ga5ket's Blog

Posted on Jul 4th 2009 at 12:27:30 AM by (ga5ket)
Posted under Review, Mega Drive, Genesis, Sega

E-040-S-05150-A.jpgXenon 2 was one of my staples back in the University days, although then I played it on a pc. Now I've got the Mega Drive version I find it's almost identical, from the pounding Bomb the Bass track Megablast to the Super Nashwan firepower upgrade that's totally useless.

The game is a vertically scrolling shooter, with just about everything including the scenery being an enemy. Find yourself trapped in a cave and as the screen scrolls to the bottom and no way to back out and you've lost a life. As is common with most of these shooters the enemies arrive in predetermined waves and always fly the same pattern, which means that to extract the best out of the level you have to play it and play it and play it so that the patterns become second nature.

Each swarm of enemies destroyed creates bubbles on screen that when collected translate into money that you can then use for upgrades, some of which can be found floating around various levels anyway.

E-040-S-05150-A_04.pngThere's a real knack to getting the best firepower for each level and the game restricts you to what you can carry, for example you can't have both side and rear guns, but you can have an insane amount of front facing weaponry. Some of the levels have a plethora of side attacking enemies, some come from the rear.

Each level ends with a boss fight, and it's really only here that the game shows any break from swooping attack patterns as the bosses, whilst usually stationary, can actually aim and take proper shots at you. Each one has it's own weakness to be discovered, and once you do it's pretty straightforward to repeatedly exploit this until it explodes into a mass of bubble coins.
 
E-040-S-05150-A_03.pngDuring each level and again at the end you're able to visit the shop to buy and sell upgrades and it's vital that you make the right choice here - buy a side shot on a level where everything happens behind you and it makes for a very frustrating experience indeed.

The game is quite short, taking about and hour to play to the end, but the memorization required to achieve anything like a decent high score is phenomenal and will take many more hours.

I'd thoroughly recommend it to anyone wanting to play a simple shooter that doesn't require the reflexes of todays shmups, and fancies a bit of 80s electronica as background. A word of warning though, the only music track is Megablast, and after about 30 minutes of playing it my kids told me to 'turn that damn noise off'. I expect they'll be shouting at me to get off their lawns next.



Posted on Mar 21st 2009 at 03:31:05 AM by (ga5ket)
Posted under Review, CDi


I thought it was time I gave Burn:Cycle a try as I'd heard good things about it, and whilst I've had the CDi for quite a while it's never had much love. I'd picked it up as part of a deal with a boxed Sega Saturn and a handful of games.Burn:Cycle was released in 1994, and it shows it's age, coupling FMV sequences with VR imagery that could have come straight from Lawnmower Man, albeit with fewer chrome reflection effects. It's not terrible, but it's not exactly easy on the eyes either, favouring reds and blues, and not much else.

The look and feel is total cyberpunk, exactly right for the era; 80s 'what the hell are you wearing?' fashions; Hollywood style technobabble; a fairly predictable plot - data thief infected with a computer virus that's set to kill him must find out why before the 'cure' can be found.

The opening of the game sets you up for exactly how the rest of it will play out - make a few random clicks around the screen, interact with a couple of objects, turn around and get instantly killed.

GAME OVER

Get used to the sight of that, you'll be seeing it a lot. The 2  hour real time dead line for the game means that it's artificially lengthened by a punishing difficulty and frequent insta-death(tm) I'd forgotten just how annoying games can be when they get the basics wrong.

The save/restore mechanism is absolutely dire, using the point and click system like it does you can lose precious seconds just navigating around the menus, and the lack of 'snap to' on the default options is a serious omission.

The scenery makes navigating extremely difficult, amd the point and click interface means that you don't always head off where you think you're going, nor is it easy to see entrances to new areas. I've frequently had to resort to a walkthrough to find where I need to be going, but once there the puzzles are reasonably entertaining.

The game is frequently let down by 'Dick van Dyke in Mary Poppins' accents, I just can't abide them, and find them incredibly jarring. What is it about games designers that think they can get away using a friend of a friend for a voice over? And why is it that the only English accents that exist outside the real world are either Queen's english, or Cockney?

The sad thing is I really wanted to like this game, I'm a huge fan of cyberpunk. I grew up reading William Gibson novels, I played Cyberpunk and Shadowrun RPGs on paper, my first email address alias was 'thecount@someuniversity.ac.uk' and no end of home electronics projects ended up in matt black boxes with an Ono Sendai brand label applied somewhere discrete

End Result

Total play time: 9 hours
Bad English accents: 3
Deaths by meteor: Millions
'Screw you!s' shouted at the screen in frustration: Too many to remember

Final Verdict

It's a passable game spoiled by a poor interface and an incredibly frustrating level of difficulty. In it's day it was probably incredible, but is now over shadowed by current gen cgi and an audience expecting much more in the way of interactivity.




Posted on Mar 4th 2009 at 03:09:02 AM by (ga5ket)
Posted under Review, Dragon 32

Chuckie Egg was released by A&F software on many platforms, but originally for the ZX Spectrum, BBC Micro and the Dragon 32 in the first flush of the home computer era, way back in 1983. I first played this in my youth on the Dragon 32 and consequently I consider it the definitive version. Others may disagree, but to them I say 'tough!'. It's nothing amazing nowadays, just another platformer, but back in 1983 it was considered something special. From that damned Birdie Song theme tune, to the mad duck which pursued you in later levels, it was the home computer Donkey Kong of it's day.

The platforming gameplay still holds up well, it's a frantic run around the screen avoiding the chickens which follow preset pathways, leaping on and off lifts, jumping gaps, seeking out the piles of birdseed that temporarily pause the ever present timer, all so that you can collect your dozen eggs. In the early stages the duck sits harmlessly in it's cage, waiting for the timer to run down to a preset value before it springs free, to chase you around the screen at it's leisure. You can move significantly faster than it, but it's all too easy to find yourself cornered between chickens and the duck and nowhere to go. In later levels it doesn't have the decency to wait for the timer, and it's chasing you from the off, not following pre-programmed paths, but actively seeking you out, like a duck with radar - a smart duck, the sort that would be deployed in wars, with trained commandos pointing laser guiders at your egg stealing ass in a bid to end your omelette making ideas prematurely,

There's not much more to be said of it, it has no aspirations over and above being a collecting platformer - get the eggs before the time runs out and you're gold, hesitate and there's a duck raping your face. I've wasted hours of my life playing this damned game, and I've still never finished it. I'm determined though, maybe in another 25 years I'll have honed my ninja egg stealing skills to the point where my arthritic hands can frantically navigate the fat collector around with enough agility to collect the eggs in time, and then it'll be time to learn how to make fritatta


                                                                                                                                                                                                                                               
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