this is a twinstick or mouse-and-keyboard shooter… with a lot of platforming.  So you know what that means by now, I think the controls are kind of awful!  On keyboard, you need to try to use the keyboard to move and jump while you aim and shoot on mouse, and it doesn’t work at all.  Fortunately you often can just take your hand off the mouse and use just the keyboard for both, and then just go back to the mouse for when you need to fight, but sometimes you do need both jumping and shooting at once, and it’s very awkward and uncomfortable.  On gamepad things work slightly better, but jumping while aiming and moving all at the same time is still awkward.  While the dual-stick setup gives you great control over where you’re aiming, overall I prefer traditional controls.  You move quite quickly in this game too, so while the controls are responsive, getting where you want without getting hung up on little corners in the scenery can be frustrating.  Maybe the worst thing about the controls, though, are the QTEs.  You see, on every single one of the 100 major enemies you kill in this game, you’ve got to successfully do a “hilarious” QTE in order to kill the thing.  And you must kill all of them, as there are gates that only let you proceed once they’re dead.  If you mess it up, you take damage and get knocked back, which gets old fast.  I have always greatly disliked QTEs, and putting mountains of QTEs into a platformer was an awful idea.  Sure, there are a lot of violent death animations to watch once you succeed at them, but murdering these sometimes-totally-innocent creatures does not exactly feel good, and the comedy is only infrequently amusing.

Otherwise, though, this is a fairly traditional game, as you run around, explore levels, collect stuff, and shoot and jump.  You have three weapons to switch between from, and though this is a level-based game, you eventually get a teleporter to be able to replay old levels and get abilities as you progress that let you get to new areas in earlier levels.  The art design is mostly good if lacking in variety, and the fast movement can be fun, when you’re not getting stuck on stuff.  There is a lot of variety in enemy types as well, which is nice.  But overall, Hell Yeah! is trying WAY too hard to be cool, and for me at least it fails at that.  I got this game from a bundle and was not looking forward to playing this game because of the obnoxious themes here, and playing it justifies that.  Still, there is some solid gameplay here, particularly for people who like these dual-stick platformers more than I do.  Myself, I don’t think I want to ever play this again.  Also available, for digital download only, on Xbox 360 XBLA and PS3 PSN.


Hocus Pocus (1994) – 1 player, saves, 4 button gamepad supported.  Hocus Pocus is a platformer developed by Moonlite Software and published by Apogee.  This is a later Apogee release, and is one of their few platformers that runs in 256-color VGA instead of only 16-color EGA.  So, the graphics are colorful, but how is the game?  I remember liking this game well enough as a kid, but looking back on it, it has problems.  Moonlite Software had previously made another game I played back then, the thoroughly mediocre title Clyde’s Adventure.  Fortunately they did much better work with Apogee, but some of that games’ design did carry over to this one.  Clyde’s Adventure is a combat-free platformer focused on exploration and collection.  You have to get all the crystals in each stage to progress, levels are large and mazelike, and there’s a tight move limit so you need to learn the best route in each level to get through.  In Hocus Pocus levels are still large and made up of blocky platforms, and you still need to  collect all the crystals to beat each level, though there are only 5-9 per level this time instead of the hundreds of Clyde’s Adventure, but instead of that annoying move limit you have enemies to fight and a magic wand that shoots lightning bolts.  These changes are good and make this game a lot more fun than Clyde.  The game has simple, responsive controls; all you do is run around, jump, and shoot.  You can shoot up or forwards, and also can look up and down to see a bit farther.  You only have that one main weapon, the wand, but there are upgrades to shoot multiple bolts at once, and limited-use spells with greater power such as fireballs in some stages as well.  Exploring levels, fighting enemies, and collecting stuff can be fun.  There are also lots of optional items to collect for points, and secret areas to find full of optional items to collect as well.  Looking for that stuff’s fun.  And the game doesn’t have any instant-death pits either, which is great, though there are many long pits which damage you quickly and can lead to a death if you wall into them in the wrong place.

The game has some problems, though.  First, enemies in this game aren’t always wandering around the levels; instead, they are magically warped in when you reach certain points.  So, you’re constantly having enemies appear right on top of you, which can lead to damage.  You do have a health meter, most levels have health powerups to collect, and you can save and the game gives you infinite tries at each level, but still this will lead to deaths.  And be careful when jumping, as with your somewhat quick movement it can be easy to miss a jump and take damage as a result.  Those crystals can be an issue too, as you’ll often have multiple paths to follow, and you’ll generally need to fully explore every level to get all of the crystals.  If you reach the end but missed a crystal, you’ll just have to backtrack for it, avoiding traps along the way.  The game also has switches.  And on that note, Hocus Pocus’s idea of puzzles is either to hide stuff in random corners, or to have multiple switches that you need to set in the correct positions, but there aren’t clues so you randomly have to hit them until you get it right.  All of this adds up to a memorization-focused game.  You will be restarting levels repeatedly until you memorize the enemy, crystal, and trap locations, and while there is fun to be had, it will get old after a while.  The bad music, which loops constantly and doesn’t vary much within each song, doesn’t help much.  The background graphics are good, though, and there are nice parallax layers and smooth scrolling with lots of color use.  Even so, the sprites themselves do look somewhat amateurish.

Additionally, the game lacks variety over the course of the good-length campaign.  This game has four episodes, the first originally released free as shareware and the others pay, and each has a good number of levels.  The background tilesets change a bit between episodes, and different levels have different enemies, though each stage seems to have only two or three types of foes in it, but the core gameplay is unchanged throughout and gets repetitive.  And for one last criticism, the story is not nearly as funny as the writer thought it was; some of that backstory text is painfully bad.  Still, Hocus Pocus is, overall, an above-average game.  The game has a fast pace, plenty of content to see, and lots of stuff to find as you search through levels for all the crystals and point items, killing the monsters that appear to bar your way.  I may have some issues with this game, but it is more good than bad and is worth a look, for collectathon fans particularly.  The retail version was originally released only on physical media, but now the game is available on 3D Realms’ website and on GOG for digital download.  As usual you’ll need to fix the bad default GOG settings they use to get the game looking and playing right.


Joylancer, The: Legendary Motor Knight (Early Access Game) (2014-?) -  1-4 player simultaneous (single system), saves (though the full campaign is not implemented yet), gamepad supported (xinput only, at least for me).  The Joylancer is a fast-paced action-platformer developed by alpha six productions and published by Merge Games, inspired  indie game inspired by the look and sound of original Game Boy or Game Boy Color games, but with 16:9, parallax scrolling, and optional additional effects.  In this sci-fi game you play as one of the Joylancers, soldiers with a drill-like weapon, and have to defeat an ancient evil empire attacking your nation again.  Joy the Joylancer is the default character, but there are other choices of both genders, each with slightly different stats and abilities.  You zip around with your drill-like lance, fighting enemies and navigating platforms as you try to save the nation from evil.  The game definitely still feels unfinished, though, despite being in development for several years now.  The game has been in Early Access since 2014 but still is not finished after many delays, so this won’t be a review of the finished game, just what it is as of the January 2016 build, the most recent one as of this writing.  This is the only unfinished game on this list, but I have it, so I’m covering it.

For modes, the main ones are Arcade mode, where you have to play the whole game in one sitting, and Adventure mode, which is supposed to be the main game but currently just lets you move around the map and play the levels in any order.  There is also a battle arena for multiplayer versus fights, though I haven’t tried it.  The first issue I have with this game, though, is the menu interface.  The menu interfaces are confusing and poorly laid out; why is the spacebar the default pause button, on keyboard?  Why are the main menu and pause menu entirely separate; most games have an options menu in the main menu, but not here.  Why do you need to hit a keyboard key to get to the control-settings screen, instead of having it as an option in the pause menu?  It took me a while to figure out where the control settings screen was.  Why does the game save all settings completely independently to each save file profile, so if you switch profiles it’ll automatically switch the game between windowed and fullscreen modes depending on how each one is set, and the controls will auto-switch as well so your gamepad may randomly not work in some if you haven’t set up the keys there?  Oh, and I recommend changing graphics display settings ingame, as the menu doesn’t show what each one looks like.  And while I appreciate having lots of options, sometimes a developer needs to make choices, and putting so many options in like this is a little odd at times.  It’ll be interesting to see if all of this makes the final version.

Next, the visuals. Now, the display options let you change this, but in any settings the game has some sensory-overload issues.  First, the on-screen interface has eight totally different looks (I like G the best), but in any setting the constant stream of large, moving attack-type-and-damage-amount indicators that appear in the bottom right is overdone.  At least some don’t have useless indicators like a number that changes based on how high off the ground you currently are; yes, I can tell I am jumping without looking down there!  You can play The Joylancer in a monochrome palette, a two-palette mode, or full color.  In full color the game is garishly bright, as each sprite or background element uses a different 4-color palette and backgrounds are complex and loaded with stuff.  I like the concept here, as I love the GB line, but the clashing colors are too much sometimes.  So, I probably like the look best in monochrome, though unfortunately this does make it even harder to tell which sprite is yours in the messy melees.  The two-tone mode helps a bit here, to at least distinguish sprites from backgrounds, so that’s probably the best setting.  The actual sprite-art elements look nice, though, color aside.  It’s just a way too busy style, with the backgrounds, parallax, varying-size sprites, status displays, and effects, if you don’t turn them off.  As for the music, it’s weird.  It is chiptune-style sound, but it is this very weird electronic-sound stuff.  I have heard this kind of music before, though I have no idea what it’s called.  I find it discordant and grating, and have never liked this kind of music, though it is interesting I guess.

Finally, on to the gameplay.  The Joylancer is a two-button game, jump and attack.  This fast and flashy game is the opposite of a precision platformer.  As with everything else in this game, the game is a bit overly modifiable, though the core gameplay does not change.  You can alter how many attacks work, but how attacks go depends on your power meter, which has several blocks.  You have a weak normal attack, but also various power attacks.  Power attacks go a good distance forward on land, or diagonally upwards in the air.  By default it uses a full power attack when you hit attack and have meter, but I think I like the setting which makes you hit the button again better, so you don’t always use all the meter.  To recharge the power meter, you either need to tap Down+Attack repeatedly, or find and equip a part which auto-refills your meter.  One such part exists in this build, though it might be harder to get in the final game.  But oh yes, you have three equipment spots which you will get stuff for.  There isn’t much now.  The auto-charge is great because having to constantly charge attacks is annoying sometimes.  You can also jump high straight into the air with Up+Jump, attack straight down with Down+Attack, and the game even has parry and counter systems.  Yes, really.  Red lines on enemy attacks mean you can counter them with an attack.  As for the stages, levels are broken up into many short areas, and those areas are made up of decent but not always great platforming sections, and areas where you can’t progress until you defeat all the enemies.  The game plays very quickly, but despite this enemies have quite a bit of health and can take a while to beat.  Enemies have visible health meters in the status display area, and there is also a burst multiplier meter on screen.  Ultimately though I’ve never liked side-scrolling beat ’em ups much, so the heavy emphasis on fighting kind of loses me even with the additions this game has.  Zipping around with your lance can be fun for a while, but I always find myself losing interest in this game after a while.

On the whole, it’s fun to zoom around blasting through the enemies as you hit stuff, but I think it’s kind of a mess; I have little sense of when I’m taking damage and when I’m not, why my health sometimes refills, and more.  It’s so fast and chaotic that such details are hard to discern.  Since the game uses only two buttons, you’re spending a lot of time just mashing one button, sometimes with a direction, so combat is repetitive.  I’d like more platforming and less combat, myself.  Overall, The Joylancer is an interesting but flawed title, and I’d say right now it’s average at best.  There is something pretty interesting here, and the extreme degree of customization is somewhat unique, but between the simple, imprecise combat mountain of options to figure out, and unfinished elements because this game is still not done, I can’t recommend this game to most.  There is definitely an audience for this though, so if it sounds interesting check it out.

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PC Platformers Game Opinion Summaries, Part 6: Digital-Download 2d games (Part 3)

So, two weeks for what really is only seven summaries. Well, that’s what happens when I don’t do anything at all towards the next update for a whole week after finishing the last one… oh well. I did have this mostly done several days ago, but delayed it to improve some of the summaries. I cover some interesting games this time, so enjoy.

Table of Contents

Defy Gravity Extended (2011)
Duke Nukem (1991)
Duke Nukem II (1993)
Dust: An Elysian Tail (2013)
Earthworm Jim 1 & 2: The Whole Can of Worms (1996)
Electronic Super Joy (2013)
Fly’n (2012)
Freedom Planet (2014)


Defy Gravity Extended (2011, WinXP+) – saves, dual analog gamepad supported (xinput only). Defy Gravity Extended is a cheap and basic-looking indie game by Fish Factory Games of the keyboard-with-mouse-aiming style. The game may be visually generic, but the gameplay is interesting and fun. You play as an astronaut, trying to get through some tough levels because this is a videogame. Unlike games with this control scheme earlier, though, this one is a puzzle-platformer and uses its mouse aiming for precise firing of the games’ key mechanic, your guy’s gravity gun. The gravity gun has two modes: you can either create blue gravity wells which attract you and other objects towards it, or yellow points which push things away from them. The physics are simple, but work well. You also can jump and double jump with your jetpack, and can create a shield which makes you immune to gravity powers, so you can drop when stuck in the attract-style gravity wells, for example. You can only create one of each gravity-well type at a time, though, and can only shoot out a few while in the air before you need to land to reset them. Level designs are not complex and all are linear paths; your goal is to figure out how to get to the end of each stage. The walls, pits, instant-death laser beams, and various types of moving enemies or objects you can bounce off of create some interesting challenges to figure your way past. So far I’ve found the push-away gravity wells more useful, as you create one, jump, and bounce off of it to get over pits, but as you progress you will need to use both kinds; there are platforms that will move towards attract-you wells, for example, and moving-object types which move towards them as well. It’s pretty fun stuff, and the game has infinite continues and multiple checkpoints in each not-too-long stage, so you can just keep trying until you get past each area.

The production values here are low, though. This game looks like it was made in Game Maker or some game-creation program like that, and the sprites are very average stuff. The music’s good electronic space-ish sound, though, so I do like that. However, the game has some performance issues, as the game does not lock the mouse to the screen, which is a big problem if you have multiple monitors as I do; this is a mouse-and-keyboard game, after all, and it’s very easy to accidentally click on the other screen and minimize the game. The only alternative is to use a more gamepad-like control scheme where your mouse rotates a marker and then you click once to fire out a shot and again to create a point at that location, instead of using the direct click-where-you-want-a-gravity well control scheme that is default. That works, but the default style is better, or would be if this game locked the mouse to the screen like all other mouse-and-keyboard platformers on this list so far have done. Ah well. Also, this game is on the short side; there are only 24 levels, and again they are not too long. This isn’t a super-hard game, either. Still, Defy Gravity Extended is a fun game that’s well worth playing. This may be a low-budget game, but it’s a fun, moderately challenging puzzle-platformer with some good gameplay and mechanics. I like trying to figure out how to get through each stage. The price is right too, as I got this game on sale for 30 cents, and it’s on sale often. I recommend this one, it’s good. Also available on XBox 360 Indie Games, while that is still up.


Duke Nukem [aka Duke Nukum] Episodes 1-3 (1991, DOS) – saves, gamepad supported. The original Duke Nukem is yet another great platformer from Apogee Software. This is the first title in what would become a very popular series. When I was a kid my parents thought that this game sounded too violent, so I wasn’t able to play it then, and I never did go back later on and play a lot of this game. It’s great stuff though, and playing it for this list reminded me of that. But when I finally did first try the game, I remember thinking something like ‘this is it?’ Because while Duke 3D would indeed be that kind of hyper-violent game, Duke 1 isn’t like that. Yes, you are a muscular 1980s action-movie star parody character, but there’s no blood in this game, and next to no women either, sexualized or otherwise. Duke does have amusing quips in the games’ few cutscenes, but those aren’t as edgy or macho as the sequels; it’s more generic stuff. In the first game’s intro he mentions beating the games’ villain, Dr. Proton, in time to go home and watch Oprah… heh. I can’t see the Duke 3D Duke saying that. So yeah, the character was a work in progress at this point, but that’s fine, this is the first game! And I, at least, kind of like this less over-the-top Duke.

As for the gameplay, it’s familiar Apogee exploration-heavy platform-action, but with a few twists. Your actions are traditional: you run at a quick pace, jump, and shoot. You have only one gun, and it has infinite ammo. Running this game at full speed in DOSBox, you zip around quickly, and the game feels really good to play. Level designs are good too. As in some other Apogee games levels are large and multidirectional, and you need to explore around to find the numerous items you can collect for points, and also the way to the exit. You’ll need to find keycards and circuitboards to get past locked gates as well, so exploration is the name of the game here. But unlike a game like Keen, there are absolutely no instant-death pits in Duke Nukem, which is fantastic! You also have a health bar in this game, so you don’t die in one hit, either. All enemies or shots will hurt you, though, so do watch out. Still, while there are many traps, laser floors, and such, with VERY few exceptions, those won’t kill you in one hit. It’s not hard to find health in the levels, either. Even so, Duke Nukem is a reasonable challenge, as you will take hits and levels are long enough that avoiding damage is often important. The difficulty here is well-balanced, apart from those times you get frustrated at not knowing where to go in a level. Sometimes I have wished for some kind of map or radar system here, but you’ll just have to memorize things. Ah well. Still, the game keeps things fun. You have infinite tries from the beginning of the last level, too, and can save anytime and continue from the start of the level you’re currently on.

The game mostly runs well, too. Programmer Todd Replogle may be a bit odd, and unfortunately retired from programming to sell real estate and then move to Thailand, but he mostly did a great job with this game, though apparently John Carmack did help out. The game runs in 16-color EGA, but it does have parallax scrolling, which is pretty nice. The art design is solid; it’s not Apogee’s best, for sure, but it looks good enough, and the variety of enemies, environments, and items keep things varied as you progress through the three episodes. It looks fine, with various broken cityscapes to explore and weird aliens and robots and such to shoot, but there is better out there. However, the framerate is low; you move around fast, but play is never smooth and that is distracting. This game runs at something like 11fps, and while it is entirely playable once you spend some time with the game, the framerate is a big negative for me. For sound, the game has PC Speaker-only sound effects with no music, so the audio presentation is basic. This game released after Apogee’s first game with sound card support, Replogle’s Dark Ages, so it is disappointing. On that note, I really love Dark Ages, it’s always been one of my favorite Apogee games… but more on that game much later.

But as for Duke Nukem, it’s a good game I quite like. The game plays well, low framerate aside, and levels are well-designed and fun to explore and find stuff in. This game is good to great for sure. Still, Duke Nukem 1 isn’t one of Apogee’s best, and Duke Nukem 2 is better than the first game, but Apogee made so many fantastic platformers that that is a high bar indeed. Duke 1 is well worth playing, though do stick with it long enough to get used to the slow framerate. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Duke Nukem II (1993, DOS) – saves, gamepad supported. I covered this game earlier in the physical-games section, and it’s the same exact thing here. Duke Nukem II is a much better-looking and sounding followup to the original game above. As average as I find the original, Duke II is a fun game. The basic gameplay is similar, but with smoother gameplay, much better visuals, and music, the experience is more fun. If you are going to play a 2d Duke game, play the second one. Sure, it still can be frustrating at times, and the game still doesn’t run completely smoothly, but it’s mostly fun, as you explore, shoot, and collect stuff for points. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Dust: An Elysian Tail (2013, WinXP+) – saves, dual analog gamepad supported (xinput only). Dust is a good indie sidescrolling action-RPG developed by indie studio Humble Hearts and published by Microsoft. As it’s not a platformer it probably shouldn’t be on this list, but for some reason I decided to include sidescrolling action-RPGs and run & guns on the list but not 3d action-adventure games, so here it is. It’d probably be better to leave these out, but I decided otherwise, so here is Dust. This game is set in a world of furries, anthropomorphic animal-people, and you play as a lone warrior animal-guy, Dust. Naturally, he has amnesia, and you are on a quest to figure out who you are, and defeat the evil hordes along the way. At the start of the game Dust is found by a talking sword and its kind-of-annoying ‘guardian’ Fidget that I mentioned earlier, and off you go. Your quest is centered around one town and the area surrounding it. There is a story, with some decent to good voice acting and an okay plot, but the main focus is on the action. The story’s fine for what it is though; it’s cliche, but works well, and I did want to see what would happen next. The character art is a potential negative here for some, and I do dislike a few things about it, your companion Fidget’s design particularly, but the game mostly looks quite good. But still, Fidget… why is she naked? I get that she’s some kind of fairy fox-bat thing, but everyone else has clothes even though they’re fur-covered, so it looks weird. But apart from that, the visuals are good. This is a nice-looking game, with good hand-drawn backdrops with some variety and plenty of well-designed monsters to fight. This game was mostly made by one guy, so everything has a consistent look to it, and it’s mostly well drawn. The music is pretty a good orchestral-style score and fits the game well; I like it.

But the main focus here is on the combat. The area the game takes place in is infested with monsters, and fighting is the core of the game. You can slash with your sword for a normal attack, use some Dust moves, one of which spins your sword to swirl enemies around and another which allows you to zip around in the air left or right attacking enemies, and have Fidget shoot out little magic bolts. Her magic is very weak on its own, but combine it with a Dust move and it swirls all around, hitting all enemies nearby for much more damage. A combo counter encourages you to keep attacking enemies. You can also dodge-roll left or right. Combat is fluid and feels great; indeed, the fun, fast-paced, and mobile battle system is the main reason why I like this game. The controls even work decently on keyboard, though a gamepad is recommended. It’s not the most complex thing, but it sure is fun, and there is challenge if you want it. I find this game a lot more fun than, say, Muramasa; that game gets repetitive quickly in a way Dust doesn’t. The default difficulty isn’t too hard, but play on Tough and this game’s a good challenge! In all difficulties there is no way to heal besides using healing items, you see, and in Tough you take a LOT of damage each time you get hit, so take a few hits and you’ll be in trouble. I like playing this game on the harder setting, as it really demands you learn to dodge to survive. The challenge is good, because this game isn’t too long otherwise. It’s a fun challenge, and I probably do like the game more on Tough than Normal.

The games’ world is centered around that one town, but this isn’t an open Metroidvania. Instead, each level is a separate area, and you travel to a specific one for each mission, or freely to explore. Areas do have branching paths though, and you will need specific items you get later in order to access some areas of earlier maps, so there is a Metroidvania-styled element to the world design. Fortunately what you need to do to progress is usually straightforward enough to not be frustrating, but I was wondering what to do a few times. Ah well. There are no bottomless pits in this game, though levels are not flat; there are many jumps, vertical areas, cliffs, and the like, the threats just come from enemies, not pits. That fits this genre well. As for the RPG element though, it’s somewhat minor. You do have experience and level up, with one point to assign each level up, but there are only four categories to upgrade and a maximum of five points in each one, and which you choose doesn’t seem to make a huge difference. Still, having choices is great, I like that. You also get money and various other random items dropped by enemies. Money’s use is obvious, you can buy stuff in stores scattered around or from people in the games’ one main town, but items come in two categories, healing items, equipment, and the like, or crafting-style materials you can sell to stores or use for quests which require them. I do not like crafting, but there is no guesswork here; you just sell the right materials to the shopkeeper or bring stuff to the person in question, pay them, and you get the item. It’s simple enough, though figuring out how to get some items can be tricky sometimes. Overall, Dust: An Elysian Tale is a pretty good sidescrolling action-RPG with good graphics and sound for the most part, a good, fun combat system with great speed and mobility, a decent-sized world to explore, and a nicely variable difficulty, covering people who want it either easy or hard. I definitely recommend this game, it’s good. This game was initially published by Microsoft digitally-only for PC (on Steam) and Xbox 360 Live Arcade, but the developer later also ported it to Mac and Linux on Steam, iOS, and PlayStation 4, all also digital-only releases. I also have the X360 version, and it’s pretty much identical on both platforms.


Earthworm Jim 1 & 2: The Whole Can of Worms (1996, DOS) – password-only save, gamepad supported. Earthworm Jim 1 & 2, from Interplay, is a compilation of the original two Earthworm Jim games that were originally developed by Shiny. Released a year after Activision’s Windows 95 port of the original game, this title includes both the first and second games, but oddly enough is for DOS instead of Win 95. For most of my thoughts on the first game, see the summary of the Win95 version above, in physical games. Now though, I will discuss the differences between the Win95 and DOS versions of Earthworm Jim, as there are changes between the two versions. Aurally both have the same CD audio soundtrack, but this version has more color on screen as it’s based on the SNES version while the Win95 version is based on the Sega CD. However, animations aren’t quite as good as in the Win95 version. Also, there are more levels in the Win95 version, as this DOS version copies the SNES’s level set, which is missing several stages from the Genesis/Sega CD versions, and also does not have the new level added to the SCD/Win95 edition. This version also has password-only saving, instead of the save file of the Win95 version. Overall, this version of Earthworm Jim 1 is a good port, but I do think the Win95 version is better. As for the gameplay though, EWJ is the same decent, but sometimes frustrating, game that it always has been. I’ve never loved this game, though I don’t hate it either; it’s just okay, a great-looking but flawed game with loose controls and hit detection and sometimes frustrating gameplay and level designs.

As for the sequel, unlike the first one, Earthworm Jim 2 isn’t a game I have ever spent a lot of time with. I may not have loved it, but I did own EWJ1 in the ’90s, so I played a fair amount of the game. I didn’t own this game until I got this collection as a digital download a few years ago, though, and even then never have played much of it, so playing it for this summary is one of my first serious attempts at the game. I have always heard that EWJ2 is a less straightforward game than the first, with many more gimmick-based levels with weird mechanics. That can be good, as for example Donkey Kong Country 3 is my favorite of the three SNES DKC games even though it has the most themed, “gimmicky” levels, but I love the mechanics of that series throughout. That’s not true with EWJ, so I’ve never thought I would care too much for this game.

And indeed, playing it now, while EWJ2 has a great orchestrated CD soundtrack and beautiful graphics and great cartoon-style animation for something that is a port of a 4th-gen console game, the controls are still flawed and the game is frustrating. And as with the DOS version of EWJ1, this one also has password-only saving, sadly. The basic gameplay in EWJ2 controls the same as it did in the first game, with no improvements beyond adding a switch-weapons button. That weapon-switch addition is very useful, but that’s the one improvement, so hit detection is still iffy and movement control sometimes a bit hard to judge. As with the first one, this is a graphics-before-gameplay game. But indeed, unlike the first game, where most levels played normally, most levels this game have some kind of gimmick. Within just the first few stages you see a normal level where you run, jump, and shoot as you did in the first game, a quite annoying stage where you’re on a stairlift having to speed up or slow down to avoid falling old women, a not-very-good shmup level, and a level where you play as a flying cave salamander and have to navigate a maze where touching any wall damages you. It continues like that, with many entirely different sections, not all of them good. And the regular platformer stages aren’t great either, just like before.

Still, the game has some strengths. The variety can be cool to see, the graphics and music are really good, and the game can be fun; EWJ2 isn’t bad, just somewhat disappointing. I wish that Shiny had improved the controls though, they could have used some work, as could some of the level concepts here. Overall, Earthworm Jim 2 is a below-average but okay game that fans of the first one definitely should play. People like me who never did love Earthworm Jim won’t be convinced by this one, though. As for this collection as a whole, the digital version on GOG is a cheap and convenient way to play these games, but I can’t quite recommend them, not with all their flaws. EWJ1 is also available on many platforms; see the full list in the Win95 version summary. This version is unique though, with the SNES’s reduced level set and visuals but the Sega CD/Win95 soundtrack. EWJ2 is also available on Sega Saturn and Sony PlayStation (in Europe only on PS1), though there are small differences between this version and those two, and without the CD audio on SNES, Genesis, and Game Boy Advance. The Genesisversion is available on Wii Virtual Console.


Electronic Super Joy (2013, WinXP+) – saves, gamepad supported (dinput supported). Electronic Super Joy is a stylish but flawed linear-path platformer by Michael Todd Games with pixel art, a good sense of visual style, good music, some poor choices in the audio department, and irritating gameplay. You are a shadow figure in a world of black interact land on brightly colored, but monochromatic, backgrounds. This game is very much in the “very hard games” school, but while some of that challenge is because of fun, interesting levels, the challenge also comes from random chance elements and the games’ often-frustrating controls. Your basic actions are running and a single jump. You attack by slamming towards the ground. Your jump is oddly slow and has a weird sense of momentum to it, so it will take some time to get used to jumping in this game without ending up in a pit half of the time. There is a trail behind you showing your path, but even so, the jumping in this game is odd in a way I don’t like. Your attack is also an issue, as you go straight down, VERY fast, so you can only attack while over a platform or you die instantly, as you also die if you touch any edge of the screen, so falling won’t drop you back a bit, you just die and restart from the last checkpoint. You’ll be doing that a lot, as anything you touch also kills you, and judging if you are over a platform or not, for attacks, can be tricky and near-random. In addition to normal ground, obstacles include enemies which move back and forth; turrets which shoot straight and of course are in a location where you can’t attack them; other turrets which shoot incredibly annoying homing missiles at you which are tough to avoid and can come at you in large numbers, and of course the turrets are in unreachable locations and very common; many stages with auto-scrolling to make things even tougher; and more. There are also warps that send you elsewhere in the stage, bounce stars to bounce high on, single-use bounce arrows, slimy surfaces you stick to, keys and doors, and more. All of these elements combine together for interesting jumping puzzles sometimes, but other times they are very frustrating. It’s a mixed bag, probably a little more bad than good.

The game does look good visually, though. Electronic Super Joy’s look, with almost all-black environments with only the occasional white highlight, such as your characters’ eyes or the slime on slippery platforms, looks great against the colorful backgrounds. Each level has a single-color theme, and backgrounds are simple with lots of broad beams of color, and the overall look has a great style to it. The music is good stuff too. It’s pounding techno, one of my favorite kinds of music, and it’s great here and fits the game well. The sound effects don’t work as well, though. For some reason, as the name suggests, this game has random, and inappropriate, sexual moaning in the background on a regular basis. There are moans and sounds from people of both genders, but still, why the heck would you do that, it doesn’t fit with anything in the actual game and only serves to distract and make the game look juvenile. There is a “PG” mode which disables this stuff, but still, why is it here at all? And that censors out part of the story too, though the story is pretty bad so that’s not so much of a problem, I guess. More positively, though, the game does have a good feature set, with plenty of built-in levels in several modes, DLC addons for more content, and a map editor for if you want to make your own levels. The game also keeps track of your best times, and which this is mostly an entirely linear game focused on just getting through each level as fast as you can, levels do have a collectible star to find off somewhere in a tricky-to-reach location, so there is replay value if you want to improve your times and get the few collectibles. Overall though, despite some positives, I didn’t like Electronic Super Joy all that much. It is addictive at times even when it’s frustrating, that I admit, but with the random-chance deaths, weird controls, frustrating missiles, and iffy, juvenile audio, I can’t quite recommend this one. People who like masochistically hard games probably would like this game more than I do, though. Also available, digitally only, on Mac and Linux on Steam, PS4, Xbox One, and Wii U, and there is also a followup of sorts for all those platforms plus iOS and Android. The computer versions have paid DLC, but the Wii U version includes it free.


Fly’n (2012, WinXP+) – saves, gamepad supported (dinput supported, but with issues). Fly’n is a very artsy platformer by Ankama with a beautiful art style reminiscent of LocoRoco on the PSP and platforming with a strong puzzle component that centers around your ability to flip between two viewing modes which make some platforms and collectables appear only in one mode or the other. You play as four cute creatures, a blue birdlike thing, a green plant creature, a red one, and a black one. You start with just the blue one, but gain another in each world of the game. Each of the four has an exclusive power, but all can do the basic running, jumping, and mode-switching. Your goal in each level is to reach the end, and levels are mostly linear, though there is some freedom along the way if you want to explore and try to find all of the collectables. The great graphics are the first thing you’ll notice, though. Environments are rich and detailed, the art direction is great, and every area looks rich with highly-stylized life. Red areas or objects are dangerous and will kill you, so avoid them! There is a lot of background animation too, and I like how while there is no speech in this game, when you help out the other cute animal characters they cheer up and happy background animations play. It’s great stuff. The soundtrack is also good. It’s calming, atmospheric instrumental music and fits the tone of the game very well. Now, these art-first games sometimes play great and other times do not, but while Fly’n may have better graphics than gameplay, the gameplay’s pretty good too; this is a good game all around. The puzzles, controls, and design are all good. Indeed, the game controls well, as your movements are responsive.

So, to get to the end in each level, you’ll run, jump and double jump, push things around, float, use your current characters’ exclusive action, and flip between the two view modes. The blue character can sing to activate things; the green one can attach to walls, to climb to otherwise inaccessible areas; black can bounce, even on danger zones; and red can air-dash. This is a nonviolent game with no real enemies, though there are plenty of those red spiky areas to avoid. Sometimes red stuff will fall at you as well, be on a moving platform, or such, though, so obstacles are not only static. I really like the design here, becuase there’s more than enough to focus on with the platforming and mode-switching; adding combat on top of that would be unnecessary. It’s also nice to see a non-violent platformer for once. If you do die you just respawn at the last checkpoint, which there are several of per stage. Some stages also allow you to switch between two characters at checkpoints. The game starts out easy enough, but at 40 levels this game has decent length for a game like this, and it does get hard as you progress. This may be a puzzle-platformer, but you will need good twitch skills to get through some areas. Still, it’s a fun challenge.

The view-flipping is the most unique element in Fly’n. Most of your environment is the same in both modes, though the color palette changes in each, but some white lines become tangible platforms in one mode but background objects you can move through in the other. Some are tangible in one mode, and others in the other. This leads to many puzzles where you have to quickly switch modes in order to get through a maze of white barriers. Optional collectibles also only appear in each view. There are a lot of these little collectables in each stage, and you’ll need to thoroughly search through stages, checking both views, to find them all. Many are easy to find, but getting all of them will require finding hidden areas and figuring out some trickier optional puzzles. The game also keeps track of how fast you finish each level, for some additional replay value. To conclude, Fly’n is quite good. Figuring out how to move boxes around white-line barriers, jumping between platforms while switching views mid-jump, hunting for collectables, and figuring out the tougher puzzles of the later stages is all both fun and a good challenge. With great art, a somewhat original mode-flipping mechanic, plenty of variety, and fun gameplay, Fly’n is well worth a look if you like this style of game.


Freedom Planet (2014, WinXP+) – saves, gamepad supported (directinput supported). Freedom Planet is a pretty good platformer made by GalaxyTrail, a Sonic the Hedgehog fan team. The basic concept here is inspired by the Genesis Sonic games, as you run around, fast, with anthropomorphic characters in a really nice-looking 2d world full of heavily Sonic-styled level design elements. This game is no clone, though, it’s it’s own game in both good and bad ways. Visually this game is perhaps more 5th-gen than 4th, as it makes heavy use of sprite scaling. It’s more like a Saturn 2d look than Genesis, I would say, and it looks great. Gameplay-wise, the biggest difference is that you can only attack enemies in this game with melee attacks, not by jumping on them. So, this is a more combat-focused game than the classic Sonics are. There are three playable characters in this game, all female, a nice change from the all male playable cast of the Genesis Sonics. There is a male character still being worked on, but he’s playable in time trial mode only in a beta version of the game.

Unfortunately, unlike the Genesis Sonic games but like newer Sonic entries, this game has a story, a fairly voluminous one. The cutscenes are long, sometimes very confusing, and aren’t always interesting either. The basic plot, of the four main characters, led by heroine dragon-girl Lilac, fighting against an evil alien trying to take over and ruin the world is simple enough, but there’s an attempt at a deeper plot here, but it often makes little sense. Characters talk to each other as if they know eachother and you should know the context of their conversation, but there is no context, nothing to refer back to to make what they’re saying make sense! And the cutscenes are long, too. A patch apparently cut down on them a little, but they’re still long. Classic Sonic cutscenes are seconds long at most, and that’s all a game like this needs. I know many Sonic fans like the overdone drama of modern Sonic, but I rarely have, and seeing that kind of thing in this 2d game reminds me again of how much better the classic Sonic games are, story-wise; less is sometimes more. There is an Adventure mode which ditches the cutscenes, though, so you could stick to that, but Story mode has some interesting features, such as different level orders and level-sets for each character. There are ten levels in the game, a good number, and the different level sets in story mode add some nice variety. Adventure mode just goes through all ten regardless of character, with only a few short cutscenes.

The controls are Sonic-inspired, but aren’t Sonic. Beyond the combat system that requires you use attacks to damage enemies instead of jumping on them, you also have a health bar here, and will need it for the very tough boss fights. Levels have Sonic-styled loops, moving platforms, scattered enemies, pads to activate things, springs, and the like. There is a physics system, but it’s different from Sonic, as you can keep running up a vertical wall even if you’re moving pretty slowly, as opposed to Sonic where you eventually fall off. This is just different, not better or worse, but I noticed the change. You also have blue crystals to collect, though they aren’t health, unlike Sonic’s rings, just points and such. There are also some other collectables, such as harder-to-find ones that unlock things in the Gallery mode, and some for time-limited special abilities such as invincibility. For controls the game uses three buttons, for jump and your two attacks. The two main characters’ attacks are a basic melee attack and a more powerful one that uses up a meter that automatically recharges, though the other characters are different. Levels are well-designed and are a lot of fun to explore, and each looks entirely different. There are some puzzle elements, maybe on the level of Sonic 3 & Knuckles, to add a little variety and I think they fit in well.

I do have one issue here, though — there is a huge disparity in challenge between the levels and bosses. In any game like this where you can move so fast that there’s no hope of always being able to see where you are going this is a very difficult balance to make, and bosses excepted Freedom Planet focuses on fun first. I do like that there aren’t any instant-death pits in this game, and that spikes are kept to a minimum, but this only enhances the lacking challenge, particularly in the early levels; without those two things you don’t have the frustration of some Sonic games, and that’s kind of great because that’s a big problem for instance in the GBA and DS Sonic games, but you also don’t have much challenge, as enemies aren’t much of a threat most of the time either. I believe that all of my deaths in this game so far have been against bosses or minibosses, and never in a level, and that says something. While this game is pretty good, and it is satisfying when you finally figure out a boss and beat them, I prefer it when a games’ levels and bosses are proportional in challenge, instead of the huge gulf between the two you see here. This is one of the reasons I love The Last Blade 2, it doesn’t have that common fighting game issue of “suddenly the last boss is nearly impossible after the other enemies were easy once you know how to play”. And for one more critique, while levels are fun, they are long; each of those 10 stages should take at least 20-40 minutes. Sometimes these stages drag on a bit long; Sonic levels are much shorter. Still, Freedom Planet is mostly a pretty good game, and exploring the stages, finding stuff, and figuring out the bosses is mostly great.

One other nice feature about the game are that each of the playable characters is quite different. The core mechanics are similar with all of them, but each is distinct. The main two characters each have seven hit points. Main character Lilac can jump and sort of fly in an aerial attack in her stronger attack that uses the meter, while her friend Carol can climb walls and find a motorcycle powerup to ride on, but her meter attack is still just melee-range, though it does have some invincibility. Climbing walls is great fun and makes level traversal easier, but Carol’s more limited melee-only combat range makes boss fights harder with her. The third character, Milla, is unlocked after finishing level two, and she’s even more different, as she has less health than either of the others, only four hit points, and is a mage: one attack button does a basic melee attack, and the other summons a green blob-square. Then you can toss the square to hit an enemy by hitting that button again, or hit the other button to do a stronger forwards attack. It’s fun stuff. She also can jump very high, though she can’t wall-jump. The last character, the guy, is different yet again.

Another strength of this game are its very good visuals. The large sprites, very colorful environments, parallax scrolling, sprite scaling and rotation, and transparencies all look fantastic, and give this game a 5th-gen feel to it, as I said earlier. The sprites are also detailed and very nicely animated; I like little touches like the spin when you grab on to a ladder you were just about to go past. This is a pixel-art platformer, but it’s a different kind of pixel-art look from the usual pseudo-NES style of a lot of pixel-art games, and the results are impressive. The soundtrack’s also good chiptune-style stuff. As for the characters they are all furry anthropomorphic animals. It’s good that there are no humans present, really; mixing the two doesn’t work well in the 3d Sonic games. Overall, there’s more to Freedom Planet I haven’t seen yet, but I like what I’ve seen. This is a sizable game with a lot of content, several characters to play as each with their own story mode, and good gameplay and graphics. The game has a few downsides, including the confusing story and uneven difficulty disparity, but there’s a lot more good than bad here. Freedom Planet is good and I definitely recommend it. Digital download only. The game is also available on Mac and Linux on Steam, and also on Wii U eShop.

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PC Platformers Game Opinion Summaries, Part 5: Digital-Download 2d games (Part 2)

This time, 9 full summaries, plus a very little bit on the first four Keen games, mentioning the few differences from the physical releases.

Titles Covered in this Update

Capsized (2011)
Closure (2012)
Commander Keen Episode I: Marooned on Mars (1990)
Commander Keen Episode II: The Earth Explodes (1990)
Commander Keen Episode III: Keen Must Die (1990)
Commander Keen Episode IV: Secret of the Oracles (1991)

Commander Keen Episode V: The Armageddon Machine (1991)
Cosmo’s Cosmic Adventure (1992)
Crystal Caves (1991)
Dangerous Dave Pack: Dangerous Dave in the Haunted Mansion (1991)
Dangerous Dave Pack: Dangerous Dave’s Risky Rescue (1993)
Dangerous Dave Pack: Dave Goes Nutz (1993)
Dark Void Zero (2010)


Capsized (2011, WinXP+) – 1 player, saves, dual analog gamepad supported (xinput only). Capsized is yet another 2d dual-stick or keyboard+mouse platform-action game, and it’s got a physics system too, another popular modern indie game feature. You move with one stick or the keyboard and aim and shoot with the mouse or other stick. The game recommends you play with the keyboard and mouse for the best controls. You can play with a pad, but the lacking precision in aiming really makes the game harder. Indeed, mouse aiming definitely is best for this title, it’s much more precise. Of the mouse-and-keyboard platformers so far this one controls the best, though I still do prefer traditional platformers. In additon to shooting and jumping, you also have a jetpack with limited fuel, for flying some, and a grabber gun which creates a beam that can move objects around. The game heavily utilizes both mechanics, so you spend most of this game on shooting, traversal, and moving objects around.

The story here is that you are a spaceman stranded on a wild, dangerous planet after your spaceship was attacked. You need to escape this place. This is a linear game, though, so it’s focused on setting up interesting challenges for you to figure out your way past. I prefer this kind of design to open-world, myself; it allows each situation to be carefully designed. Capsized’s gameplay is a mixture of shooting things, mostly monsters, giant insects, living plants, and the like, and moving things with your grab-beam and moving them to places where you can use them to progress, defeat enemies, and such. The world looks nice, and I like the lush environments and slightly odd creatures, even if all you are doing is fighting them; the puzzle elements don’t involve interaction with others, but dragging rocks around and the sort. Overall, Capsized is an okay to good platform-action game with puzzle elements. It can be fun, but isn’t amazing. The art is decent to good, though the character art can be a little weird, moving around can be fun, and the action is alright. Capsized is worth a look. Digital download only.


Closure (2011) – 1 player, saves, gamepads supported (dinput supported). Closure is another indie puzzle-platformer with very nice, original greyscale-only artwork. So yes, of the pixel-art v. hand-drawn divide in 2d indie platformers, this is in the latter group. Indeed, the game has quite good art design. The all black, white, and greyscale artwork is unique, as is the concept: the screen is almost all black, except for areas lit up by spotlights or light orbs, and only lit areas exist. So, you can jump right through the space that wall in front of you is in if you just don’t light it up. The game makes clever use of this light-and-darkness mechanic, and the designer came up with some tricky puzzles for sure. As with many indie games this game sticks to its concept and does not have variety, but when you have a good idea and execute it well, that’s just fine. The game controls well, too, as the controls are responsive and work as well as needed for this kind of game. This is not a precision platformer, but you do do a lot of jumping and it controls fine. This isn’t a particular long game I believe, though, and there is only limited replay value if you wish to go back and find the few collectibles, but it’s an interesting and thought-provoking trip the first time through.

The game makes you think for several reasons, too. The first, obviously, are the puzzles. You will turn spotlights, carry around light orbs and place them so you can jump through obstacles, put orbs on auto-moving tracks then follow the moving light in time, push boxes, and more. The screen is often dark, so when a larger area lights up it really stands out. The game starts out easy and levels are initially short, but level length and complexity ramps up as you progress. Capsized has a good difficulty curve to it, and there are three different main areas to play through, so if you get stuck in one you can go play one of the others. That’s a great option to have! Story-wise, this game is dark and weird, as well as vague and confusing. You play as this octopus-ish demon thing, and also these three people in the three main areas, a miner man, a young woman, and a little girl. Their stories are somewhat dark, as expected from the general tone of this game, but all cutscenes are wordless and aren’t fully explained, so the exact meaning of the game is open to interpretation. I don’t mind that, and the gameplay and characters are interesting enough to get me to keep playing to see what I think. Throughout, the shadowy graphics, the discordant sounds of the strange soundtrack, and slow-paced puzzle gameplay make for an unsettling experience. I, at least, find it unsettling more in a good way than bad, though. If you’re up for that, and you should be because this game is pretty good, Closure is well worth a play. This game is a good-looking, unique puzzle-platformer which is well worth experiencing. Digital only release. The game is Mac and Linux compatible on Steam. Also available digital-only on Playstation 3 PSN.


Commander Keen Episode I: Marooned on Mars (1990, DOS)
Commander Keen Episode II: The Earth Explodes (1990, DOS)
Commander Keen Episode III: Keen Must Die (1990, DOS)
Commander Keen Episode IV: Secret of the Oracles (1991, DOS) – I covered these four amazing games from id Software and published by Apogee already in the category earlier for games I own physical copies of, so go read my summaries of these incredible classics there! They’re some of the best platformers on the PC. The games have physical releases from 1990-1991, and also is available digitally on Steam and on 3D Realms’ website. I have Keens I to V for both Steam and 3D Realms’ site. Both are the same core games of course, though there are a few DOSBox differences between them. Either is fine, though oddly for some insane reason Steam and 3DR both seem to have decided that the game should run in 16:9, so everything is all stretched. You will need to change the DOSBox settings manually to run in the correct aspect ratio, which everyone who plays any Keen game should do before playing. You also may need to fix the joystick support in DOSBox options, it didn’t work for me by default.


Commander Keen Episode V: The Armageddon Machine (1991, DOS) – 1 player, saves, gamepads supported. Commander Keen V is the only Keen game that I did not own or play any of in the ’90s. This game is the second half Commander Keen: The Universe is Toast, so it’s a sequel to Secret of the Oracles. Though Keen VI: Aliens ate my Babysitter was the last Keen game released and is the last one in the story, it had to be finished earlier for its retail release, so this was actually the final Keen episode programmed, though story-wise it is fifth. This time Keen has to stop the Armageddon Machine before it destroys the universe! The gameplay here is standard Keen, with game and level design closer to Keen VI than IV, though all three are quite similar. The controls, gameplay, and visual look is the same as Keens IV and VI, though as with all Keen games the setting and enemies are unique to this title. The Armageddon Machine is a giant ship, so as with the first Keen game, the second game in the trilogy is set on a giant spaceship, while the first and third are on planets. There’s some nice symmetry there. The cartoony graphical style makes for a very different game from Keen 2, though, and it all looks fantastic! The graphical design is top-quality stuff as always. Keen games all have a great sense of place and cool, varied enemies to interact with. The memorable art designs in this series are one of many reasons people love it. And the soundtrack is really good too, just as it is in the previous two games. Structurally, the game plays just like Keens IV and VI, as you would expect. The overworld map’s design is somewhat like Aliens Ate My Babysitter, in that it’s mostly linear and you collect items which allow you to progress past points on the map. I think I prefer the more open overworlds of the first four games over the more linear ones of the last two, as if you get stuck in a level it’s fun to have other ones to play instead. As in Keen VI though this game does have many points with multiple stages to try, though, so you aren’t always locked onto one level. The games’ length is average for the series as well.

In gameplay, the controls are near-perfect as always. Learning how Keen jumps, and then the bouncing and slower turning of the pogo stick, are the keys to the game, and using those tools well is incredibly fun. The pogo stick is a particularly great idea, and is essential throughout. The responsive, very well-programmed controls are another strength of this fantastic but too-short-lived series. Your actions are standard for the series. You will be running, shooting, jumping and bounching through challenging platforming levels, collecting lots of stuff for points as you make your way to the exit in each stage. There will be many switches and keys to hit as you explore the stages, so levels are large and complex. Keen V has more incredible level designs to figure out; the levels here are every bit as great as those in IV and VI. As always it’s incredibly hard to choose which game I like most when all of them are this amazing! Level designs in general are great, with designs that are complex but not confusing so you won’t get lost, a lot of setting variety between stages, lots of tricky but fun jumping puzzles, switches to hit, moving platform gaps to get past, and more. And as before, I love how this series always has temptingly difficult-to-get point items sitting around the stages, there for you to get if you want to either have a better score or just feel like you’ve accomplished more of the game. The latter is the bigger draw for me, I think. You die in one hit like always here, and have limited ammo for your gun, so the choice to explore will lead to many deaths, but it’s usually worth it. Even if it leads to occasional frustration though I am often drawn in to exploring in Keen games, as the great level designs reward it, and this game is no exception. You will die a lot, sure, but Keen games are almost never unfair or cheap; when you die, it’s either bcause you messed up, or because you ran ahead without being careful and were hit by something you probably could have seen if you were a bit more cautious. For example, enemies move in predictable patterns, you can look up and down, bottomless pits are telegraphed, not sprung on you, and tougher areas and levels are often obviously marked as such.

So, overall, Commander Keen v: The Armageddon Machine is a really fantastic game, the last of what still is one of the best platformer series ever released for the PC. It’s really too bad that after Wolfenstein 3D ID became id and decided to never make another game like this again, because in the two short years they released platformers, they made some of the best. The Commander Keen series is an absolute must-play series for anyone who likes platformer games at all. This isn’t my favorite Keen game, because of nostalgia and the too-linear world design, but the levels, graphics, music, and gameplay are all as great as anything in this series, and I love that I’m finally able to play this, after wondering for all those years in the ’90s what Keen V was like. It’s fantastic. I have Keens I to V for both Steam and 3D Realms’ site. Both are the same core games of course, though there are a few DOSBox differences between them. Either is fine, though oddly for some insane reason Steam and 3DR both seem to have decided that the game should run in 16:9, so everything is all stretched. You will need to change the DOSBox settings manually to run in the correct aspect ratio, which everyone who plays any Keen game should do before playing. You also may need to fix the joystick support in DOSBox options, it didn’t work for me by default.


Cosmo’s Cosmic Adventure (1992, DOS) – 1 player, saves, gamepads supported. Cosmo’s Cosmic Adventure is another Apogee platformer, and it’s a pretty good one. You’re this cartoon-style alien guy called Cosmo, a green thing with suction cups for hands. This game is Apogee’s attempt at a somewhat more Mario-like platformer, as while most Apogee games have projectile attacks, here you mostly kill enemies by jumping on their heads. Cosmo can also drop bombs which will kill enemies near where they explode, but jumping on enemies is your main attack. This game is a fairly standard, level-based platformer. As in the Duke Nukem games but unlike other Apogee titles, this is a linear game where you go from each level to the next, there isn’t a hub world. The character design and most of the gameplay is fairly family-friendly, but there is some weird stuff particularly in the later episodes. The art design is good and has a lot of variety, though, and the environments look appropriately alien. The game has parallax scrolling too, impressively for an early ’90s PC game, though the 16-color EGA graphics hold it back versus SNES or Genesis games. The very low framerate holds Cosmo back as well. Like Duke Nukem, Cosmo runs at a very low, barely double-digit framerate. The game controls well, so Cosmo is very responsive and moves exactly as you tell him, but it is choppy. You do get used to the sluggish, choppy pace, but for me at least playing these games now it never feels natural, I’m always wishing it would just run full speed. The Commander Keen games run much more smoothly than this, which really shows John Carmack’s programming skill. Aurally, the game has PC Speaker only audio, unfortunately, so there are only Keen 1-3-like sound effects and no music. This is okay, but sound card support would have been nice.

As for the levels, Cosmo’s Cosmic Adventure has a nice mix of stages. Over the course of the three episodes the difficulty ramps up on a nice curve, so the first, shareware, episode isn’t too hard, but starting from episode 2 the difficulty goes up. Cosmo has three hit points, but it’s easy to die thanks to the many enemies and bottomless pits. Fortunately you can look up and down, and looking down particularly is extremely useful at times, to save you from some blind jumps. However, it can sometimes be hard to tell what you can jump on and what you can’t as backgrounds get very busy sometimes, though you can tell if you’re looking closely as anything you can jump on won’t move with the parallax background. Dying starts the current level over, but you do have infinite lives and can save at any time, though you will restart from the beginning of the current level. As you might expect, levels are littered with items to collect for points. There are also health-up items and more, but most pickups give you points. Some are on the main path and other on alternate routes, and sometimes collecting stuff is fun, but when the game gets harder I sometimes just want to the end. The challenge of beating the levels is satisfying, though, and with three decent-length episodes to play through there’s a good amount of game here. I like the focused, straightforward level designs, it’s nice to see something different from the other more exploration-focused platformers Apogee published.

Overall I really like Cosmo’s Cosmic Adventure. Apogee was the best shareware developer, and this game is a good example of why! Playing it for this summary I’ve had a lot of fun. This is a nice-looking game with good controls, gameplay, level designs, and graphics. The audio is basic and the framerate low, but otherwise Cosmo is a good game definitely worth playing.This game is shareware, so the first episode is available free while you pay for the rest of it. The game has a physical release from 1992, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Crystal Caves (1991, DOS) – 1 player, saves, gamepads supported. Crystal Caves is another Apogee title. This is one of the titles developed by Apogee itself, not another developer. You’re a miner guy in a helmet exploring caves full of crystals, as the name suggests. This is a collection-focused platformer with some puzzle elements at times. The game has small sprites and levels that only take up a couple of screens each, a bit like an expanded version of Apogee’s CGA titles I will cover later, Pharaoh’s Tomb, Monuments of Mars, and Arctic Adventure. Unlike those games though, Crystal Caves has EGA graphics and faster, more complex gameplay, as it isn’t designed to run on early ’80s computers like they are. The game looks okay, but its art design is fairly average for Apogee, and the small sprites don’t look like much. Each enemy, obstacle, or background element looks different, but this is game you play for the gameplay, not the visuals. The simple PC Speaker-only audio also is pretty basic, and is sound effects only. The visuals are small as well, as levels are a single screen each and sprites are all quite small.

In terms of gameplay, Crystal Caves moves at a decent though slightly slow pace. Thanks to the small sprites you can see a long way in any direction. You have a hub world with doors that connect to the levels, and each of the three episodes has 16 levels to complete. Gameplay is simple, straightforward, and hard: you move around, running and jumping to avoid enemies and obstacles and get all of the crystals. You have three hit points per life and a gun to take out enemies with, though you do have limited ammo. As in Keen, you need to collect gun powerups to get more ammo, and each gives you only a few shots. You also have infinite lives from the beginning of the current level and can save on the hub world. That’s great, and helps you focus on each level without needing to replay ones you’ve beaten before. Despite that help, this is a challenging game which rewards practice, trial and error, and some platforming skill. Learning each level well enough to survive by avoiding the traps and avoiding or defeating the variety of enemies, while also collecting all the crystals as is required to exit, is a fun challenge. There are many traps and enemies to avoid or kill, too, including falling spikes, air compressors that instantly kill you if you shoot them, spiders which hit you if you walk under them, enemies with eyes on stalks where you must kill the two eyes, which are only vulnerable when open, before you can shoot the main body, and more. This is a fairly conventional game, but figuring out what to do in each stage can be fun, for a while at least. It’s not just shooting either, as figuring out how to get to some of the crystals can require not only precise platforming, but also careful shooting to, for instance, only destroy the blocks you don’t need to get to the top in an area with breakable blocks. They won’t respawn, so mess up and you’ll have to quit back to the map and try again; thankfully you can do this in the pause/save menu.

So, figuring out how to get through a stage can be a fun challenge, but while I like this game, I’ve never loved Crystal Caves as much as some other Apogee titles. The small graphics and familiar design hold it back, and the game does not have Pharaoh’s Tomb’s simple charm either. And also, the game has a spiritual sequel that is the same thing but better: Secret Agent. That game is very similar to this one, but is improved and more fun all around. If you’re going to play one of these two games play Secret Agent, but Crystal Caves is a fine choice as well. This tricky game will keep you playing for a while if you get into it, and it’s satisfying to finally get a level right and get all the stuff. It’s not one of Apogee’s best games, but it is worth a try. The game has a physical release from 1991, and also is available digitally on Steam and on 3D Realms’ website. I have the 3DR site version, and it’s mostly good, though you will need to change the DOSBox settings manually to run in the correct aspect ratio; for some very odd reason they chose to have it default to filling the screen, even though this 4:3 game should only be played at that ratio.


Dangerous Dave Pack: Dangerous Dave in the Haunted Mansion (Dave 2) (1991, DOS) – gamepad supported, high score save (but not progress). Dangerous Dave is a character designed by John Romero, and stars in now seven games mostly for the PC and Apple II. This game is the second game in the series. Most games in this series was originally released on subscription disk services, so they were made on the cheap; subscription disk services like Softdisk, this series’ publisher from the second through seventh games, didn’t pay great, and unlike Apogee kept the rights to games they published. ID signed a contract with Softdisk though, so good or not they had to make games for them for a while. Romero made the original game on his own, then id Software made the second game. After that Softdisk made five more themselves with Romero only in an advisory role. For a long time the series was somewhat forgotten, but several years ago the second through fourth PC games in the series were re-released in a digital-download package on GOG.com, and that is what I am discussing here. For some reason the bundle does not include the original game or either of the Apple II-only titles; no idea why. The last is a 2015 iOS game by John Romero. Dave was Romero’s first character, I believe, so he brought him back, with that game and this pack.

Despite there being seven games in the series, though, this isn’t a series I remember from the early ’90s. So, unlike id’s much more famous Keen games, after getting it a few years ago, I went into this game not knowing anything about it. Apparently the original Dave is a puzzle-platformer, but this game is an action-heavy shooter. It’s fun, but doesn’t match up to the better action-platformers on consoles. Still, the first thing I noticed here is that the early ’90s ID style is very evident. Visually, this is an okay-looking title running in 16-color EGA. Dave’s character art isn’t at Keen’s level, but the actual sprite-art is nice and has some of that ID style, though the whole game has only one environment, a mansion, so there is no graphical variety. The sadly PC Speaker-only sound effects are also reminiscent of ID’s other games of the time, which is nice. The general look and play of the game is strongly reminiscent of a Keen game. The gameplay is entirely different, however. Remember what I said about Softdisk not paying anywhere near Apogee levels of funding? Sadly, it shows. This game may be from John and Adrian Carmack, Tom Hall, and John Romero, just like Keen, but it must have seen much less development time. It has eight levels, no saving, and a simple goal: kill the undead hordes and try to make your way to the end of each stage. You can walk around, jump, and shoot. Showing that this is an action game first, unlike Keen you don’t keep jumping when you hold the jump button down, but instead have to tap it each time you want to jump. In this kind of game that works. You’re armed with only a shotgun, and while you do have infinite ammo, you can only have eight shells in the gun at a time and need to reload, which Dave does automatically when you stop moving. This means you’ll often have to stand around waiting for him to reload, which can get a bit tedious, though it does also add some strategy, as you need to always consider your ammo before fighting foes. You can only shoot when standing on the ground and not while jumping, but instead you can fire at a diagonal up or diagonal down angle by holding Up or Down and then shooting. These are very useful functions you’ll make heavy use of in the game.

As for the levels, the first one is straightforward, but they get more complex as you progress, as levels have doors connecting various areas together to allow for some exploration. This is a tough game, but the threats here only come from enemies, as traps or pitfalls are not in evidence, and enemies stay dead once killed. Some doors hold those passages and other items that give you points, so always open doors here! You will get extra lives for getting certain amounts of points, too. Eeven so, this game is difficult because you die in one hit, the enemies are numerous and often take multiple shots to kill, if you die you restart the level, and if you run out of lives and get Game Over you’ve got to start the game over from the beginning; as with the absence of saving, there are no continues either. So far I have only gotten a few levels into Dangerous Dave and the Haunted Mansion, but it is fun to play so I’m sure I will try again. The game rewards practice and memorization, as you figure out what to do in each new area of the game. Level designs are good, and not cheap or unfair, so when you died it is your fault; ID always were very good at level design, after graphics engines it’s one of their best skills! The controls are good and quite responsive as well, and the scrolling is as smooth as you’ll see on an early ’90s PC game, as expected from ID. Still, overall, Dangerous Dave in the Haunted Mansion is only above average. Most of ID’s games for Softdisk are not the greatest, so this may be one of the better of the bunch, but it’s nowhere near the greatness of Commander Keen, or console plaform-shooters like Contra and the like. Still, it’s a decently-designed and fun little game that is good enough to be worth a try. When you get it digitally it comes bundled with the two games below, too. though this one is by far the best of the three. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dangerous Dave Pack: Dangerous Dave’s Risky Rescue (Dave 3) (1993, DOS) – gamepad supported, saves. In 1993, series publisher Softdisk decided to have two new Dangerous Dave games made. ID had nothing to do with either one, beyond John Romero supposedly having some small advisory role, though, and it shows: these games aren’t terrible, but do not come even close to Haunted Mansion in quality. Haunted Mansion comparatively comes off pretty well compared to this. Risky Rescue has slightly better graphics than its predecessor from two years earlier and has much more detailed backgrounds, but it’s still running in EGA only so the improvement is minor. Many shareware games were still EGA-only in ’93, but the switchover was happening, just not here. The nicer and more varied backgrounds are an improvement, at least, though. There is sound card support this time, but only for sound effects; there is no music, again something becoming more common by ’93. I guess Softdisk couldn’t afford to pay a composer. The sound effects are poor as well; this may have Soundblaster or Adlib sound effects, but the gun sound is just pitifully weak-sounding! As for the game, as with its predecessor, this is a sidescrolling action game. It feels like a mediocre knockoff of Haunted Mansion, but does change some things, mostly not for the better. The biggest downgrade is in the level designs, but the controls also suffer a bit. The theme is new, too, Risky Rescue has a violent backwoods Southern style to it, so you’re collecting beer and such as powerups and the game is set in forest and cavern environs, and such. The level of violence has significantly increased over the last game, as was becoming the trend in ’93. Haunted Mansion has some violence, as enemies die in green splotches and there are little death animations every time Dave dies, but this time all of those have been redone with red blood and body parts everywhere.

Gameplay is mostly similar to the previous game, as you again you walk, jump, and fire straight or at up or down angles and die in one hit. A few things are new, though, most notably that this is the only Dangerous Dave game with limited ammo. Yes, this time you need to watch how much you fire, and pick up ammo pickups along the way. You still need to reload, too, and again it’s automatic. The controls are also a bit slipprier than before, and landing on small platforms can be tricky. You’ll need to do that a lot too, as right from the first level Risky Rescue demands you make lots of jumps between very small platforms suspended in the air. It can be frustrating stuff, and the game is tough; Game Overs come easily, though at least they added in a save system. Remember to save when you reach a new level, otherwise you have to start the game over! And indeed, since there is no real main menu, you need to start a new game each time, then hit the Load key (F5) to load your game; it’s a bit clumsy. You also need to re-enable gamepad support every time you play, it’s off by default. Ah well. There are eleven levels here, but level lengths vary so I’m not sure if the game is as long as the last one.

My first impression of this game was poor, as the first level, in a forest, is somewhat frustrating. But once I finally got past it, I did start having some more fun with this game. Still, all of the tiny bits of trees are easy to fall off of, and it can be hard to tell exactly what you can stand on and what you can’t. You also can’t see your shots, so there’s no way to tell where you need to line up to hit an enemy diagonally; it’s easier to judge in Haunted Mansion, but here it feels a bit off. And unlike ID games, this game has blind jumps over death pits, making this game much less fair than its predecessor. Still, there is lots of stuff to collect for points if you want to explore, so that’s good. Sometimes you just need to die to figure out what to do next here, and while that is far from uncommon in platformers, compared to better games it is an issue. Overall, Dangerous Dave’s Risky Rescue is an okay but flawed platform-action game. There is some fun to be had, but the annoying jumps, imperfect controls, and mediocre level designs drag it down, along with the weak presentation. This game is average at best, and probably is a bit below average. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dangerous Dave Pack: Dave Goes Nutz (Dave 4) (1993, DOS) – gamepad supported, saves. Dave Goes Nutz was Softdisk’s last DOS Dangerous Dave game, though he would be brought back in 1995 for a final Apple II game, with this titles’ story but the original games’ gameplay. Thankfully the game finally gets a save system added in, which is great, but nothing else was improved; this game is more of the same, with similar EGA graphics, sound effects with no music, and gun controls. The gun-firing sound is at least improved over Risky Rescue, and now you shoot visible bullets so you can tell where to stand to hit people diagonally, infinite ammo returns, and you can aim in a few more angle options than before, but everything else is very similar to the last game, just with a new setting. That may sound improved, but I think I actually like this one the least of the three, though neither of these two 1993 Dave games are great. Level designs might be even more unfair this time than before, and your gun seems to maybe shoot slower so enemies reach you faster, so I feel underpowered here versus the Haunted Mansion. The game also allows you to get a bit too close to the edge of the screen before it starts scrolling, causing issues ID’s game never has. And again the game has EGA-only graphics and no music, unfortunately.

The level designs are the worst thing about this game, though, and might be even worse than the last game due to some iffy design decisions. This game is set in an evil hospital, so you’re fighting nurses with syringes, people shooting deadly green clouds at you, and more. You aren’t contending with tiny platforms right from the start this time, but it’s not better; for some reason, the designers thought that inconsistent level designs were a good idea. So, some identical-looking beds are bouncy platforms you fly into the air on, while others don’t react at all; some floors are solid, while others that look nearly identical can be jumped through; and more. There are also screens along some platforms, making it hard to see enemies there. And isn’t it fun when you jump on a bouncy bed, only to be thrown up more than a screen into the air… where you touch an enemy on the platform there you could never have avoided, and have to restart the whole level from scratch as a result? Yeah, that sure is “fun”! It’s also way too easy to jump too high and die because you touched an enemy on the floor above you.

On the other hand, there are changes which make this game easier than either previous title in some ways. There are powerups that give you a time-limited triple shot, getting extra lives from points seems much easier than in either previous game, they did add in an easy mode, and again you can save, but still, those additions do not make up for all the faults. Dave Goes Nutz is sometimes okay, but overall is a below-average, at-times-annoying platform-action game that I can’t recommend. It is close between this and Risky Rescue for worst game of these three, but this one might edge that one out… but really, if you get the Dangerous Dave pack, mostly play Haunted Mansion, and only try these out because they come with it. Haunted Mansion is a game decent enough to be worth considering for cheap. So if you do end up with these two, try them I guess, but don’t expect much. Originally released by Softdisk on one of their subscription-service disks; also now available digitally on GOG for PC, Mac, and Linux in the Dangerous Dave Pack bundle with the twm games below.


Dark Void Zero (2010, WinXP+) – Gamepads supported (xinput only), saves. Dark Void Zero is a 2d platformer with NES-ish pixel-art graphics published by Capcom and developed by Western studio Other Ocean Interactive. This is an action-platformer with exploration and a jetpack, so shooting and flying around are your main actions. This isn’t an indie game, though; instead, it was released as a sort of spinoff of Dark Void, a not-very-popular first-person shooter/flight game released the same year as this game. This game got better review scores than the main title, and it is fun, but I have some issues with it. The team made up an amusing backstory for this game, claiming that it had originally been designed in the late ’80s for the NES PlayChoice 10 system as a double-screen game somehow using the lower screen as well as the upper one. There’s more to the invented backstory beyond this, but as you may have guessed, in reality the game was designed for the Nintendo DS, or the DSiWare digital-download shop, more specifically. The game plays on the main screen, or your monitor here on the PC, and a very useful map would be on the lower screen. That’d make this game better on DSi than PC, as here you have to hit M (or maybe a gamepad key?) to view the map. And you’ll need to, as this is a Metroidvania-inspired game, as each of the three levels in this game is large and open. You will be going back and forth constantly within each stage, and only the map tells you where to go next. Design elements including walls that a specific weapon can destroy, gates that only open once you collect the correct keycard, and areas which take away your jetpack force you to explore. Weapon and jetpack points will give you a specific weapon or the jetpack again, but you can only have one gun at a time so choose wisely. Each weapon is quite different though, which is nice. If you die you start back from the last checkpoint, which there are only a few of per level.

The basic gameplay here is fun, as you fly around, explore, collect stuff, and shoot. Now, I’m not at all a fan of open-world games, but I have liked some Metroidvanias. This game can be good fun, but has some design issues. Both on the ground and in the air you move fairly quickly, and there is no way to look up or down, so sometimes you’ve got to make blind jumps and just hope you don’t land in one of the many instant-death pits or on top of an enemy. Sometimes you will, though. I love jetpacks in games, and it is fun to fly around, but the level designs here are frustrating, and the game is very difficult unless you play on the way-too-simple Easy difficulty. The jetpack also goes upwards quickly, so moving forwards in the air without going up as well can be hard, and areas are designed to exploit this weakness, which can be frustrating. Your controls are fairly responsive otherwise, though. You can duck as well as move and jump, though while ducking you only shoot downwards, so there’s no way to shoot enemies while crouching unfortunately; this means you’ll need to pop up and shoot them when you can, instead, ducking to avoid their shots during volleys. You do have a health bar, but can’t take more than a half dozen shots before you die. Enemies respawn pretty much as soon as you go off the screen, too, so every trip across each stage is hazardous. The respawning enemies and their waves of bullets get annoying after a while, when you’re just trying to get across the level to a new room. It would also be nice if you could have all the weapons at once, so you didn’t need to go back across the stage sometimes to get a different one. Considering how short the game is all the backtracking makes sense, but it does get old, and frustrating when you keep dying to random stuff. If you do manage to beat a level the game saves that and you can start from the next one… with the number of lives you finished the previous level with, and no more. And given that each level is long and takes time to get through, and if you run out of lives in a level you have to start it over from scratch, this all gets difficult fast. More levels and a more forgiving continue system would have been better than this. That difficulty selection option doesn’t fix this issue either, not with such a limited amount of content to see.

Visually the game looks good, though. Dark Void Zero probably uses too many colors for a real NES game, and character sprites animate too much, but the designers did try to give the game a pseudo-8-bit look, and it succeeds even if it’s clearly not something a real NES could run. Maybe it’s more Game Boy Advance-like, but with downgraded visuals? Still, I do mostly like the look, and as it would be on a real NES there isn’t parallax scrolling, unlike many games like this. The shooting and visual look appear inspired by the Capcom classic Bionic Commando, though the gameplay is quite different of course due to that jetpack. The art design isn’t the best and does have that Western look to it, but it works well enough. Audio is very NES-like, and it sounds good. Overall, Dark Void Zero is an okay game with flawed but decent gameplay. Exploring and flying around are fun, though the jetpack could have been more maneuverable, and the enemy and trap-laden levels lead to many unfair deaths. Having to constantly switch to the map can be annoying too; this would definitely play better on DSi. This can be a fun game, but it also can be very frustrating and difficult, so in the end Dark Void Zero is average. This is a cheap game, though, so it might be worth a look for hard-games and jetpack fans, particularly. Get the DSi version if you can over this one, though. Also available on Nintendo DSiWare digital-download shop, and also on iOS.

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E3 2016: My Thoughts On the Conferences, Gameplay and Gender in Zelda, and Nintendo’s Show

I do have a pretty-much-finished 6-game update to the PC Game Opinion Summaries list done, but as last week was E3, I’ll be posting this now instead, and that later and with some additions. So, E3 2016 was last week, lasting from Sunday to Thursday including the pre-show press conferences. I’ve never been, of course, but watched a lot of it online. This years’ E3 was smaller than previous years, as some major publishers either didn’t show up or scaled back their appearances, Nintendo and EA included. However, there still was an E3, and as always there were exciting things shown. So, I’ll talk about them! For those not at the show to play games in person probably the most exciting part of every E3 are the pre-show press conferences, so that will get most of my attention.

For this first section, I have not seen the PC Gaming Show, but I did watch all of the other press conferences. So, I will cover Bethesda, EA, Sony, Ubisoft, and Microsoft. I watched those first four live, and MS a bit later. All five have lots of first or third person shooting games, the kinds of games I rarely care about much or play often. Some things were of interest, though. I will then discuss Nintendo, which did not have a traditional press conference or E3 Nintendo Direct web-show, but did stream lots of stuff over the first two days of the show proper. This section is broken up into two parts, for Nintendo’s refusals to have a playable female character in Zelda, and for my thoughts on their showing. This could be three separate articles, but I decided to post it as one big update instead. Consider it three parts though.

Table of Contents

Part 1: The Press Conferences

One of the more interesting things about this E3 was how few major surprise announcements there were. There were a few, such as Ubisoft’s Steep, but there were not many. Part of that is that many conferences had serious leaks of the more interesting parts, but that’s not all;’ nobody seems to want to announce many actual new surprise games, unlike last year which was full of surprises. It’s unfortunate. There were some new announcements, but not on the level of last year.


EA – EA and Bethesda had their conferences on Sunday. EA’s not at the show, but they have an event nearby. Their conference was Sunday afternoon, the first of the show. This conference was about an hour long, though it was followed by an hour-plus Battlefield 1 stream showing off that title. Mass Effect Andromeda could be good, but this teaser showed almost nothing beyond that the default/cover character will be a female this time, instead of male (on the box and ads) Shepard of ME1-3. They also showed a potentially interesting indie 3d adventure/platformer thing from Europe called Fe, I do want to see more of that one. They also had a segment on their Star Wars games, including a mobile game, new content for the MMO and Battlefront, and a very short teaser of something for Amy Hennig (Legacy of Kain)’s upcoming original, not movie-based Star Wars game. I haven’t played her games so I’m not excited for this specifically, but I do want to see more Star Wars games, so it’s good they’re doing something. They also showed FIFA and Madden of course, and Titanfall 2, which now will have a single player campaign and will be on PS4 as well as Xbox One and PC. I doubt I’ll play it though.

As for Battlefield 1, it looks like a standard Battlefield game wit ha World War 1 skin on it. Considering how seriously a lot of people in Europe still take WW1, and how different trench warfare is from what you find in a modern online shooter, I was interested to see if this game would be different from past Battlefields, but… nope, it’s just more Battlefield. I remember finding the original BF1942 demo kind of fun, but haven’t played anything else in the franchise since. Also, apparently the list of playable nations is out… and it’s the US, UK, and Italy v. Germany, Austra-Hungary, and the Ottoman Empire. What the heck? The core of that war was the Germany-France rivalry. The biggest front was that between France and Germany, and the best-known part of the war took part in France, fought by French soldiers first. The US and UK troops were there too, but France bore the brunt of it… and they’re not in the game. I presume there’ll be DLC, but still, that’s a really bad decision.

Overall though, it’s a very EA conference: it was okay, but not great. Disappointingly they didn’t have any racing games to show. No Need for Speed this year? Too bad, those games are fun. And yeah, no big new surprise announcements.


Bethesda – Bethesda is, of course, one of my least favorite of the major publishers. Their owner ZeniMax are horrible, and Bethesda itself’s Elder Scrolls games have never interested me. However, Arkane and id do make games that interest me, and both of those showed stuff here. The main headliner at this show is Dishonored 2. The first Dishonored is a good Thief-style game, apart from its “if you killed many people you get an awful ending but there are few rewards for not killing people” design. We’ll see how the new game handles that element, but everything they showed looked pretty good. The choice to let you play as a male or female character’s a nice addition too. I’m definitely interested. Beyond that, Bethesda also announced Quake Champions, a new Quake arena shooter which has some kind heroes & skills element, though it’s supposedly a traditional shooter. It’s got a mediocre co-developer working on it, and they showed no gameplay, so we’ll see. They also showed some Elder Scrolls stuff, including a graphically enhanced PS4/X1 remake of Skyrim, new content for the MMO (with an overly enthusiastic person in the audience during this segment) and a card game, surely inspired by Heartstone’s success. There was also a bit with some new DLC and stuff coming to Fallout 4. And of course they talked a bit about stuff coming to DOOM, and some VR things that probably aren’t actually full games. As for anything new… Quake Champions is it, and we know very little about the game. So yeah, there was some good stuff here, but sorry, I dislike Bethesda regardless.


Ubisoft – Ubisoft’s conference was Monday afternoon. This two-hour conference was the longest one of the show, I believe, so it’s Ubi’s longest yet, while Sony’s conference, usually the longest, was much shorter than usual. EA moving to Sunday allowed Ubisoft to extend theirs, and they did. Ubisoft’s conferences are usually among the most entertaining of the show, and that was true again this year. Aisha Tyler hosted for the fifth year in a row, and she said some interesting stuff as usual… watch the show. The show started with a dance number advertising the next Just Dance game, too. Beyond that, though, a lot of the show was taken up with open-world modern-military shooters, including Tom Clancy stuff and such. They did show other things too, though, thankfully. There’s a new ’90s cartoon show-themed Trials game and that trailer was fantastic, it’s perfect for any of us who remember ’90s advertising. The Trials games are fun stuff, too. Ubisoft also had a VR segment, covering a cartoon-ish flying game Eagle’s Flight for Oculus which looks decently good and a Star Trek VR game. The Star Trek game had LeVar Burton there to say how much he liked it, and he’s quite good at that and made it sound good, whether or not it actually is. Will it be? Who knows, we’ll see… but Star Trek’s gaming history is oddly mediocre, so I’m not expecting something incredible. Still I’m sure it’d be neat.

As for those shooters, Ubi showed several, including the “go kill brown drug dealers” open-world shooter Ghost Recon: Wildlands, the open-world hacking/carnage game Watch Dogs 2, and some upcoming content for their last open-world shooting game, The Division.  Yes, Ubisoft loves their violent open-world shooters.  I don’t, though, so I have no interest in any of these.  There are far too many sometimes disturbingly violent games about modern-day soldiers and criminals out there… ah well.  Hopefully some people are keeping their violence only within the world of games, and not also in real life.

On a more positive note, Ubi also showed the medieval action game For Honor again, with its intense bearded producer. The game looks good, with some Dynasty Warriors influences but with much more challenging combat. You have left, right, or overhead attacks, and need to attack and block to defeat tougher enemies. The game is a war between Vikings, Knights, and Samurai, in a ruined world where they are fighting for what remains. Now, normal enemies are easy to kill, as usual in this kind of game… and that’s fun, but is quite unrealistic. Still, the game does look interesting. It releases early next year. They also announced a sequel to last years’ popular little 3d platformer Grow Home, titled Grow Up. It sounds like more of that, with a much bigger world. Maybe there’ll be more to do also? It looks good, and it was great to see at least one cartoony game in this lineup even if Rayman is still sadly absent. There was also a gameplay-free trailer for some upcoming The Division content… whatever. And last, they announced an actual new game… an open-world extreme sports game called Steep set in the mountains in France, with winggliding, skiing, snowboarding, and some more. I’m no open world game fan, of course, but it was exciting to see Ubisoft announce something like this — just before they announced it I was thinking ‘it’s too bad Ubi hasn’t shown any racing games, they make some good ones… but this’ll probably be another shooter’… and then it was this! So yeah, that was pretty cool. And the game does look quite good. I’m sure I’d like it, and it made for a great final reveal. Overall Ubisoft’s show was long but mostly good.


Sony – Sony’s shows in the past are usually overly long and kind of boring, but they made their show shorter and more gameplay-focused, with very few parts with someone on stage talking. That’s alright, but a little bit of explanation for some of these might have been good. They also showed no indie stuff at all. They started with the big reveal, though it’d leaked: the new God of War. This time it’s Viking-themed. The new protagonist looks like Kratos with a beard and somewhat Viking clothing, so he’s not as different as you might expect, but the tone and gameplay look different — the pacing, combat, and exploration don’t look like old God of War, there seem to be Dark Souls elements, and more. It could be good, though I hope the story isn’t as terrible as the old ones. The trailer leads you to believe that it might be open-world, but apparently it isn’t. I’m quite fine with that of course. After that they show a new post-apocalyptic-with-zombies shooter, Days Gone, that looked decent in the first story-only trailer but totally uninteresting once they actually showed the gameplay; more of the good-looking action-adventure game Horizon: Zero Dawn. Sony also revealed the new Crash Bandicoot project: a remaster collection of the original three PS1 games, and he’ll be in Skylanders this year. Yes, there isn’t a new Crash game, it’s only a remake collection. Blah. No gameeplay is shown either, only the announcement.

As with many publishers, Sony showed a bit of VR stuff too, though it’s not clear which are actually full games and which are just ‘VR experiences’ and the like. Resident Evil 7 was announced, is it all VR? Not sure. Looks more first-person and horror this time. Sony also showed a Spiderman game which may be exclusive? I don’t know. The Last Guardian also has a short appearance, and will apparently release later this year. It does look good, but the long delay… well, we’ll see. And the only other Japanese game shown, if it is a game, is Death Stranding, an engine test … thing … for Hideo Kojima’s next game, which Sony is bankrolling. This is a really weird video I won’t try to explain that only Kojima could have come up with, though I’ve never gotten into his games of course. Also apparently he hasn’t even chosen an engine for the game for sure yet, much less gotten far with the design, so it’s quite a ways off. Sony also showed a Call of Duty trailer. It’s gone sci-fi this time, and you have a spaceship and stuff… but it’s mostly CoD, so I don’t care. Sony didn’t have a reveal at the end, either, the conference just ended. There was no mention of the PS4 Neo, even though the system is supposed to release by mid next year, and not as much PS VR as you might expect. So yeah… meh. Sony showed some good stuff, but some games could have used more shown and this was a AAA-games-only conference, unfortunately. It was okay but not one of Sony’s best conferences.


Microsoft – Microsoft had a great show this year! I particularly like their new PC push, as MS’s first-party titles will now also release on PC with cross-save, some cross-platform multiplayer, and more. It’s a fantastic move that I’d been hoping for for a long time now, and I hope they do it right, and don’t mess things up like they did with Games for Windows Live. MS’s PC support has been poor ever since they moved over to Xbox, so here’s hoping this time they don’t give up on PC again in a year or two! We’ll see, though. In addition to their exciting moves for PC gaming, and that alone is enough to push them to maybe being the best conference this year for me, MS showed a lot of games. Recore looks like it’s actually a third-person action game… huh. Could be okay I guess? I’d need to see more, the trailer is short. They also cover Minecraft, showing cross-platform multiplayer between an iPad and a Surface… and also John Carmack on an Oculus. Yes, Carmack is here, playing Minecraft. Huh. I would not have guessed that. Amusing stuff. The custom Xbox One controller thing sounds pretty cool too, that’d be great. Inside, the new game from the developers of Limbo, could be good as well, if it’s as good as the first one.

They also have an indie roll, which is welcome to see given Sony didn’t bother. Most of the games I’d like most in these conferences are probably in this indie roll — it includes Yooka-Laylee, among others. MS also had on-stage Final Fantasy XV and Tekken 7 demos, for some Japanese games. Akuma is in Tekken 7, though Tekken v. Street Fighter is still dead apparently. I don’t like Tekken, though, so whatever. Dead Rising 4 is shown too. If you are going to do that super overdone zombies thing, at least make it ridiculous like this, instead of the far too serious Days Gone. Scalebound is at the MS conference as well. It’s about a guy and his dragon, third-person fantasy action game. It could be like fun stuff, though the protagonist is annoyingly cocky. The game has great graphics, but the gameplay looks pretty average. Maybe it’ll be better than it looks here, though? It is a Mikami game, but… we’ll see. Forza Horizon 3 was also announced, with a Australian setting this time. I don’t care for those games though, they’re a bit too simmish… sure, Horizon is less simmish than Forza, but it’s still a bit tricky to drive, you spin out somewhat easily.

And from Rare, they show Sea of Thieves, Rare’s first-person pirate-themed online game. The art design is fantastic, really nice cartoony stuff. The game looks great visually A third-person view option would be good, it’d be nice to be able to see your characters. As for the game though, it’s an online game/MMO for sure. The gameplay video has some teams of people, and they sound like real people and not the ridiculous scripted “game speak” of Ubisoft conferences, which is cool. You and your team run a pirate ship, exploring around, fighting other players, and such. I doubt it’s a game I’d play a lot of, but you never know? I do like fantasy pirate settings, they’re of ten great fun stuff. The online MMO team focused element, though, that’s never been a thing I’ve liked. But who knows. MS also showed State of Decay 2, which is a sequel to some kind of post-apocalyptic zombie game I don’t recall ever hearing about before. Seriously, aren’t there enough zombie games? This has some good press apparently, but still. MS showed Titanfall 2 as well, though it’s multiplatform now. Halo Wars 2 interests me much more, though — this is a sequel to that Xbox 360-exclusive RTS Halo Wars, this time developed by The Creative Assembly instead of now-dead Ensemble. It’s nice to see another one of these, but seriously, RTSes are better on PC, not console. This game will be on PC as well thankfully, but will it be hamstrung by having to work on console as well, as some games are?

And unlike Sony, MS did at least show a LITTLE bit of what they’re thinking about for their next console. The next system, codenamed “Scorpio”, is actually mentioned! They mention the 6 teraflop power, they show some circuit boards, talk about how it’ll have 4k gaming support — this is what all that power is for, 4K and VR first. It’s a good video talking about the more powerful system they’ll be releasing, and why they’re releasing a new system so soon. Todd Howard says that Fallout 4 VR will be on the system with “the framerate and resolution we expect”. Huh. They also say that games will also work on the original Xbox One, though, so will games be able to make full use of its significantly greater additional power? I have to imagine they eventually will, but at the conference they say things will be dual-compatible. They don’t show the box, but there is an outlined shadow of a probably-large box, the opposite of the small (and $299) new Xbox One S. [After the conference, we learned that the S will be $299 only for the 500GB model, while 1TB will be $349 and 2TB will be limited-release and $399. And those custom-color-and-word controllers will be $80 to $90. So yeah, they didn’t mention negatives like these at the show.]

Overall, for the press conferences, Microsoft had the best one this year, followed by Ubisoft, with the others trailing. Microsoft’s conference was good, probably their best so far that I’ve seen. And after seeing MS actually talk about “Scorpio”, Sony still said absolutely nothing about the PS Neo, disappointingly. Nintendo of course has promised to also say nothing about their system releasing next year. And on that note, it is interesting to see how short this generation has turned out to be, before everyone releases more powerful hardware… sure, for now they’re saying games will be backwards compatible and that is good, you’re heading towards a more PC-like future for consoles here, and this will make things confusing in the future, once you have to say “games work on the third model but not the fourth” or what have you, but isn’t that harder with the new “we don’t put full new numbers on each system” world? I know it works for Apple, but Apple doesn’t actually care about games.

But anyway, its an interesting year, as we head towards an early start to the next generation, if indeed you consider 2017’s consoles next-gen and not just upgrades. If they end up having exclusives as I fully expect them to I’d probably call them full new platforms, though I imagine there will be debate on this point, as there is for the Game Boy and Game Boy Color for example.MS showing some details of the Scorpio pushes them on the top so far, but I really miss Nintendo having a lot to show; their choice to not show much here at E3, so far as we know, is disappointing. And on that note, on to Nintendo!

Part 2: Nintendo

So, Nintendo, Nintendo… well, there are two things to discuss here, their show, and the extremely unfortunate, sexism-based decision to not have a female playable character in the new Zelda game, The Legend of Zelda: Breath of the Wild. Beyond their awful sexism in Zelda, I have more to say about Breath of the Wild as a game, and their E3 showing this year.  This section will have three sub-sections, one for each of those three issues.

2-1: On Zelda and Gender

I will start with that second issue, of sexism in the Zelda series. It’s pretty simple here: I’ve wanted a playable female character in a Zelda game for at least a decade now, but Nintendo and Zelda head Aonuma refuse to allow it despite all the demand. Here is Aonuma’s exact quote: “…if we have princess Zelda as the main character who fights, then what is Link going to do? Taking into account that, and also the idea of the balance of the Triforce, we thought it best to come back to this [original] makeup.” This is a terrible and ludicrously sexist excuse. I’ve to to say it: there is no female playable character in the new Zelda game because Aunuma is sexist. What he said is a modern version of the bad old sexist stereotype that ‘girls’ have no place in adventure stories [because they should stay home, etc.]. Sure, men are stronger than women, but women ar4e not so weak that htye can’t go on an adventure! And Zelda has magical abilities too, so it’s a pretty bad excuse. It’s sad given how much I love the Zelda series, and it always has been one of the best in gaming, but that is the only way to explain his incredibly flawed “logic” in the quotes in the OP, sexism, from an older man in one of the most sexist countries in the developed world.

Indeed, that’s the core of the problem — Japan ranks very low in any study looking at how equal things are between men and women in countries around the world, so they do not believe in equality as much as we do. Things are not great here, as the GamerGate controversy shows, but they are much farther behind there. That women should be rescued and not participate in adventures themselves is a stereotype we’re breaking down here in the West, but Japan sadly still holds out against equality. Even going on 25 years ago Westerners knew that people wanted playable / action-role Zelda, as you see in Zelda’s strong role in that super-cheesy early ’90s Zelda cartoon or her being the only playable character in two of Western publisher Phillips’ two unfortunately-awful CD-i Zelda games, and even Japanese publisher Tecmo-Koei know this as Zelda is among the many playable female characters in Hyrule Warriors, but Nintendo itself stands against progress with terribly sexist excuses. Sadly enough, due to series history and Nintendo’s own bad record of womens’ roles in their games this is exactly the result I expected, but it’s still extremely disappointing even if it is in no way a surprise.

So, Nintendo continues to frustrated with Zelda’s roles in the series. Zelda is no Peach, a character that is mostly useless, but bad old gender stereotypes always hold her back. Ever since the early ’90s, Nintendo has teased with given Zelda a stronger role in Zelda stories… only to pull back every time, never let you play as Zelda, and ALWAYS have her get kidnapped in every game. Zelda helps defeat Ganon at the end of several Zelda stories, after he rescues her, including the 1992 Nintendo Power Zelda comic (where Zelda’s actually the one who kills Ganon, after Link freezes him), Ocarina of Time (not in a combat way here, though), Wind Waker, and Twilight Princess. And OoT has Shiek and WW Tetra, for some additional more active Zelda roles… but in both games, as soon as Zelda becomes a regular princess again, she gets kidnapped because that’s what you do with princesses, have stupid caveman “rescue the girl” plots with them. Bah. Zelda had a pretty active role in Skyward Sword as well, to the point where the game could have had playable Zelda, but eventually inevitably you had to rescue her. This still leaves Zelda with a better role than plenty of other damsel-in-distress characters, in those games at least; many other Zelda games have Zelda in an entirely traditional “rescue-the-girl” role and that’s it, but at least most of the 3d titles go beyond that… if only Nintendo would notice this. But no, it’s “playable Zelda would leave Link with nothing to do” ludicrous backwards sexism.

2-2: The Legend of Zelda: Breath of the Wild: My Thoughts on the Game As Shown at E3

At the show this year, Nintendo mostly focused on Zelda.  The booth was large and the Zelda display impressive, with a whole Zelda-themed environment to pass through inside the booth.  It looked pretty cool, from videos, and the game was very popular, the lines for the game were long all through the show, and it won some awards as well, such as IGN’s Game of the Show award.  That’s all great.  The game looks beautiful, too.  This somewhat Skyward Sword-esque art style isn’t quite as great as Twilight Princess’s is in my book, but it does look very good.  And a lot about the game looks fun to play, too.  I do have reservations about the game, though, as while there is some of the core of what I love about Zelda here, this is also a Zelda game for people who like things in games very different from my own interests.  I’ll list a few issues I have with this game, and also some things I liked about what I saw of Breath of the Wild.

First, this is an open-world game. I know open-world games are popular, but I have never liked them, and indeed have never managed to stay interested in an open-world action-adventure, action-RPG, or shooter game beyond the opening couple of hours.  I need direction and an actual focused point to stay interested in an action or RPG game, not just “wander around and do whatever, where ‘whatever’ is a very limited number of mostly combat-related actions that you can take”.  The Breath of the Wild’s map looks nice, but the very open design, like an open-world game or the original Zelda, is something I like less than traditional 3d Zelda or GB/GBC Zelda segmented designs. Of course given the huge popularity of open-world games over the past 15 or so years a lot of people disagree with me about them, but I generally find open-world games very boring, and rarely ever stick with one beyond, like, an hour or two. I can’t think of any open world action-adventure or RPG games I’ve actually gotten very far into at all. Now, I do love Guild Wars of course, I played well over a thousand hours of the game, and it does have a huge world, but I wouldn’t call that world open-world in the traditional sense; the game has a lot of gating (so you often need to do the missions to progress), it’s broken up by areas for different level characters, etc.  But traditional open-world design?  After a couple of hours of driving around in Grand Theft Auto III I pretty much lost interest in the concept, and no progress in the genre has changed my mind on that score.

And Breath of the Wild looks like very much an open-world game in key elements.  I don’t need cinematic narrative, but I do need some kind of system to keep you on track — a quest log, indicators to show where you need to go, a good mapping system which rewards exploration by revealing the map as you go instead of just giving you all of it from the start since revealing the map as you explore is MUCH more rewarding, etc. Without that games are aimless and I’ll lose interest quickly, as always happens with me in open-world action, RPG, or action-adventure games. Endless choices doesn’t make me want to explore all those choices, it makes me often freeze up and probably just move on to some other game before seeing most of them. For an example of how much I dislike open-world design, I would say that StarTropics is a better game than the original Legend of Zelda, because it’s also fatnastic, but is a more focused, fun experience that doesn’t rely on stupid crutches like “go find the random hidden stuff” or “wander around pointlessly for no good reason”. I’ve beaten StarTropics 1, did so in the late ’00s, and loved it. But Zelda 1? I’ve still never gotten past the sixth dungeon. Sure, it’s a classic and a game I remember playing back during the NES’es lifespan various places, while StarTropics isn’t (I’d heard of it in Nintendo Power, but not played it until the ’00s), but while Zelda is fun, it’s also flawed and frustrating. StarTropics is better for sure, and it’s the best action-RPG I have played for the NES.  Or for another example of how focused design is better than open-but-empty design, as much as I love Baldur’s Gate 1, I never even got into the city of Baldur’s Gate, as when we got it in ’99 I kept wandering around in the forests of the first half of the game until I lost interest in playing any more.  In contrast Baldur’s Gate II is more focused than its predecessor, much less full of large, mostly empty forest zones.  It’s the better game.  I REALLY hope that Breath of the Wild has something to help you stay on track, be it a quest log, Navi or Midna analog, or what have you.  It needs something.

And worse, this is not only an open-world game, but it is an open-world game which sounds like it will use level-scaling to some extent, perhaps a significant one.  This is a big problem, in my opinion — for a game like this, making the whole thing roughly equal in difficulty makes for boring gameplay! Yes, it can be done well, as Mega Man games show, but more often it leads to a whole game of no-difficulty-progression tedium, as you see in Elder Scrolls games since they introduced level scaling for example.  I find many more things than that boring about TES games, but the level scaling sure doesn’t help.  If I ever do actually play an Elder Scrolls game, I’d install one of those “we remove the whole-world level scaling” mods. Or for a really bad example, see Knuckles Chaotix for the 32X;  making level select random in that game, and all five worlds even in difficulty, was a terrible idea!   Sure, Zelda games usually do let you explore around, but there is at least some progression of easier to harder as you go.  I really hope that traditonal Zelda world design returns here, and not a true “you can go anywhere from the start” design, but word that you can, if you want, go straight to the end of the game right from the beginning, skipping most of the content in between, is not promising.  So yeah, I am very worried about this in this game; it’s a huge problem with open-world games that use it.

On the good side though, fortunately the game isn’t randomly-generated, as Nintendo seems to be putting a lot of work into making a detailed and interesting world to explore.  I saw some cool stuff in the gameplay demos, and the game looks like fun to play.  Link can climb up cliffsides this time, so you can travel all over with ease.  The Moblins to fight, trees to climb, stuff to chop at, and areas to explore looked interesting, and for an open-world game this one looks far better than most.  I’m sure it’ll be fun to play, but my question is, will I actually stay interested, or will I quit partway through as the unfocused, wandering-around-heavy gameplay drags down the good elements of the game?  I have always said that I often prefer a well-crafted linear experience to something too open-ended, after all.  There are exceptions to this, mostly in the strategy genre where I like a fairly wide-open game like Civilization a lot, but in action or RPG games it very much stands.

Breath of the Wild has a lot more items to get than past Zelda games, with lots of stuff to pick up all over, but this doesn’t mean as much to me as it would to some people.  I care less than most people seem to about loot in games. I almost never play games just to get better stuff, that’s not something that often actually interests me. I like exploration, finding new places, and putting them on a permanent map… so yeah, not a fan of randomly-regenerated-every-time stuff either. :p (Stupid Diablo games, even though I know the map isn’t permanent I can’t help but want to explore out every zone every time I play one… I find that much more fun than whatever loot the game drops.) This applies here because you make it sound like just getting items is a reward on its own in LttP, in lieu of having more areas to explore, but I don’t agree with that. Of course it’s fun to use new items in a Zelda game, but that’s as much in the context of the new places it’ll let you get to than it is with the item itself… apart from things which add to the combat too, such as a bow, fire rod, etc. But I probably wouldn’t keep playing a game just to get some item.

And on a related note, for another negative, the game has crafting in it.  I hate crafting in general, and that’s in Breath of the Wild for sure.  I can deal with crafting if it’s very simple, as it is in Guild Wars where you just talk to the person who makes some kind of armor or gives you an them from materials or somesuch, collect/buy the materials, then return to the trader to buy that item, but when you’ve got to deal with stupid “mix crafting items together to try to make formulas (and we either won’t tell you them or they’re kind of a pain to find)? ‘ No thanks, I hate that stuff! My first experience with crafting was Diablo 2, and I had next to no interest in trying to come up with Horadric Cube recipes; I just used the thing for some extra storage, and that’s it. This is also why I never bought Minecraft, I hate crafting.  And on top of the crafting, the game has weapon durability as well.  This is a questionable mechanic, more often bad than good.  There are a few games with good implementations of weapon durability, such as the Fire Emblem series or Riviera: The Promised Land, but it’s a hard mechanic to get right, particularly for someone like me who wants to keep things, not have to keep tossing them away as they break!  And yet it is absolutely central to Breath of the Wild’s design, as weapons break very fast so you’re constantly grabbing weapons from enemies and fighting them with them.  That looks fun at times, but I’m sure other times it’s quite annoying.  I hope that there are permanent items you can get eventually, perhaps as this games’ equivalents to the items you get from dungeons in a normal Zelda game.

But all that said, Breath of the Wild looks like a very good game, yes.  The combat looks pretty good, durability aside, and being able to climb rock walls is pretty cool. It might even be E3 Game of the Show (as IGN gave it), though I’m not sure; Microsoft is my pick for best publisher this E3, them making all their first-party titles dual-releases on PC is a fantastic move and they showed some great stuff too. Nintendo did have some good games to show, but without a Direct and with so much focus on Zelda you didn’t see much of the others unless you were watching a lot of their day 2 stream… which I watched a bunch of, but still. Anyway, despite the good points, I can see myself liking this game less than any previous 3d Zelda game due to the kind of game it is.

2-3: Nintendo’s E3 Overall and NX Speculation

Nintendo had a solid show overall.  While they were not on the floor proper, a few other games such as Paper Mario: Color Splash for Wii U were playable behind closed doors.   In addition, Nintendo again had a Nintendo Treehouse Live stream that ran during days one and two; I don’t know why they didn’t have one for day three, I wish they did, but it didn’t happen.  Day one focused on Zelda, as it had one hour of the upcoming Pokemon Sun & Moon games for 3DS, then five hours of Zelda.  Day two showed a variety of games, including the upcoming 3DS Monster Hunter game, Dragon Warrior VII for the 3DS, BoxBoy 2 for 3DS,Paper Mario: Color Splash for Wii U, and some more.  I was glad to see the pre-show reports that “all we will show is Zelda” were mistaken, and other games were indeed shown.  It was a decent to good showing from Nintendo overall, and was much better than some early fears indicated.  I am particularly excited that the second BoxBoy game has been announced for US release, as the first one is quite good.  I was really hoping that Picross 3D 2 would also get a US announcement here, as the first game is my favorite game for the DS, but unfortunately Nintendo disappointed there.  Will they really let one of their best games this gen stay Japan-only?  I really, really hope not.  But anyway, solidly good show overall, for what was there.

However, I can’t overlook that this year Nintendo had no press conference either live or pre-recorded, no theater event in either the press-conference or fan-tournament forms of past years, and focused on only one game in their booth, though a few others were streamed and were playable behind closed doors for select journalists.  Nintendo never done any of these things before.  Now, this E3 is, as I said at the top, by all accounts smaller than any previous full-scale E3.  Of the two main halls of E3, one hall was pretty empty, and the other had very wide aisles.  There were fewer people there than in previous years as well — there were jokes about actually being able to get cell-phone reception inside this time, an uncommon thing in the past.  And unlike EA, Nintendo at least still had a booth.  So, Nintendo scaling things back is part of a trend, not just something they are doing on their own. I understand that E3 is expensive to be at, and in these days of the internet, things like store buyers going to conventions like this to see what to purchase for their chain aren’t as prevalent as they used to be. That makes sense.

However, the press conference and announcements side of E3 is not only for that audience, it’s also for gamers. And by showing so little this E3, having no press conference or E3 Direct, and having no stage event at all, it makes E3 feel kind of empty in a way it wasn’t before. I really miss Nintendo having E3 conferences, events like the last two years, and such. Either Nintendo is being too quiet at a time when they probably should be announcing something, or they maybe don’t know what they should be doing. It could just be that like Sony, they want to follow the Apple model and only announce their new product right before it announces, instead of long before as everyone used to do. That’s frustrating, though, particularly for a thing as nebulous as their upcoming console, the NX, which releases next spring.  What is it, exactly? We still don’t know! For something that’s supposed to release that soon, I feel like we should know by now what it is. So yes, I strongly prefer Microsoft’s approach, announcing a system now that won’t release until late 2017, over Sony and Nintendo not saying much about systems supposed to release well before that.

And on the note of the Playstation 4 Neo and the Xbox One “Project Scorpio”, Nintendo announced the NX before either of those. At the time, the idea seems to have been to have a system on par with or maybe a bit more powerful than the PS4. However, now that both competitors are abandoning the old console generation model in favor of shorter cycles between platforms and upgraded systems instead of full new platforms. Sony and MS are currently both promising that games for the new system will also work on their current one, as if all Game Boy Color games were black (dual-mode) carts instead of clear (GBC-only) ones. I expect this to change eventually, as the install bases for the new models get larger and developers want to push them more, but that’s a good thing to say right now.

So the problem is, what does Nintendo do in response to this? They’re almost certainly releasing an all-new platform, instead of a fourth upgrade of the Gamecube hardware, but will they upgrade the NX’s hardware versus the original supposed plans in response to Sony and MS, if we presume that it wasn’t originally planned as being anywhere near Scorpio’s level of power? And there have been rumors about Nintendo thinking about VR, so how much power would be needed to do that?  Now, I do not expect Nintendo to release power-competitive hardware, and all signs are that as with the Wii and Wii U, they will again not do so.  However, this is a dangerous move.  If Nintendo wants to attract even a shred of decent third-party support, they need a somewhat power-competitive system.  Yes, there are tough questions here, of price versus performance, of how much power you need to attract third parties if that is even possible for Nintendo anymore, and if you can come up with some magic Wii-like hook to sell a hundred million systems again (an unlikely but not impossible dream), and such.  But going by some comments of Reggie’s, it sounds like Nintendo is again going to release hardware a generation behind the competitions’, which makes it extremely like that they will once again get almost no third-party support, and also puts all the attention on Nintendo’s first-party software and whatever the system’s gimmick is.  I very much doubt this is a good move, but it’s not surprising given that it’s what they have done for a decade now.  Too bad though, it’d be awesome to see a Nintendo console with competitive hardware again.

Regardless of how the NX ends up, though, the decision to not show it at E3 is a disappointing one.  Nintendo’s silence with their system releasing so soon is frustrating and raises questions.  Are their plans for the NX really finished, or are they still deciding anything about the console?  Why don’t they want to talk about it yet?  Is it because they think that the hardcore won’t like their answer, because they think Sony or MS will get more attention here at E3, or what have you — or, worse, have they not decided yet? Because by being so silent about the NX, again, I can’t help but wonder about if Nintendo really knows what to do in these difficulty, transitional times for the industry.  The incredibly limited amount of NX information they have released leaves all these questions out there, and I’m not the only one asking them. What is Nintendo’s plan? Can they come up with something that will reverse their declining sales and sell well again?  And will we ever again see a powerful Nintendo console?  As successful as the Wii was, I’ve always been a bit disappointed by how far behind the other consoles of its generation it is, and seeing Nintendo stick with that disparity for a third time will be kind of unfortunate.  Thanks to motion controls really taking off that didn’t hurt the Wii, but I do think it hurt the Wii U, and it’d hurt the NX too unless they have some amazing new hook.  So, in a way that the Wii U’s gamepad wasn’t, that better be one good hook.  Will Nintendo learn from their mistakes?  We’ll see.

On that note, after Paper Mario: Sticker Star for the 3DS was very harshly criticized for all regular attacks being limited-use stickers, bad boss fights, way too many Toads, no partners, and no levels, the new Paper Mario game, Paper Mario: Color Splash for the Wii U… does all of those things again, it seems. Nintendo, stubborn to a fault as always, strikes again. Sometimes this is great, when they stick to great gameplay ideas, continue making retail 2d and 2.5d platformers, and more, but other times it’s not great. Which way will it be this time?

Conclusion

To finish up this quite long, multi-part E3 2016 summary, my overall favorite thing coming out of this show is Microsoft moving back to caring about PC gaming again.  I hope this move goes well and MS continues to push PC gaming in the way that they should to make the best gaming platform even better!  Second, despite all my criticism, would be Zelda: Breath of the Wild, because even if it has issues, it’s still a Zelda game so I still really want to play it.  Other things I liked from this E3 include Ubisoft’s good-looking extreme sports game Steep and BoxBoy 2.  I’d really like to play both of those. Outside of the conferences, Firaxis’s Civilization 6 also looks great, and I am looking forward to that game for sure.

As for the other issues raised in this post, though, I hope that people keep pushing Nintendo to be more inclusive, and that Nintendo and Sony announce their future plans already because we need to hear them.  The future of gaming is interesting, and I don’t know where it’ll go in these days of VR and smartphones, but here’s hoping that full-priced, big-budget gaming stays the great industry that it is!

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PC Platformers Game Opinion Summaries, Part 4: Digital-Download 2d games (Part 1)

… I really need to cut the number of games per update so that I can get these done more often, it’s been almost two weeks again. That said, E3 excitement has distracted me a lot for sure, and indeed E3 started today with the first two press conferences! It would have been better to post something yesterday, but this will have to do. As we have moved on to digital downloads, there are nine games covered this update, all indie titles released in the past five years. And that means lots of annoying xinput-only-for-gamepads games. I recommend the program x360ce, it gets most games working with regular PC gamepads.

Update 5

2A. 2D Platformers – Digital Download

1001 Spikes (2014)
8BitBoy (2014)
Aaru’s Awakening (2015)
Adventures of Shuggy, The (2011)
Apotheon (2015)
BattleBlock Theater (2014)
BiT Evolution (2015)
Bleed (2012)
Camera Obscura (2015)

Summaries


1001 Spikes (2014, WinXP+) – 1 player, saves, gamepads supported (dinput supported). 1001 Spikes is an indie platformer from 2014 released as a digital download only. While the PC platformer was nearly dead for almost a decade, thanks to the growth of Steam over the later ’00s, the platformer eventually had a renaissance, and this game, and most of the games in this section that aren’t digital re-releases of DOS games, are examples of them. I have a fair number, but there are far more 2d platformers than this on Steam and other PC download storefronts now; 2d platformers, particularly ones with pixel sprite art like this one, are one of the more popular kinds of indie games. And indeed, as an extremely difficult indie platformer with pixel art, 1001 Spikes is quite unoriginal. What it is, however, is good, if you don’t mind the crushing difficulty. This is a somewhat well-known game, for its good gameplay and high challenge, so I picked it up eventually. You are an adventurer guy, going through ancient temples looking for treasure as you follow your father’s treasure map, or something like that; the plot doesn’t matter much. The game has nice pixel art with tile-based visuals and small sprites that allow for you to see a long on each screen. Like a lot of these games, the vaguely “8-bit-ish” visuals have parallax scrolling that is pretty much impossible on a real NES and far too many colors for an actual NES, but the look does work. The music is good chiptune stuff, and I like it though it’s not incredibly memorable.

The game controls quite well also. You move, attack with infinite throwing daggers for a weapon, and have two jumps, a lower and longer one on one button, and a higher and shorter one on another button. The controls are precise and responsive. The two different jumps are absolutely key to the game, as levels make heavy use of designs that require you to learn exactly which jump to use in each situation. Levels are short but quickly get excessively difficult. The game is broken up into worlds of 5 stages, and is only moderately long in terms of levels, but plenty long in terms of how long it’ll take to finish. You have 1001 lives to get through the “1001 spikes” you will face, and you’ll probably need a lot of them unless you are very good at games! Levels are only a few screens long each, so they are densely packed with challenges. The most omnipresent threat in this game are spikes, as the title suggests, but there are also many bottomless pits, invincible death-bolt-spitting statues, spikes that move back and forth on tracks, and even, once in a while, enemies you can actually fight such as scorpions. This is mostly an avoidance game, though, and levels are full of traps. You will die many times on each stage until you learn where the spikes will appear from the floor, which platforms will crumble under your feet as soon as you touch them, which stone faces will shoot at you once you get close, and more.

The game follows its strict rules, though, so it isn’t unfair, just extremely difficult. You’ll need good reflexes and perfect timing to survive, but it is satisfying to finally get through a hard level after dying many times. The life limit is a potential issue, though, as the game auto-saves after each time you die. This means that if you play badly and run out of lives befor the end, I presume you just have to start over… that would be awful. And the frustration factor can be high at times, in the harder stages particularly. I’m only in the third world in this game, but at times I’ve wanted to quit and never play it again because of how hard it is. Strill, I probably will return, because as hard as it is, 1001 Spikes plays very well, looks and sounds good, and is, overall, pretty good. I can see why the game was successful, it deserved it. I definitely recommend this game to anyone who likes masochistically hard games, is good at platformers and wants a challenge, or is bad at platformers and wants to suffer (or stream themselves on the internet dying repeatedly to hard games). Others may want to stay away, though; this game isn’t going to be for everyone. Also playable on Steam on Mac and Linux. Also available digital-only on Wii U eShop, Nintendo 3DS eShop, Playstation 3 PSN, Playstation 4 PSN, PS Vita PSN, and Xbox One XBL.


8BitBoy (2014, WinXP+) – 1 player, saves, gamepads supported (dinput supported). 8BitBoy is an obscure indie PC platformer. Of the games in this update this is probably the most obscure, but it is good, even if it has some issues, as you might expect from an indie game mostly made by one guy. 8BitBoy is a very Mario-esque game, but it also takes inspiration from other platformers as well. You play as a unhappy 30-something guy who gets sucked in to his old 8-bit videogame console, so now you are in the game and have to escape! It’s a new take on a classic story, and it works. I do find it amusing that the console looks like a Sega Master System 2, even though this game is very much Mario-inspired. On that note though, this game has a bit of an identity crisis — the name and story make it sound 8-bit (3rd-gen), but the graphics are very much 4th-gen at minimum, as the game uses parallax scrolling and has lots more colors than you’ll find on 8-bit consoles. Ah well. As for the interface and in-game manual, they remind me very much of an early ’90s PC game, as you have an on-screen cursor and must click on things, and the manual is one of those flip-through-pages affairs, as in many shareware PC games then. There’s a bit of everything here. The game does look nice, though. I like the sprite art, it’s good stuff. The music is also great chiptune-style European techno, I like it a lot.

As for the gameplay, this is a tile-based platformer, so you run, jump, and fire-ball-shoot your way through many levels. The game controls decently, but controls are slippery, and not quite as precise as I might have liked. It gets even worse in the ice world, but even the rest of the time, jumps can be difficult Level designs are good. This isn’t too complex of a game, and like Super Mario Bros. it has 8 worlds of 4 stages, but there is also an exploration component, as there are coins and powerups all over. The main path through a level is usually a little easier, with tough side areas all around to entice you into tougher situations. It’s a good design which I like. This game is a fair challenge and will definitely be difficult to complete, but it’s not one of those super-hard modern indie platformers, thankfully; I’ve never loved the ultra-hard games, a reasonably tough but approachable game like this is better. There aren’t checkpoints in each level, but levels are not so long that this is a problem. Your challenge in each level is to figure out the best way through, while getting what you can along the way. The game has both a normal mode with autosaves after each level or a mode where you can only save if you find a special coin hidden in each stage. The choice of either is great to have. Overall, this is a fun game with decent graphics and good music. I like trying to find all the hidden stuff in each level, that’s fun. However, the controls do hold the game back, they aren’t as precise as they should be. The interface also is slow, when using a pad why can’t you just select options instead of having to drag that cursor around? This game has some issues that clearly come from its tiny, inexperienced team. Still, 8BitBoy is a game platformer fans might want to check out. It’s above average, fun stuff. Digital release only.


Aaru’s Awakening
(2015, WinXP+) – 1 player, saves, gamepads supported (dinput supported). Aaru’s Awakening is an indie platformer with good visuals and art design, unique gameplay, and a very high difficulty level. Modern indie platformers with good art don’t always have the best gameplay, as finding a good artist seems to be easier than a good game designer, and indeed this game does have some issues. I like that they tried something different, though, that’s better than making yet another game like all the others. So, you play as Aaru, a beast serving the Dawn god. Apparently Dawn, Day, Dusk, and Night are four brothers in this fantasy world, and they had a war over who should rule the planet in the past. Now they share the day, but something’s going on and you have been sent to Night to figure out what. To get there you need to travel through all four lands, though. Each land is only made up of a few levels, so this is a short game, but it makes up for it with the steep difficulty and high learning curve.

The controls are kind of odd and unique. This game uses dual sticks or mouse and keyboard, and while the controls are re-configurable to a point, there are limits. You move with the arrow keys or left analog stick and aim with the mouse or right analog stick. This is confusing because you face the direction you are aiming, not looking, and when moving ‘backwards’ you move more slowly, can’t jump quite right, etc, so you need to reverse both sticks, or move the mouse and hit the other direction, to turn around. I do not like this. You can also jump and charge, and the charge is both an attack and your double jump. Now, on pad, these can be on one button; tap once to jump, second time to charge, or with an xinput controller it supports analog triggers for jump and charge as well. On keyboard though, you need to use two buttons, one to jump and the other to charge; map them to the same thing and you’ll just charge, and won’t jump first. This is pretty hard to get used to, to say the least. Your other main ability is this orb you can shoot out and then teleport to. If you teleport into a monster you’ll kill it, and this is your only way to defeat foes. Teleporting is also heavily used in puzzles. This is always on two buttons (it defaults to the right shoulder and trigger buttons on pad), on pad or keyboard, so as with jumping you need to get used to hitting one button to shoot out the orb, then hit a different button once it gets to the point you want to warp to. Hitting shoot again shoots a new orb. If you hold the shoot button down you shoot a more slowly-moving shot, tap it and it’s fast. The games’ levels are designed around the teleport and charge maneuvers, and you will need to get very good at using them in hazardous situations where you can and will die any moment. Touching most hazards or any enemy is instant death and enemy shots kill you in two hits if you get hit in quick succession, so you die quickly in this game. There is no health bar, the screen just goes weird a bit after you get hit with a nonlethal attack. If you’re in safety you will recover back to normal a moment later, but it’s still very easy to die. Fortunately levels do have many checkpoints, but by the second worlds’ boss I was getting frustrated.

So, is the game good? Well, it’s interesting, but I don’t love this game. On gamepad, the heavily shoulder button-centric controls aren’t good; I do not like platformers that rely on the shoulder buttons a lot, they aren’t as fast to press as face buttons are. And you have no choice here, you need to use both sticks. And on mouse and keyboard, the confusing multi-button layout is hard to get used to. And even beyond that, levels in this game are designed to kill you unless you do the exact right thing, and you often have little time to do it in. On the whole Aaru’s Awakening has nice 2d graphics and I like the originality, but I don’t think I will be going back to this one much. Still, some will definitely like this game, so try it out if it sounds interesting. Also playable on Steam on Mac and Linux. Also available digital-only on Playstation 3 PSN, Playstation 4 PSN, and Xbox One XBL.


Adventures of Shuggy, The (2011, WinXP+) – 1 player, saves, gamepad supported (xinput only). The Adventures of Shuggy, from Smudged Cat Games, is a nonviolent, avoidance and collection-based puzzle-platformer with small, focused levels and simple but challenging gameplay. This is a decent but somewhat average game. The sprite-art is decent but nothing too memorable. The game has a somewhat Flash-like look, instead of the pixel-art of many other indie platformers. I’ve never cared for Flash graphics, so this game looks kind of bland, though the art design is decent cartoony stuff. Levels and backgrounds look fairly simple, with various dungeons and halls and the like. The graphics and tech here are basic stuff. Shuggy himself is a little purple vampire thing, though given your complete inability to ever attack anything, he must be one weak vampire. As for the audio, the music is decent, but forgettable. The controls are simple: one button jumps, and the other is an action button that does various things depending on the stage. Shuggy has okay controls, though there is some momentum to your movement so you won’t stop the moment you let go of the button. It’s okay but takes some getting used to. And for another negative, there is only support for xinput controllers, which is a pain; I haven’t gotten around to setting up a dinpu emulator for this one, but fortunately it plays okay on keyboard. There also are few options, only one fullscreen resolution available, and no way to reconfigure the controls. So yeah, this game has some interface issues.

The game is worth playing despite that, though, as when you do get into it, you’ll find The Adventures of Shuggy a very tough, and somewhat original, game. Most levels in this game are a single screen; though some do scroll a bit, levels are always small and focused. Your goal is to collect all of the green gems in each stage in order to win. Stages are made up of platforms, and there are those gems to get, enemies to avoid, and switches to hit in each level. Some switches activate by touching them while you’ve got to stand on others to keep them active. This game starts out easy, but the puzzles get very challenging as you progress, and the game keeps mixing things up with new ideas. There are a lot of levels in this game, but despite that there’s a good amount of variety. Some levels are just basic stages, but many others have a gimmick, and there area good number of these. Some include stages with a grappling rope to use, ones where you have several Shuggies you switch between with the action button, and more. One of the trickier stage types are these ones with a timer. Each time the timer runs out, you keep control of Shuggy, but a new ghost Shuggy will follow the path you followed on the timers’ previous course. Each time it goes around another Shuggy is added, and the trick is, if you touch a ghost Shuggy you die, start the stage over! Yes, these stages get hard, but it is satisfying to get one right. Overall, The Adventures of Shuggy is a decent puzzle-platformer with some good gameplay, but bland design and sometimes iffy controls. I also sometimes wished that I could just fight back against the baddies… ah well. This is an alright, game anyway, though, and it is average at least, maybe better. The game does get frustrating at times, but it’s also rewarding enough to return to and keep trying. Puzzle platformer fans should check it out. The game is Mac and Linux compatible on Steam.


Apotheon (2015, WinXP+) – 1-2 player simultaneous (with 2 gamepads only, 2 player mode is a battle mode only), 1-8 player online battle mode, saves, gamepad supported (xinput only). Apotheon is a somewhat “Metroidvania”-styled platform-action game with very nice graphics, but fairly simple gameplay. This game has a very cool Greek vase-art visual style, and that looks great. You and the enemies are black forms on a colored background. The visual look is unique, and the game looks really good. There is a light and shadow system too, for torches and the like. and the game looks really nice. The music’s simple but good. The story, however, is, unfortunately, generic modern drivel — this is one of the many edgy modern “go kill the Olympian Gods” / “Ancient Greek Apocalypse & Kill the Gods” stories, like God of War, NyxQuest, parts of the Clash of the Titans reboot movie from several years ago (though that didn’t go as far with this as these others here), the last season of Xena, etc. As a history major, all of these stories are COMPLETELY stupid and totally miss the point of what Greek mythology existed for, how the Greek gods acted in their stories, etc, etc. I know the apocalypse is one of gaming’s favorite subjects, whether it’s a zombie one, nuclear one, or what have you, but still, no, I greatly dislike these stories, they get the myths so badly wrong! And having to kill the Greek gods is cruel, too… they should not be evil. Callous, sure, but not evil. “Zeus got tired of humanity and decided to kill everyone, so kill gods to save the world”? That is a bad story.

As for the gameplay, it’s better than the story, but I don’t like this game much, so I guess I go against consensus with this one. Apotheon is a combat-heavy action-platformer, and fighting is the main thing you will be doing. That’s okay, but the controls have issues, and are bad on mouse and keyboard; the game was designed for a pad. This is a dual-stick game, and you move with the right stick, and aim with the left. Beyond that the controls are configurable, but finding a good layout may be difficult, with how you need to use both sticks, the face buttons, and the shoulder buttons all at the same time. It’s asking a bit much; dual-stick controls work in a run & gun, but in this? No thanks. On keyboard and mouse it uses WASD for movement and the mouse for aiming. You attack and switch weapons in the current category with the mouse, while the other controls are all over the keyboard. But either way, the controls are imprecise and flawed. You don’t stop moving until a moment after you stop pressing the button. The jumping controls are awkward and are as unresponsive as the movement controls. The ‘pulling yourself up to a platform’ animation looks really dumb, too; it looks more like you just hover up the side of the wall, rather than grabbing on or something. Aiming is imprecise too, and you will miss ranged attack shots.

As janky as the gamepad controls are, though, keyboard and mouse are worse! On pad, when you aren’t touching the right stick and aren’t attacking, you can move around normally. If you attack or touch the aim stick you lock in the direction you are facing until the attack animation finishes or you let go of the stick; yes, this can be a problem. But on mouse, you basically are “pressing the stick” all the time, so pressing right when you are moving left will make you back up slowly, not actually turn around. To turn around, you need to move the mouse the other way, which is awful! You need to relearn platformer controls to play games with this control scheme, like this or Aaru’s Awakening, but even if you do, it’s awkward. I understand how being able to move one direction while you attack in another can be useful, but far more often in this game I’m clumsily trying to attack enemies behind me, which is harder than it should be since you can’t just turn around and attack them while they move around you. So the pad controls, flawed as they are, are the way to go.

Beyond that, this game is mostly straightforward — go to the places the map marks out, kill whatever’s there, talk to people and then maybe kill them, and destroy everything in sight to collect the powerups. There are a bunch of types of things collect, including armor and shield upgrades, a whole lot of different types of weapons, some melee and some ranged, and more. The weapon variety is a strength here. Level graphics look great, but layouts are mostly simple. This is a combat-first game, but there is platforming eventually, apparently, and the iffy controls hold the game back there. I imagine that you eventually get powers to use in other areas of the world as well, as usual in Metroidvanias, but I didn’t get that far. I didn’t help that I ran into a game-ending but that keeps you from progressing past the end of the first area — Hera doesn’t move to let you enter that fire or whatever, you’re just stuck there, try again from the beginning and hope it works. No, I don’t want to start over… fix your bugs! Oh, as for the multiplayer, it’s a versus battle mode only; the main game is 1 player. I haven’t tried it, but it’s a good feature to have for sure. Overall, Apotheon is a really nice-looking game with average at best gameplay, flawed controls, and a bad story. It’s disappointing. Digital download only. Also playable on Steam on Mac and Linux. Also available digitally on PS4 PSN.


BattleBlock Theater (2014, WinXP+) – 1-2 player simultaneous, 1-4 player online, saves, gamepad supported (xinput only). BattleBlock Theater is the third game from the The Behemoth, the team that also brought you Castle Crashers and Alien Hominid. This game is quite different from his previous titles, but in terms of gameplay, this one might be my favorite The Behemoth game! It’s a lot of fun. The artist behind all three games, Dan Paladin, started out making games for Newgrounds in the early ’00s, and that is where I first found his work. I covered the Gamecube version of Alien Hominid in that Game Opinion Summaries list; it’s a good game, but very difficult to the point of frustration. It’s a run & gun not nearly at Metal Slug’s level. The second game, Castle Crashers, is a solidly fun fantasy-themed isometric beat ’em up. It’s a good game, though it isn’t one of the best in the genre. This third game changes genres again, this time to, you guessed it, a 2d platformer! Now, Dan Paladin’s art is cartoon-styled, but one signature element of all of his previous games are that they are quite bloody affairs. previous games are all quite bloody affairs. This time, however, there’s no blood to be found, which is a bit weird for one of his games. The game looks great, though, and I really like the art design. The sprites are large and detailed, and levels, while clearly made up of tiles, look good. There’s a good variety of obstacles, too. The music isn’t amazing, but it’s solid, entertaining stuff. Story-wise, the game is a somewhat dark comedy. You are in a bad spot: during a voyage, your (literal) S. S. Friendship, a ship full of you and your friends, is attacked, and you and your friends are all kidnapped by these jerk villain cats and put in their prison! Now you are all alone, and have to restore the Friend Ship by escaping the enemy prison and finding all of your friends. The game has an announcer who says silly or insulting things, depending on how you are doing, and he does add to the game. The game also has some character customization, as your titular block-person can be customized with various outfits and looks for your weapons, and you can buy more with the collectibles you find in the levels.

The gameplay is pretty good as well. This is a simple, straightforward platformer, and your goal in each stage is to get to the end while collecting some stuff along the way if you want. The controls are great and respond very well, and you’ll stop right when you should. You can move, jump and double jump, throw an explosive attack, and grab onto things, for your main commands. You can stand on enemies, and they won’t go down with one hit; you’ll need to punch them into a pit or spikes or something, or hit them with the exploding bomb and have it explode, to take down foes. So, unlike a Mario, you don’t face lots of enemies at once here; a few is a good threat. There are some more less-useful buttons, mostly for multiplayer, though, including a “help” button. Indeed, this game has been designed with two player co-op or versus play in mind, and is a fun multiplayer game. Again this game is tile-based, and obstacles include spikes, slimy walls you slide down slowly, exploding blocks, teleporters, cannons you can’t defeat, and such. There are also blocks you can grab, blocks you can pass through to find secrets, and water pits which you can cross with boats. The ‘splashing in the water to pull the boat towards you’ animation is amusing. Levels are generally linear, but along the way there are seven gems and a hidden yarn ball to find, and another bonus mark if you finish within a strict time limit. Finding everything usually isn’t too hard, but it is fun; the levels here are great, though the good mechanics help as well. Also, some of those yarn balls are hidden well, and getting the time reward your first time through a level is unlikely. There is also an exploration element to each stage if you want all the collectibles: they are often hidden, and you’ll need to figure out what to do to get to them. Level designs are good, and this game is pretty fun to play.

The difficulty level feels just right, too. This game is much easier than an Alien Hominid, and more forgiving too — it saves after each level you beat, no limited continues or anything. The can gets tough as you get farther into it, and getting everything can be tricky, but it’s not oppressively hard, just challenging enough to be fun. And in addition to the campaign, there is also a level editor included for if you want to make your own levels. The game has two player co-op in the campaign as well, which is great, and versus mode as well. The online battle mode is fun stuff too, I tried some. You fight in small battle arenas, and there are a bunch of modes. The basic mode has you trying to do more damage to the other person than they do to you in a 2-minute time limit, but there are more if you get into it. Overall, BattleBlock Theater is a pretty good platformer with good graphics and controls, good levels, an amusing sense of humor, a robust feature set, and generally good gameplay. It’s certainly recommended. A not-gory game from the guy behind the Newgrounds Flash title “Chainsaw the Children”, and it’s probably his best work! Who’d have thought? Digital-only release. This game is Mac and Linux compatible through Steam. Also available digitally only for Xbox 360 XBLA.


BiT Evolution (2015, WinXP+) – 1 player, saves, gamepads supposedly supported (xinput only, can’t get it to work for me). BiT Evolution is a clever and simple pixel-art indie platformer. You play as a ball from Pong, somehow escaped from your game and travelling through Atari, Game Boy, NES, and SNES-themed worlds. Your ball starts out with only a jump, but you get an action button as well once you reach the second world; the Atari 2600 has only one button, after all. Controls are responsive, but unfortunately the gamepad support is broken unless you have actual X360 or X1 controllers, for some inexplicable reason. The game claims to support xinput controllers, but unlike with most games, x360ce doesn’t work with it. That’s annoying. If you also have this issue use Joytokey or somesuch, gamepad controls are essential in this kind of game if you want decent controls! Visually, I like the game. The art design is good sprite-art stuff. Each world has better graphics than the system that inspired it could do, with a much higher resolution here than any of those systems and more, but they do try to at least keep some recognizable traits of the system’s graphics in mind, such as the bands of color in Atari graphics. The chiptune music’s decent, but in the Atari level it can be hear-hurting at times… though that’s just being representative of Atari 2600 music, so it fits.

As for the gameplay, your goal is to reach the end of each level. Each stage has 20 ‘pixel’ pickups to find, and finding them all can be pretty tricky. That counter is the only indicator on screen, though, as you have infinite lives and there is no clock. Well, you have infinite lives, but with a twist: when you die in the main world of each level, you go to a green-and-black sub-world made up of ones, zeroes, and red enemies. From here, if you find a portal you return to a set point in the overworld, but if you die here, you return to the last checkpoint you reached. Checkpoints are only in the overworld, there are none in the sub-world. The sub world’ layout is inspired by the otherworld, but it is different. The game often requires you to die in the overworld in order to progress. That’s different. If you just want to finish the stages this game is only a moderate challenge, but finding all of the pixels in each level is harder. Finding them all involves carefully searching throughout every segment of both the overworld and sub-world, looking for those dots, as the connections between the two planes quickly get somewhat mazelike. It’s an interesting concept, and the game executes on it fairly well. Trying to find everything in a stage can be fun. This isn’t a hugely long game, but there is enough here to last a decent while, particularly if you want to find all of the collectibles. I do kind of wish that you could do the four worlds out of order, instead of having to finish each to reach the next, and the broken gamepad support is a problem, but otherwise BiT Evolution is an above average to good little game. This is fun stuff, check it out if you like platformers. Digital only release.


Bleed (2012, WinXP+) – 1 player, saves, gamepad supported (xinput only). Bleed is an okay dual-stick-style indie run & gun action game with pixel-art graphics and chiptune-style music. You play as Wryn, a young woman who wants to kill all the old heroes and thus become a hero, or something, though how killing heroes makes you one makes no sense at all. So yeah, you’re killing people who aren’t evil, so I guess you’re the bad guy? Dumb… I’d rather be the goodguy, not the other way around. Ah well. This game has bland homebrew-game sprite-art graphics, too; this is obviously not a professional title. The gameplay here is a bit like the other dual-stick games on this list, but with guns, and completely independent moving and aiming. For actions you can triple jump, slow down time, and fire. While I still greatly prefer traditional controls to this, this is at least better than something like Apotheon, since here you can move any way you want regardless of where you are aiming. Still, though, on a gamepad aiming will be imprecise due to the limitations of analog sticks. I also really dislike that the jumping controls are on the shoulder buttons, but with both sticks always in use this is unavoidable, unfortunately. So, again unlike Apotheon, the better way to play this game is with mouse and keyboard. There you move and jump with WASD and Space, and aim, fire, slow down time, and switch weapons on the mouse. Mouse aiming really is the way to go for this game! Even on keyboard the controls have some issues, though. While movement controls are responsive, jumping is difficult with either control scheme because of how your triple jump works: the first jump is normal, but the latter two are boost-jumps. Those boost jumps go in the movement direction you are pressing when you hit jump again, and this is odd and takes getting used to. It does work, and gives you great mobility, but it’s tricky to get boost-jump movements right. Jumping is crucial to survival here, so the controls hold this game back.

In terms of gameplay, levels are fairly short but action-packed. Levels each have a different theme, and there are trap areas, falling rocks, and more to avoid, or shoot. You have infinite lives, from the beginning of the current section, but you’ll need them as getting through some can be tough, particularly at harder difficulties. The bosses are challenging as well. This game isn’t as tightly designed or precise as a Contra or Metal Slug, though; you have a health bar in this game, and it’s essential because you’ll take a lot of hits. Between the somewhat tricky controls and the volume of enemy fire, you will take hits. That slow-down-time ability helps here, somewhat. It is tied to a meter which refills when not in use. It’s very useful, but only if you already know level and enemy patterns, so memorization is important — it’s easy to be in a place where you can’t avoid damage because you didn’t jump almost before a boss’s attack even began. Yeah, you take borderline-unfair hits sometimes. There is also two-player support, for both co-op or a versus battle mode; it’s local only, no online, but the co-op support is welcome. Beyond that though, this is mostly a straightforward game — try to avoid the shots, while shooting the enemies. There are no collectibles in stages, and the only unlockables are a few alternate characters to unlock when you beat the game on certain difficulty settings. Bleed is okay, but I have issues with the controls in dual-stick sidescrollers, shoulder buttons (or the spacebar) for jump are no good, and I sometimes find it hard to both move and aim at the same time. The story and graphics also aren’t great. Still, Bleed is a fast-paced game with challenge and some decent fun to be had, so while I don’t love the game and I’m not sure if it was really worth getting, it might be worth trying if you think you would like it. Digital only release. The game is Linux compatible on Steam. There is also an Xbox 360 digital-only release in the Xbox Live Indie Games store; note that Microsoft has announced that the XBLIG store will be shut down in September 2017.


Camera Obscura (2015, WinXP+) – 1 player, saves, gamepad supported (xinput only). Camera Obscura is an indie puzzle-platformer with pixel-art graphics and one idea that it executes fairly well. In this game, you play as a female photographer, climbing an abandoned tower for reasons explained only in text boxes. The tone of the game, and the world it is set in, are distinctly unhappy, but the gameplay is mostly good. You can run and jump as usual, though the controls are floaty and you don’t stop moving until a moment after you let go of the button, unfortunately; this does make the puzzles unnecessarially harder, though it’s not too bad. The key feature here is your camera, though. The camera creates a white outline of all rock or stone platforms on screen that then moves around as you move for a second after taking the photo. Once set, you can then move on the outline as if they were normal platforms, for several more seconds until the image disappears. You can also force the current photo to go away with a button. There are also other substances you cannot take photos of, such as metal. So, the puzzles in this game are all about how you can move around those outlines in order to reach otherwise inaccessible platforms. After a little while you start to figure out the timing for how to get the platform-images where you need them to progress — jump then hit camera and over to drop a platform, hit camera then over and jump to raise one, and such. It’s a clever and unique idea, and I don’t think I’ve seen it before in a game. That is all this game has, though: the graphics are extremely bland and simple, and there is nothing more to the gameplay than that. There is no combat, and you can avoid killing anything, though it is possible to lure baddies into pits through camera usage. Still, it’s a cool mechanic, and I do like the gameplay.

In addition to just trying to beat each stage, there are also many text pages of character and world backstory to find, and you can try to get medals by making it through levels with a minimum of camera-flashes used. There’s also a timer for each stage, for speedrunning. This is a short game, but these features do add some replay value. As for those graphics, the pixel art here is basic stuff; this game could well have been made in Game Maker or something, and the background and environment art is maybe not even as good as PC platformers from the late ’90s. Your character sprite looks better, though she’s quite androgynous looking; without the text boxes I couldn’t tell what gender you are. And enemies look the same as the rest. The music is pretty good, though. It’s all atmospheric stuff, and I think it fits this lone quest through a ruined tower well. The music is definitely the best thing about this games’ presentation, though the story is decently interesting as well. It is a bit depressing, but it fits. Overall, Camera Obscura is okay to good. The graphics aren’t good, the controls aren’t as tight as they could be, and the game has no variety, but the unique concept shines through, and the levels are fun to figure your way through. Exploring them more to find the pages and for optimum routes that minimize camera usage is fun as well. Definitely try Camera Obscura if you like puzzle-platformers. Digital only release.

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PC Platformers Game Opinion Summaries, Part 3: Physical 3d Games

So, only six summaries this time, despite it being almost two weeks. Ah well. This update covers all six PC 3d platformers I have physical copies of, not counting Tomb Raider: Angel of Darkness because I decided to go with GameFAQs and categorize that as an action-adventure. And of these six games, only three actually function on my newer computer; for the other three I had to go to the old Win9x one. And yes, this is one of several reasons why this update took so long, I wanted to see if I could manage to get the games working. No such luck, sadly.

And that brings up quite possibly the worst thing about PC gaming, that games may not work on a newer machine, it all depends on your hardware, operating system, etc. How many people are going to have enough computers lying around to play every game on a system that can run it perfectly? Because you’d need that’; my two certainly aren’t enough. Sure, with a very powerful modern machine some of these problems may be solved with virtual machines, but those are very resource-intensive, so for a game it may or may not run playably. For DOS games DOSBox is fantastic, but for Windows stuff there is no great option. This is frustrating stuff at times, and isn’t something with an easy answer… because as computers get newer and Microsoft, NVidia, etc. upgrade their drivers and operating systems, some things break with older games that relied on things working a certain way that they don’t anymore. And just installing an old graphics card driver may not solve the problem, either. That didn’t fix any of these, certainly. Sometimes for certain titles there are fan fixes, but none of the few suggestions I saw online helped me for the Rayman games here. If you play only modern PC games this isn’t an issue, but as soon as you try to run older games, you never know if a game is going to work or not. I mean, some people with new machines apparently can run Raymans 2 or 3 just fine, but others like me can’t. Why? Who knows! Argh.

So, because I think it is worth mentioning I have covered how games run on my computers throughout this list so far, but this is something which will differ from person to person, so it may or may not be helpful to someone. For someone with a 64-bit OS for example, FAR more games will be broken unless you have a VM or something for 32-bit support! Many, and maybe even most, Win9x games have 16-bit installers, and 64-bit Windows cannot run 16-bit applications anymore. Naturally Windows 3.1 games also are a no (since 3.1 is a 16-bit OS, like DOS), unless you run 3.1 through DOSBox, which functions (I’ve tried it for some games in this list, including Arcade America and Lode Runner), but can be unstable at times. Or for another issue, controllers. Windows 9x and XP only have DirectInput controller support, which is what I use, but from Vista on Microsoft added a new type, xinput, designed for the Xbox 360 controller as a PC gamepad. Some games from the mid ’00s and beyond support both directinput and xinput, while others are xinput only. As I so far have almost exclusively used directinput controllers for PC, in this list I don’t mention when a game only supports directinput; that’s just “gamepad supported” or such. For the next section though, as we get into downloadable games, I’ll need to decide if I want to list which titles are xinput only. I might do that, as it’s annoying! Support both formats, games released after xinput game into being. Some people want to use controllers for designed for one, others the other; accommodate both. But anyway, each different computer setup comes with its own problems.

But that’s enough of that; on to the list.

Titles covered in this update:

1B. 3D Platformers – PC Physical Copies

Croc 2 (2000, Win9x)
Donald Duck: Goin’ Quackers (2000, Win9x)
Emperor’s New Groove, The — Action Game (2001, Win9x)
Frogger: The Great Quest (2002, Win9x)
Rayman 2: The Great Escape (1999, Win9x)
Rayman 3: Hoodlum Havoc (2003, Win9x)

Summaries


Croc 2 (2000, Win9x) – 1 player, saves, analog gamepad supported. Croc 2 is the sequel to Croc, a pretty good 3d platformer from Argonaut released in 1997. Croc started out as a pitch for a 3d Yoshi game for the Nintendo 64, but after Nintendo turned it down and cancelled Argonaut’s Star Fox 2 for the SNES, Argonaut took the game to other platforms. Croc ended up releasing on the PC, Playstation, and Saturn. I first played that game in the demo of the PC release, and liked it a lot. I also played some more of it later in the ’90s, but never did buy the game, unfortunately. I need to someday, for sure! Croc’s great. But as for this game, Croc 2 is a lot like the first game, but with more open levels, improved visuals, and some more things to do. This is a port of the Playstation original from 1999, but it’s a very good, full-featured port with good graphics for the time, support for any resolution you want to throw at it (this game looks great at 1920×1200!), and analog gamepad support with fully reconfigurable controls, which was far from a given unfortunately. The game controls quite well with an analog gamepad. It also runs great on my newer computer, which is fantastic. I imagine that like most of these games it could well have issues in 64-bit Windows, but in 32-bit it’s great. I have the Playstation version of this game as well, and this game looks a lot better on the PC, that’s for sure.

But what about the actual game? Well, Croc 2 is a 3d platformer, again ported over from the Playstation. Croc is an adorable cartoony crocodile, who is friends with these cute little critters called Gobbos. You saved the day in the first game, but the evil Baron Dante is back, raised from the dead by his loyal minions! So, you set off to save the day again. As with the first game you have tank-style controls, so you move forward and rotate with the stick. You can also jump and butt-slam and have a tail-whip attack. The camera is a bit of an issue at times as it isn’t always pointing where you need, but you do have a center-camera button that is useful. Croc moves very quickly and responsively, so the game controls well. It actually almost feels like you move TOO fast at first, but I quickly got used to it. The game plays great too. You have a main objective in each stage, and then if you want more to do beyond that, if you find all five colored crystals in the stage you’ll get a gold statue. There are also 100 regular crystals in each stage, and these respawn each time you enter the level so they aren’t a limited collectible. Objectives vary, so the first level has you get a key, in the second you need to find a bunch of treasure chests, and more. There are also some side-missions, such as boat races and such. It all plays quite well, and the game is great fun to play. There is also a shop in the hub world where you can buy a few things, including some items you’ll need to find some of those colored crystals. This means that you probably won’t be able to get everything in a level the first time, which is fine; this game doesn’t have Mario 64 levels of extra stuff to do, but there is some.

The level designs in Croc 2 are limited by the games’ Playstation roots, however. Levels are larger and more open than the mostly room-based ones from the first game, though I like the larger levels too, though unfortunately this game is still Playstation-scale, and by that I mean somewhat small compared to a PC or N64-first game would be. Levels are decent-length, but very linear. You travel through narrow corridors surrounded by tall walls most of the time. And even when there are open areas, they’re not that big even compared to some other PS1 3d platformers like Spyro. But the first Croc had even smaller areas than this one and was a great game, so I don’t mind that too much; as Rayman 2 particularly shows, 3d platformers do not need huge open worlds to be great. The very fun gameplay, with enemies to whack, challenges to get past, levels to explore, and tricky jumps to make is great! Croc 2 is not on Rayman 2’s level, but it is very good regardless. This game is a lot of fun to play, and it’s really unfortunate that this was the last Croc 3d platformer. Argonaut did make more 3d platformers after this one before shutting down in the mid ’00s, including the pretty good Malice and I-Ninja for PS2/Xbox(/Gamecube, for I-Ninja), but Croc 3 never happened, unfortunately. But still, Croc 2 is a great game that I wish that any 3d platformer fan should play. Playstation port. This is the better version by far, and runs quite well.


Donald Duck: Goin’ Quackers (2000, Win9x) – 1 player, saves, analog gamepad supported (if it works for you). Donald Duck: Goin’ Quackers is a decent 3d platformer published by Ubisoft and Disney and developed by Ubisoft Montreal that copies Crash Bandicoot,e: but with a Disney theme. You play as Donald Duck, as the title suggests, running through levels because you need to rescue Daisy from an evil wizard. Oh come on games, quit it already with the “rescue the girl” plots! This game is very unoriginal, too; as in Crash, some stages have you running towards or into the screen, while others play like “2.5d” side-scrolling games where the graphics are 3d but gamplay is 2d. The controls are decent and gameplay is fun. However, this is, unfortunately, one of those games my newer computer will not run acceptably — it crashes constantly, gamepad support does not work at all and this is a huge problem in a game which heavily relies on analog movement, and the sound is very glitchy and skips a lot. Yeah, it’s not good. And that is unfortunate, because this game looks decent and is a reasonably fun little game to play. On my Win9x computer the game runs just as it should, though. It is a very blatant Crash clone, though; no new ideas here. Donald can jump, double jump, and attack, melee only. You defeat baddies by jumping on them or hitting them, though some will hurt you at certain times; watch for those porcupine spikes, for example. The controls are solid, and the double jump is very useful. There are also frequent checkpoints in stages, and lots of stars. Every 100 stars is an extra life and the game is generous with them. So, this is an easy game even though you die in only two hits or one fall down a pit so it’s easy to lose a life.

The game is also quite short: there are only four worlds, each with 4 main levels, a bonus boss-ish level, and a world boss level. They pad this length with a second time-trial mode available for each stage, but the game is short. In each world, two of the main levels have you running forwards in a narrow 3d path that, like Crash, only goes ahead, and the other two are 2.5d side-scrolling stages. Boss and bonus levels are varied, but bonus stages often have you running towards the screen, away from a large monster chasing you, again much like some stages in the Crash games. Each boss is different, though. This game is simple, but plays well. These late ’90s to early ’00s Disney platformers often play pretty well, really, low difficulty aside! For the four main levels, you’ve got three objectives per stage: find the three toys, find the hidden boss-door part, and finish time-trial mode for the stage. You do the first two objectives and the last one separately, and can only do the time-trial in a stage after you’ve beaten it normally. Finding the boss-door parts is your most important objective, as that is how you progress though the game. Finding the toys is second, as this unlocks the bonus stage. For each, you find a book, hit it, then get to the nearby toy before the timer runs out. Fortunately toys are visible before you hit the book, you just can’t collect them yet. As for time-trial mode, you’re racing against Gladstone’s best time, but all you need to do is finish before the timer runs out, there is no ‘beat this time to win’ indicator. I’d have liked that, but I guess this works. The toys do not appear in time-trial mode.

Overall, Donald Duck: Goin’ Quackers is a fun part-2d and part-railed-path-3d platformer. The game is a shameless clone of Crash Bandicoot, and is very short and easy and I wish it had more content, but it’s a fun little game while it lasts, worth a try if you like the genre or Disney, or are a younger or less experienced player who wants a fun but not too tough platformer to play that stars a familiar character. Fun little game. Also available on the Nintendo 64, Playstation 1, Playstation 2, Dreamcast, and Gamecube. Unless you have a Win9x computer you might want to get one of the many console versions of the game, though this one does support higher resolutions than any of them if you can get it working much better than I can on a newer machine.


Emperor’s New Groove, The — Action Game (2000, Win9x) – 1 player, saves, analog gamepad supported. The Emperor’s New Groove Action Game is a 3d platformer from Argonaut and published by Disney. This game is from the same studio as the Croc games and is also a PC/PS1 dual-format release, but while quite fun this licensed game isn’t quite on their level. In 2000 Argonaut made two 3d platformers for Disney, this game and Aladdin in Nasira’s Revenge. I’ve never played that one, but this game is good fun and shouldn’t be quite as forgotten as it is, compared to Argonaut’s top 3d platformers like Croc or I-Ninja. This is a pretty easy game aimed at a younger audience, but it is good. This game is a simple and fun straightforward 3d platformer where you explore through largely linear worlds as the teenage Incan emperor-turned-llama Kuzco from Disney’s animated movie of the same name as this game. The movie was fun stuff, and this game has the films’ sense of humor. Kuzco is kind of a jerk, you see, and needs to learn a lesson in humility, so he’s turned into a llama. Well, he does not learn his lesson easily, as his adventures in the film and this game show. Story-wise, the game is fully voice-acted and has some clips from the movie in it, so it’s retelling the movies’ story but in expanded videogame form. The game runs just fine on my newer computer as well, and allows you to use any resolution supported by your PC. You can fully remap the gamepad controls in-game also. Good job there, particularly compared to Donald Duck above, a release from the same year as this!

As expected from Argonaut, this game looks decent, controls well, and has solid level designs which are fun to explore. This game has full areas to explore and is not railed like Donald Duck, but it is quite linear. I don’t mind that, though. Environments are a mix of areas in narrow walled ‘canyons’ and areas on cliffsides, so the games’ PS1 roots show, but it’s decent enough to do and I do like the art design, it represents the film well. This game is set in a fantasy version of pre-Western-contact Peru, so the many tall mountains explain the numerous cliffside paths. The art design is inspired by Indian art, though just like in the film and TV series there are many random anachronisms done for the sake of comedy; as a history major this annoys me a bit, but it works I guess. Some things do look a little odd because of the low-poly nature of games of the day, but it’s good enough, and looks nice at higher resolutions. The gameplay is simple fun. This is mostly a platformer, but the game does have some variety, as you’ll have some segments with stealth, racing, and more. Switch puzzles are also common, though rarely complex. You are a llama most of the time, so you can run, jump, and do a roll attack to damage enemies. You can also do a butt-slam attack, necessary against certain foes, and pick up objects on your back, such as rocks or pots to drop on switches. You move quickly, and levels are not complex so you can move though this game at a decent pace. Combat works, though the hit detection is a little too sensitive sometimes; for this one tree I had to knock over with a charge, I had to run at it a few too many times before I hit it. It’s also easy to fall off of those numerous cliffsides, though you will respawn nearby, with a hit to your health of course. Still, this is an easy game. There is replay value however, if you want to find all of the hidden stuff in each stage. You’ll need to search each level well to find it all, which can be fun. And on the whole, that’s what this game is: a simple, fun little 3d platformer, well worth playing for a few hours sometime if you like the genre and find it cheap. This PC version is better, but there is also a Playstation 1 version of the game.


Frogger: The Great Quest (2002, Win9x) – 1 player, saves, analog gamepad supported. This terrible game was Konami’s first attempt at a new Frogger game since the early 1980s. After licensing Frogger out to Hasbro for their popular Frogger revival games of the late ’90s to early ’00s, Konami took the license back in ’02 for Frogger: The Great Quest, which was developed by an internal American Konami team. Instead of a traditional grid-based adventure like all previous Frogger titles, and most since, this one is a 3d platformer sort of in the Rayman 2 vein. Switching genres like that isn’t a terrible idea, it just didn’t work, unfortunately; this atrocious game is probably the worst title covered on this list so far. This was made as a kid-friendly 3d platformer, but it’s too broken to be recommendable to anyone, child or otherwise. So what’s so wrong with this game? It starts out from the beginning. First, there are absolutely no graphics options in this game. Even though this game released in 2002, it has no resolution options, and instead runs in only a very low resolution I have to assume is probably 640×480. Preset resolutions were common in 2d games back in the ’90s, but for a fully 3d game to not let you change resolutions, in 2002, is very surprising and disappointing, particularly when the resolution it choses is so low. There are also zero graphics options whatsoever beyond a brightness slider. As a result, this Playstation 2 port looks terrible, almost more like something that could have run on the PS1 or N64 than a game comparable to other titles of its time. The art design is a mixed bag as well, with awful anthropomorphized characters for Frogger and others, with full, awful English voice acting, and some average-looking backdrops. This game was the first time Frogger spoke, and looked like he does here, and both of those decisions were mistakes. Frogger now is human-sized, wears clothing, and acts like an annoying kid. This is not the Frogger I want! This failed attempt at a Frogger redesign was a big mistake, both here and in Frogger Beoyond. Frogger Beyond does have far better gameplay, as it’s a 3d Frogger game in the Frogger 2 vein, but it has this games’ same character and story design problems. The story is slightly unique in concept, but poorly presented. See, our new “cool kid” version of Frogger wants to find a princess to kiss, so he can turn into a prince like the frog in The Frog Prince. So, he sets off onto this easy and broken adventure. It’s not the worst idea for a plot, but it feels disjointed as cutscenes do not always flow well at all.

Things get even worse once you start playing. Just like the unconfigurable graphics, you also cannot reconfigure the controls. You can jump, punch or shoot (this is context-sensitive, theoretically), strafe and center the camera (yes, this is one button), talk/interact (with a button), open a pause or item menu, and use items, a standard selection of moves. Frogger can grab on platform edges as well, sometimes, though it’s unreliable. At least there is gamepad support, but you only have two movement speeds, walk or run, so you don’t have the smooth speed-change controls of most 3d platformers. Control is jerky and frustrating, and I quickly found myself very often walking off of platforms and struggling to manage to get close enough to collect items because of how hard it is to line yourself up with anything in the air or water; judging depth is near-impossible for anything not on flat ground. Grabbing onto platforms is also so unreliable that you’ll have to find a point where you can jump up to the above platform, provided that the glitchy graphics, terrible camera that swings around hopelessly, and bad jumping controls allow you to make it up there, that is. And you can’t just hold that center-camera button to help either, considering that is also is the strafe-lock control! The level designs are poor as well. Unlike a Rayman 2, this game has mostly somewhat open stages. Don’t expect the scale of a Mario 64, Banjo, or even Spyro, though; this may be a PS2 game, but stages feel small. They are open enough to get lost in, until you learn the layouts, but it’s not too bad. The tedious gameplay is worse, as you go back and forth across stages doing things for people. Levels are loaded with stuff to collect, but with these controls and depth-perception issues I didn’t want to get all the stuff. And beyond that, there isn’t much here. Enemies are few and far between, and obstacles that can actually hurt you are even more uncommon than that. It IS possible to die, if you’re not paying attention, but you just respawn nearby so the game barely punishes you for it if it does happen. So, this is a pretty easy game, save for the challenge of not turning the game off before you’ve even finished two levels of the thing! And that can be tough, in a game as boring as this one. The game is supposed to be quite short, but why waste even that amount of time on something this awful? Overall, Frogger: The Great Quest is an awful game. Stay away, stay far away. Also available on Playstation 2.


Rayman 2: The Great Escape (1999, Win9x) – 1 player, saves, analog gamepad supported. One of the greatest 3d platformers ever made, Rayman 2 is an exceptional classic. This game is easily the best 3d platformer I have ever played for the PC, and it’s better than most console-exclusive 3d platformers as well. While I have issues with the first Rayman, graphics aside, Rayman 2 is the total package: it has outstanding gameplay as well as great graphics! Originally developed for the Nintendo 64 and PC simultaneously, this is the original release of Rayman 2. Later versions of the game add some additional features, including real voice acting, a hub, and more, but the original version is the best. I got this game in 1999 or 2000, not too long after its release, and I beat the game sometime after that. I have loved it ever since. Rayman 2 has fantastic graphics, music, controls, and gameplay. Visually, this game is extremely impressive. This game has some of the best graphics and art design on this list, and playing the game now it still looks fantastic. They put a lot of work into this games’ art, and it really pays off. The cartoon style looks unique and really good, and each area is distinct. While this is mostly a gameplay-focused game, Rayman 2 does have an amusing story. This is a cartoon-style game, and Rayman has got to save the world from evil pirates! You start out kidnapped, in jail on the pirates’ flying ship, but your friend Globox is tossed into the cell with you and he has a hidden Silver Lum that powers Rayman up, so you can break free and start your quest to save the day. Despite that intro this is mostly a light-hearted game, as fitting its cartoony world, and that’s great. All characters talk in cute nonsense sounds, as in games like Banjo-Kazooie, and I think this works perfectly for the game. And as for those visuals, Rayman 2’s art design is just fantastic. This is a whimsical world of curving vines, puffy clouds, and colorful swamps. The robotic villains invading this area are clearly out of place, which fits with the ‘robo-pirate invasion’ theme. It’s all amazing work. The games’ soundtrack is also really good; every track fits the location very well, and they all sound great.

The game controls great, too, with a controller, provided you get it working; a patch may be needed, depending on which version of the game you have. Unfortunately gamepad controls are NOT reconfigurable, which is a problem sometimes depending on your controllers’ layout, but it’s much better than nothing. Keyboard controls are not too good, as you lose the analog movement control that is so important to 3d platformers, but Rayman moves around well with an analog pad. It only uses one analog stick, with the strafe button functioning as a center-camera button as well. The camera here is pretty good though, so it rarely is a problem. The designers often cleverly hide secrets in areas the camera doesn’t move towards, though, so explore all of the nooks and crannies of each area! It’s good stuff. For actions, you can jump and shoot much like in the first game, and the controls are very good and responsive. As this is a 3d game though, now you have a strafe button, to make dodging enemy fire easy. Your shots will home in on enemies, too, thankfully. This time you only shoot energy blasts, though, not your fists like in the first Rayman, so you can have more than two shots on screen at once. As before you can swing on rings once you get the right powerup, but there are other new powers here as well including being able to jump between walls in places.

But as great as Rayman 2’s presentation is and as good as the controls are, the gameplay is the main reason this game is so, so good. After all, Rayman 1 looked pretty good, it’s the gameplay that was its downfall. This time, though, everything about the game is fantastic. First, the game is much easier than the first one, and I like this change. This game is still a moderate challenge, but it’s no crazy nightmare like the original Rayman. As before, this game has a world map where you choose which level to enter. This also shows how much stuff you’ve gotten in each stage. The game is a somewhat railed platformer, so in each stage you follow a linear course through a series of challenges, instead of having large levels to wander around as Mario 64 did. This isn’t just a railed-course game like Crash Bandicoot, though; you have 3d levels to work your way through and explore that are made up of rooms, corridors, and open areas. Levels are incredibly fun to explore, and are filled with challenges and variety. The main path forwards is usually obvious, but optional hidden areas are common; you will not get everything in a stage in your first try, so completionists have plenty of replay value here. Combat in this game is shooting-based, as you shoot with one button while strafing with another. It works fine, though the controls can be a problem depending on your gamepad. The game has variety too, with segments that go beyond the standard platforming and shooting, including fast-moving avoidance-heavy scenes, such as controlling Rayman while he water skis, on a near-uncontrollable rocket, and much more. There are also puzzle elements where you need to hit switches, figure out what to do with explosive barrels, and such. You’ll juggle bombs while enemies attack you as you try to get to a target, for example. Boss fights usually have a trick to them as well, and those can be fun to figure out. The game has both variety and depth! There are also a lot of Lums to collect and cages to break in this game, for the games’ variant on stars in Mario. There are many standard ones, plus some cages to find in each level as well, if you want to find everything. You don’t need all the lums, really, but there is a counter there for hopeless collectors. Finding all the cages is worthwhile, though. Between its great controls, great level designs, variety, and many secrets, Rayman 2 is one of the best. This game shows how to make a really good linear-path 3d platformer. I really like how despite having a great base concept, Rayman 2’s designers keep things interesting by constantly throwing new challenges at you. It’s really good work and keeps you engaged.

There is one big downside to this game, though: currently I can’t get it to run at all on my newer PC. I think it used to work, but somehow it won’t anymore… bah! The game is still for sale on GOG, and checking there some people seem to be able to run it and others can’t. Maybe it’s a NVidia driver-version issue? Does it work better on AMD? I don’t know, but this is a problem I want fixed, because Rayman 2 is amazing. The game does run fine on my older computer, and runs completely smoothly at the highest resolutions, but still, it’s more convenient to have everything working on one machine. This all-time great is an absolute must-play game on some format; do avoid the bad PS1 version, get any other version instead. The Dreamcast version may be best, but this one when it works is also great. Also on N64. There is also an enhanced version on Dreamcast with some exclusive minigames added. There is also a downgraded Playstation 1 version with worse graphics and smaller areas but new voiced speech, and a Playstation 2 version which is based on this one, but that unwanted voiced speech again, a few new areas, and a 3d hub world to run around in instead of this games’ level-select screen. There is a Nintendo DS version as well, Rayman DS, which has weaker graphics than the console versions and not as good analog controls. And last there is a Nintendo 3DS version, Rayman 3D, which looks good, though I haven’t played it. The game is also available digitally on the PC on GOG; hopefully it works better for you than me, though a Win9x or such virtual machine (and a powerful enough PC) should fix such issues. If you can get it working with full analog gamepad support this might well be the best version of the game, considering it has the highest-resolution graphics support and I don’t think the additions of later versions actually improve the game much if at all, so I hope others have more luck with this game on newer machines than I have!


Rayman 3: Hoodlum Havoc (2003, Win9x) – 1 player, saves, dual analog gamepad supported. Rayman 3 released several years after its exceptional predecessor. This time the Hoodlums are invading Rayman’s world, and you need to stop them! And because of them Globox accidentally swallowed a Dark Lum, so you’re on a quest to both stop the Hoodlums and get the Dark Lum out of Globox. I was looking forward to it at the time, and picked it up sometime after launch. The game is very good to great, but is very much like its incredible predecessor, and does not quite match that all-time classic. So, as good as it is, the game disappointed me a bit at the time. Still, this is a well-made game that’s a lot of fun to play. Also available on 6th-gen consoles, I got the game on PC and not Gamecube because this version was cheaper and has higher-resolution graphics. Rayman 3 is a fairly derivative title which basically tries to be Rayman 2, again, with new environments and some new powers. As before, levels are linear corridors of rooms of various sizes. The gameplay styles of the previous game return as well, with few significant additions. The controls do have some additions, though: the game uses dual analog now, with the left stick for movement and the right for the camera. A dual analog controller is highly recommended for this game, if you can get it working. And while I like the game, “if you can get it working” is a problem.

Yes, sadly, just like Rayman 2, I can’t get the game to start at all on my newer computer. Sure, it runs okay on my Win9x machine, but I’d really rather play this on the newer computer, it’d run better! The old machine can’t run this game well at the games’ max resolution and framerate (even though the game only supports up to 1280×1024, that machine’s poor old GeForce2 chugs at that resolution, though it runs well at 800×600, which is still higher than the console versions’ resolution. Still, the game would run better on a newer machine, if you’re lucky and it works for you. For me it won’t, sadly. And checking the GOG Rayman forum, many people are unable to get Raymans 2 or 3 to work on modern PCs, so unfortunately this is far from a rare issue. I haven’t seen any single prospective cause or solution either, and the few suggested do nothing for me. So, I can only run this on my old PC… ugh. I do have a few other early ’00s games that won’t work in Vista for various reasons, including Metal Gear Solid 2 Substance and Medieval: Total War, but it’s always very frustrating, since you’d think things should still be compatible, and most games work. And on my older computer? Sure, it runs, but this game hates my dual-analog gamepad for some random reason. I remember it working fine with the gamepad I had back then, but with this very similar model the gamepad doesn’t respond correctly and constantly stops responding entirely. Basically I’m forced to either use the keyboard or an old digital-pad-only gamepad, as it works just fine with my old Sidewinder Gamepad, no issues there, but neither of those solutions are good; you really, really need analog movement in a game like this, and this game expects you to have an analog stick for looking around as well! I did play the game some on the Sidewinder, but it’s not ideal. For people who can run this on newer OSes there is a fanmade patch which may help get Vista or better working with pads, but it doesn’t work on 9x, and it won’t help the game run either so it’s of no use to me.

But if you are one of the lucky ones for whom the game actually works, or if you buy a console version of the game, Rayman 3 is a very good linear-path-style 3d platformer. The game controls just like its predecessor, and looks VERY similar. The graphics are better this time as this is a newer game designed for 6th-gen consoles, not 5th-gen like Rayman 2 originally was, but comparing the two PC versions, this is just a small-ish step up; there are more polygons on screen for sure, but everything else is similar. The great art design returns but with new settings, so again I love the art design and visuals. The many new locations all look great, though I do like the original a little more overall — it feels more original. The music is good too, but sound is perhaps a bit worse, as in the PS1 or PS2 versions of Rayman 2 all characters speak in English this time, but I kind of wish they didn’t; I liked the squeaking noises and bits of intelligible language, with text boxes, of the original. That’s all that is really needed for this kind of game. Cutscenes are also entirely unskippable, which can be annoying at times. Still, the game does look good, and plays well if you can get dual-analog gamepad support working. The game is also again lots of fun to play, as you explore mostly-linear levels, fighting enemies, solving simple puzzles, and doing Rayman 2-style activities such as more auto-moving speed sections, beam-riding levels a bit like Sonic Adventure, and such. The main gameplay addition are some costumes Rayman can find in specific powerups that give him new abilities such as upwards flight, shooting missiles, and such. These are fun, but you only use them in one area to solve that areas’ puzzle, you can’t keep the outfit. It’s a small addition, but does add to the game.

Still, there just aren’t many improvements here, and I like Rayman 2’s levels, music, and art design a bit more than this games’; Rayman 2 does just about everything Rayman 3 does, but better. So, while I liked it, back in 2003 I lost interest in the game midway through and didn’t finish it, quitting at an underwater boss. I still have that save file and got past that boss for this summary, but I quit a bit after that because playing without analog controls is frustrating. Still, Rayman 3 is a great game with good level designs, controls, and graphics. This is one of the better linear-path 3d platformers around. I love Rayman 2, and this games’ design concept of “more Rayman 2” is a good thing. It is an unoriginal game that doesn’t match Rayman 2’s exceptional level of quality, though. Still, overall Rayman 3 is very good, and series and genre fans certainly should play it. Also on Playstation 2, Xbox, and Gamecube, and digitally for PC on GOG. Save yourself the frustration of trying to get it running on PC and buy one of the console versions; they will cost more, but will actually work for sure. I keep meaning to buy this on Gamecube sometime so I can actually play it again with good controls… I should do that.

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