Showing posts with label single. Show all posts
Showing posts with label single. Show all posts

Sunday, 10 April 2016

Frogger - Arcade




Taking it way, WAY back in this review to a game that most probably have heard of and yet few likely to have played, Frogger. A small, single-screen game from Konami that has graced nearly every home computer and been converted to almost every single game delivery system from the Gameboy to the bigger consoles, PCs and Smartphone's and even being resurrected on the Xbox Live systems and beyond. To say that Frogger has been around a bit is quite the understatement.


But what do we get with Frogger? The premise is simple enough, take five little speckled frogs, sat on a speckled log... No, not that damn song again. Let's start over. Five frogs need to get home but in their way are an assortment of difficulties, ranging from a Motorway and Fast Flowing River as a start, to snakes, gators, more gators, turtles that duck under the water while you're on them, the edges of the screen, beavers (assumedly) and many, many more problems.


Frogger gives you three lives and you'll have to use the joystick (and nothing else, nice and simple!) to navigate your way across the road around the faster and faster moving traffic, onto the land midway, then across the river using a combination of turtles and flowing logs while possibly picking up another frog on the way for bonus points, then safely into the home spots and maybe catching hold of a fly for even more points.


After the five homes are filled, a congratulatory jingle plays and then you do it again but it's harder. Cars can be faster (and change speed mid-level), alligators start to turn up and hunt in the homes so you need to be more careful about jumping into the homes, some of the gators take the place of logs and later levels throw more enemies like snakes and beavers into the mix while removing more and more of the logs and turtles, adding more cars and generally making the game tougher and tougher as you progress.


The music thankfully, changes after every jingle and includes many ditties from an almost bygone era, but sadly does include the "Five little speckled frogs" song as alluded to in the above paragraphs. The jumping and noises of frogs moving grates eventually but isn't too overbearing and almost fits in with the theme and tone of the game. While the little bonus noises are suitable short and sweet and don't really detract from the experience.

Well, it's Frogger...

Short review, yes. Short game, yes. There's little to expand upon here but there is a challenge and the difficulty does increase as the game goes on. The problem is that after a few plays you'll likely see the game and have a knowing little nod to yourself but you won't come back to it, unless it's free on and the smart phones, play a few times then ignore forever but sit knowing the flavour tasted of an older, almost historic flavour of video gaming history.

Friday, 25 March 2016

Konami 88


It's Konami, in 1988... No really, it is.


Following from the success of Track and Field and Hyper Olympics, Konami came back in 1988 with the originally named, Konami '88. 88 minutes of pure Konami goodness... No it's just Track and Field with a graphical overhaul and was released in 1988. Having said that however, it's quite the overhaul and makes for an entertaining game.

So many toys!

For those in the know, you can skip this paragraph. For those that don't, Konami '88 hails from the world of "Wiggle Joystick" controls. You wiggle the joystick (or tap buttons) to build up speed and then hit an action button to determine a function whether it's the angle of jump in Long Jump, or the angle of throw in Javelin, or passing on the baton in the relay. As such, there's a multitude of various events including 100m Dash, Long Jump, 400m Relay, Skeet Shooting, Archery, 110m Hurdles, Javelin, and a replay of the 400m Relay as a final event of the round.

I prefer the original Track N Field

Each round in Konami '88 has a qualifying quota, in that you must get at least that time/distance/score in order to progress to the next event. Getting further/faster/higher gives you more points in case you're in competition with other players or playing for the big score. As such, the game gets harder if you beat every round by starting over and raising the bar (sometimes literally) and having the player require a higher amount of points, faster time, long distance etc.

Celebrate, with your multi-ethinic rainbow of groupies!

Timing is key in Konami '88, whether it's hitting the takeoff and getting the angle for the jumps, or the throws, or the hand over in the relay, or even the loosening off a bow from the string, timing is essential to getting a good score but even consistent timing will not guarantee things. There's more than a few niggling issues with the game.

Similar events to earlier games, just boosted up the graphics a bit

In particular, the run up and take off for the high jump isn't clear because of the game's insistence on using sprite transformation in a pseudo-3D manner, which results in over complicating issues. Archery is a bitch if only because your very first shot will be a range finder as you'll have no idea when to time the shot based upon the almost utter random cross wind and while the game also forces that 45 degrees is optimum for most events, around 25 degrees is your best shot in Archery for Konami '88. The worst is that the controls for the Skeet Shooting do not match up with any other control in the game and the buttons will force you to quickly forget and form new muscle memories just for this one event.

Regardless, it's wiggle joystick and hit buttons.

The game is certainly a huge improvement over Track 'n' Field and Hyper Sports though, the game is a lot more friendly to users, it has clearer objectives and uses of controls (except in Skeet Shooting...) and while it showcases a higher bit level of graphics, makes use of the potential with clear, colourful and clever use of sprites. What it falls short on, is that the game doesn't really convey distance and speed all that well with the rate of change in sizes during the additional scenes. It's a minor point really but the game does stand well as a competitive game assuming both players have a rudimentary grasp of control and timing.

It's like Darts, you're not really an athlete.

Sounds within Konami '88 are quite crisp, while the synthesised voices are a little easier to understand compared to the original and are a markedly nice nod back to the original/source of the series. The music however is few and far between and little of value to really comment upon, it serves its purpose and moves onto the next event with little to no issue or memorable composition while actual events are silent save for the effects and to be honest, it needs to be in order to prevent players reacting to the rhythm of the music rather than the pace of the game.

....oops

With all said and done on Konami '88, I find that it's a worthy game for a play around but there's something missing in its delivery that the original has, whether the pace or the overall presentation is up for debate but on its own it is an OK game but nothing truly wonderful that sets it aside within its own series.

Friday, 6 November 2015

Star Wars - Arcade (1980s)


Vector delights ahoy!


Vector graphics. Not often I get to look back far enough and see a game that utilised this kind of display. Battle Zone, Gravitar, Asteroids and Lunar Lander spring to mind as games that used Vector graphics while others used Raster Display to showcase their games. It had its time and place but now seems demoted to quick and simple images such as clipart. But I'm digressing as usual.

Riding upon the huge success that is the Star Wars franchise, Atari made a game that served little significance than to be able to sit down in a mock-up of a cock pit with a flight stick and allow players to BE Luke Skywalker as he assaults the Death Star from the eponymous film.

Large cockpit and flight controls make it a fun experience

Star Wars takes 3 key approaches to the battle between the player and the Death Star. The first being an outer-space dogfight session against various Tie-Fighters, though while not giving the player full control of the direction of the X-Wing, the ship that they pilot, they do get to control the approach and direction of the firepower of the craft in order to try to take down as many ships as they can before they're whisked away to battle the Death Star in one of two possible ways (Depending on if it's your first level or higher).

Now you too can take part in the trench run!

The second key session is a run along the surface of the Death Star and facing off against multiple turrets and towers that will pump out fireballs (not lasers, you can shoot these at least) in an effort to force your shields down and get you killed. There's some level of control to your direction in that in aiming to the left and right will guide your X-Wing in those directions. Which comes in handy when you're trying to avoid sparkly spiky balls of "We're coming for you, still coming for you, yes we're bending our direction to locate you" homing capacity.

Just imagine it's Jar Jar Binks and you'll bullseye it every time.

The final stint in the Star Wars game is the famous Trench Run along the circumference of the Death Star itself. Personified in this case by an impressively built looking trench that is peppered with turrets and shielding while you're barrelling down the alleyway, in later levels you'll have to navigate around and over obstacles such as pillars and blockades while shooting turrets and fireballs before the final showdown between yourself and the exhaust port, one direct hit will kill the Death Star (as killed as a constructed space station qualifies for) and allow you to escape for a fat point boost and then to play it all over but with a significant difficulty spike.... And some vector explosions.

Later rounds add more and more challenges

For such a game, Star Wars has managed to be able to reproduce digitised speech of key phrases from the film ranging from Alec Guinness with "Use the Force, Luke" to Mark Hamill's "I've lost R2!" (usually before biting the big one) and up to and including James Earl Jones with "The Force is Strong with this one", it adds to the experience though little else really comes from the films, but at least they made a significant effort with the speech to lend it that little extra touch of authenticity and give a little extra in allowing players to relive that moment in the film.

Next, same again but harder!

Overall, it'll ramp up the difficulty quickly if it wants to and you may find that while level 1 is a cakewalk, level 2 will be the wakeup call that your reflexes need and by level 4 you'll be frantically shooting down literal streams of fireballs from all walks of opponents to the point that you'll swear that the fireballs are launching fireballs at you. It's bright and animates well given the machine and vectors and manages to create enough of an atmosphere to leave players thinking they're in the film (for 1983, bear that in mind here).