Friday, 20 November 2015

Gauntlet 2 - Arcade


Whose face is more horrifying between Warrior and Valkyrie?


Why Gauntlet 2 and not Gauntlet 1? Simple really, read on and I'll tell you. Gauntlet 2 is the successor to the largely popular game Gauntlet. A game based around the lovely lore of Dungeons and Dragons, which involve some Dragons and maybe a Dungeon or two. Everything that Gauntlet has, Gauntlet 2 has more of and better.

Mazes, ghosts and monsters ahoy!

Pick your character by holding the joystick in a specific manner and pressing start. Choose from A warrior (Tough guy but slow shots), Wizard (Wuss but heavy firepower, a glass cannon so to speak), an elf and a Valkyre who are the middle ground between the warrior and wizard, and venture forth into the multiple, multiple levels of Gauntlet 2.

New incidents come with a little instruction.

You start your intrepid journey in Gauntlet 2 with a top-down/birds-eye-view display of the local part of the dungeon and can move in 8 directions while either firing your weapon or casting magic (if you have it). You'll have a health counter that steadily counts down, meaning you'll have to find food or other sustenance to survive (more credits help a lot) and battle lots of different enemies that will be keen to drop your health counter further than it already has.

Sadly, some mazes have invisible walls.

That is the basics of both Gauntlet and Gauntlet 2, however the intricacies are what keeps the game going and what keeps bringing people back to the game itself. Through each level, one can find keys to unlock doors and chests that (may) contain treasure (or death... he's not nice at all), locate food to up the health counter and other special power ups that include Invulnerability (Yet the health drops quickly anyway), reflective shots (which can hit AND hurt you), transportation (You teleport through walls, chests, keys, potions etc), IT (makes the enemies run at JUST you), repulsiveness (enemies run away but still shoot back) and various potions that act like smart bombs in taking out most of the junk on the screen or boost stats like strength, attack, defence and speed. There's a lot to be found and used within the game.

Wouldn't be much of a secret if it didn't have those...

To stop you, Gauntlet 2 throws every cliché in the book at you. Ghosts, trolls, lobbers (little people that throw stuff), demons, sorcerers, dragons (rare but damn they're tough) and DEATH to name but a few problems you'll encounter. You can run into most of these things and cause damage (except ghosts and death, they just damage you and Dragons... Well if you're running INTO one you deserve to be crispified) or shoot them. They in turn will cause damage if they chomp, whack, bite, punch or "death" you on contact or hit you with a ranged shot.

The deeper you go, the harder it gets. Said the Actress to the Bishop.

Interestingly, the game has a curious narrator that likes to comment on almost everything and every new "instance" of something happening will pause the game, explain what it does and then carry on without repeating itself. This goes for being hit by a new enemy, being shot by a new enemy, picking up anything you've never picked up before etc. etc. The narrator will happily talk to you about it including when you do stupid things like shooting the food, even going so far as to tell EVERYONE who did it. The narrator will also happily tell you when someone's "Life force is running out" or the most famously remembered line of somebody "...is about to die" with base notes warning of impending demise.

Eventually though, you just get bored of it all.

That said, unless you're pumping in credits left and right, this game will not let you finish it. Even working in tandem with partners and having a foolproof system, you're going to get butchered one way or another and enemies like Death are designed almost purely just to get credits out of pockets and into the machine. Dragons too if you get too close. Else it's a good fun, smoothly playable game that is worth a visit or two every few years or so.

Thursday, 12 November 2015

Zoo Keeper - Arcade


You're a keeper, in a zoo. Speaks for itself really.


The further back in history I with regards to video games, the more obscure, random and quite frankly, uniquely interesting I seem to find the games to be. 1982, a fantastic year even if I do say so myself, brought about such games as Q*Bert, Lasso, Dig-Dug and of course, Zoo Keeper.

It has a nice demo to let you know the scoring system.

The story, if one wants to call it that, is you playing the role of the eponymous Zoo Keeper and are tasked with keeping a large assortment of various animals caged up within pens and if any of those were to escape, to capture them and return them to the pen before they escape again. At the same time, you'll be running around the edge building the walls up to try and keep the creatures penned in so when the timer runs out, you get points for each animal within the boundaries of the pen. Whether those boundaries are still there or not don't matter.

Different animals will cause different levels of damage

Extra levels appear that deviate from the norm with platforming sections that require the player to jump from one to another, while avoiding a mischievous monkey that lobs coconuts at you in order to save a damsel-in-distress before a few more cage levels, then another platform section and finally the last level, which pits you against a stampede of animals all hell-bent on killing you and you get to hop over them to get another life.

Building up your layers will help keep the animals secured.

Zoo Keeper manages to find that happy medium of being a platform puzzler. The area in which most of your play takes place, will have you running around the outer walls of a pen, jumping over and around animals while hoping for the net to put into the game space so that you can capture the animals. While running, the walls underneath your keeper are built up, layer by layer, in order to try and stop the animals from escaping. Knowing where and when to run next forms the puzzle while the leaping (and gravity defying wall running) forms the platforming aspects. This is amplified by the bonus levels where in it's all about platforming and timing.

Whoo!! Points!!

The sounds for Zoo Keeper are a little grating at times but hardly the fault of the game and designers given the hardware available and every animal has distinct noises by which to identify. The music plays fairly well and almost recognisably well when the more well-known pieces are played. Walls being laid have a distinctly solid and synthetic sound to them and dying has a suitably foreboding presence added to it with the audio ambience.

A little big of variation between levels to save the "princess"

Graphically, it's rather simple. Black background but nice bright images and sprites for our heroic Zoo Keeper, though the animals take a little bit of artistic licensing to be able to recognise them, but otherwise the game plays smoothly and for the most part, everything looks like it's intended image target.

You can also die trying and meet a game over...

As a game, it's fast, fluid, a little quirky and brought down by slightly awkward controls when it comes to running around the pen and changing from running on the bottom to the sides as the overarching control guidance may change mid-jump, depending upon where and when the player jumps to avoid the animals. As such, a few lives can be expected to be lost to misinterpreting the controls and not being entirely sure as to why it happened.

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).