ASTRO
FIRE |
Owen Thomas |
Action/Shooter |
|
Now THIS is the way
shareware should be designed. Owen Thomas' Astro Fire is a shining
example of what can be done with a PC when in the hands of a
talented programmer with a little common sense. You want computer
rendered graphics? They're here, in 256 beautiful colors. You want
sound card support? You've got it. You want power-ups, devious
enemies, a wide variety of options, voice, and play mechanics with
just a hint of heartwarming nostalgia? This is your game. In fact,
this is just about ANYONE'S game, since it runs just as quickly on a
386 as it does a Pentium. No, really! I'm serious! And to top things
off (rather nicely, I might add), the first episode, jam packed with
25 challenging rounds, is absolutely positively free. The second and
third episodes do cost an additional $30, but if they're anything
like the first, you'd better believe that it's worth the investment.
The only thing I can really complain about is the game's name...
Astro Fire? Gee, that's kind of underwhelming, especially since the
game itself is so good. Owen should have considered christening it
with one of the considerably cooler episode titles, like Heart of
the Storm or Into the Fire... oh well. Generic name aside, this is
without a doubt the best Asteroids derivitive I've played on my PC.
Kurt Dekker could learn a few things from this
guy.
BUBBLE
BOBBLE |
Taito, Novalogic |
Action |
|
I've always had a place in
my heart for Bubble Bobble... it drew me in right from the beginning
with its adorable characters and devilishly addictive blend of
action and strategy, and I'm not ashamed to admit that it's still
one of my all-time favorite NES games. I wasn't sure just how
Novalogic's PC translation of the coin-op sleeper would stack up to
the NES Bubble Bobble, but was pleasantly surprised to discover that
the game was an even better arcade conversion, with cleaner graphics
and a more complex soundtrack (with a sound card, of course, which
as luck would have it is my 386's ONLY luxury. Without it, you'll be
forced to either hum the Bubble Bobble tune to yourself or allow the
PC's internal speaker to take over, which is highly unrecommended if
you wish to preserve your sanity). All of the classic Bubble Bobble
subtleties and play mechanics have been ported perfectly to the PC
format, including all the enemies, rounds, and of course, the many,
MANY power-ups and bonus items (boots, bombs, crosses, candy, sushi,
rainbows, burgers, flowers, fruits... you name it, it's in here).
It's a damned near perfect translation, which could be its only flaw
since the NES and arcade versions of Bubble Bobble became incredibly
frustrating after the 15th round, and the PC version adds to this
aggravation by allowing the player just nine continues. Most players
won't be able to claw their way through half the game with this
annoying restriction, leading me to think that there may be hidden
codes for level selection and/or unlimited lives. If there's not,
it's rather obvious that Novalogic seriously overestimated the skill
of its target audience, adding a little tarnish to what's otherwise
a sterling translation of an absolutely brilliant arcade game.
DYNABLASTER |
Hudson, Hurricane |
Action/Strategy |
|
And as a sort of companion to Bubble Bobble, we have Dynablaster,
another great PC port of a game with a sizable cult following. Don't
let the cheesy title fool you... this is an almost exact conversion
of the first Bomberman game released for the TurboGrafx16 ("The
Turbo what?" Don't you remember... oh, forget it. It's not really
that important). Basically, that means that the plot and play
mechanics are pretty barebones in comparison to the Genesis and SNES
versions of the game, but the execution is still up to your typical
Hudson Soft standards. Dynablaster looks, sounds, and plays very
much like software for a dedicated game console, and the fact that
you don't need a Pentium for this kind of performance makes it that
much more appealing. And of course, the ever-popular battle mode is
included (it even supports up to four players, although I suspect
two must share a keyboard), so it's definately a complete Bomberman
game. True Bomberphiles will snatch this up in a second (if just for
the novelty of playing a truly good version of the game on their
PCs), and to the uninitiated, well, this is as good a place as any
to get acquainted with the series. Check it out.
GALAXI |
Kurt Dekker |
Shooter |
|
Oh, happy day... it's another miserable shareware port of an
arcade classic, designed especially to annoy owners of older PCs
with its ludicrous hardware requirements. Nice going, Dekker. I
mean, really, Astro Fire creator Owen Thomas designed a terrific
Asteroids clone with computer rendered graphics and Soundblaster
support that runs like a dream whether you're using a mighty Pentium
or a lowly 386... so why can't the lead game designer for an
industry giant like Interplay pull off a similar feat with a
Galaxian clone that for all intents and purposes is inferior to the
same game on the ColecoVision? It's pathetic! OK, so it's a little
ridiculous for me to expect the guy to program software for a
minority of computer users (although there are a LOT more 386-based
PCs floating around than one would expect...), but there's no excuse
for wasting needless amounts of RAM and processor speed on a clone
of a game that was popular in the late 70's. Anyone who runs DOS
games from Windows can tell you that.
RAM and Megahertz wastage aside, I can tell you that Galaxi plays
fairly well on a 486 or better, and does outperform other shareware
games in the genre, like ChamProgramming's port of the 5200
translation of Galaxian (buuut not their most recent conversion,
which is surprisingly good) and the utterly terrible German release
Galaga '94. It's inferior to the Gameboy, NES, and ColecoVision
versions of Galaxian, however, mostly due to inaccuracies in its
audiovisual presentation. The explosions aren't right, the sidebar
(already a turnoff in games of this type) is cluttered with a
unattractive metallic mess that detracts from the overall look, and
Kurt committed the ultimate sin by adding heavy metal music that
plays at the beginning of each round. The tune sounds fine (on a
fully equipped machine... on a PC with 640K of memory, it stutters
like Porky Pig on crystal meth), but it seems like a rather
shameless attempt to draw moronic headbangers into what's
fundamentally a generic, cheaply produced game. I can almost see it
now...
"Huh, huh. Like, this game sucks, or something."
"Hey, wait!
It's playing, like, rock music!"
"Yeahyeahyeah! But it sounds
like every other heavy metal song known to man!"
"Like, shut up,
assmunch!"
{SMACK!}
"Oooooow! OK, it's cool, it's cool! Hee
hee hee hee..."
"Yeah, like, without heavy metal music, the game
sucks. But with it, it's, like, cool or something. Huh
huh."
"Yeah! Yeahyeahyeah! Hee hee hee hee hee hee hee hee hee
hee..."
You get the point. Anyways, I guess the game's worth downloading,
but I sure as hell wouldn't order the registered version. If you
want Galaxian, look to Namco, the company responsible for the
original game as well as several sterling conversions for the NES
and Gameboy.
HITMAN:
CODENAME 47 |
Eidos |
Action/Adventure |
|
This was a title which looked promising enough. I mean, with a
tactical assassination sim from a well-established company like
Eidos how could you go wrong? Well, unfortunately, as with books,
TV, movies, or any other form of entertainment, a solid premise and
reputable creator do not guarantee an outstanding final
product. Not that Hitman is an awful title, mind you. It’s
just not nearly as good as it should be, which is a shame.
The game’s opening starts off cheesy as hell, with your title
character awakening in some sort of psychiatric hospital which
conveniently houses a training facility for the use of knives, piano
wire, and firearms. All the while a benevolent and omniscient
off-screen narrator (or perhaps hallucinatory voice) gives
encouragement to our protagonist, a dapper, lean, rather
non-descript bald man with a barcode tattooed on the back of his
head. Our operative must now break out of the institution and begin
his arduous career against whomever the agency deems fit for
extermination. Ah, the life of a video game action star!
Each mission requires careful plotting of the terrain, choice of
weapon(s) and equipment, and usually a lot of trial and error before
the successful execution(s) can be executed. A silenced 9mm Beretta
is ideal for completing one mission, but a .45, Desert Eagle, sniper
rifle, or garrote may be a better choice for another. Whatever
you choose to bring along will cost you money, which is credited to
your account upon completion of each assignment. Credits are
deducted for police and unnecessary civilian casualties. Screw up
your job, kill too many innocents, or get killed before arriving at
your rendezvous and it’s back to the drawing board.
Locales in Hitman include such destinations as Hong Kong,
Bucharest, Columbia, and Rotterdam. Graphics are well done
throughout the whole game. Gone are the days in which polygonal
humans looked as if they were made out of Lego building blocks.
Buildings, characters, backgrounds, and items all look very
impressive. Sounds are nicely done as well, but the voice acting and
dialog are often campy or downright ludicrous. But then, every game
utilizing voice actors is guilty of this, so I shouldn’t be so
critical.
Gameplay, however, is not as polished. Not too much stuff is
interactive. Usually only the bare minimum of what is required to
complete a level. For example, almost any item or character that
seems to be out of place will inevitably play an important part in
the overall picture. Well… usually. I say usually because one
positive aspect of Hitman is that there is often more than one way
to carry out an assignment. Enemy A.I. is uneven in that some
enemies know right away something’s wrong while others seem to take
forever to catch on. Dressing in your enemies’ clothes will
instantly make you pass for whatever character you’ve just iced,
regardless of your resemblance (or lack thereof) to that person.
Fortunately, 90% of the characters you whack wear your size and
nobody seems to think it’s fishy that a bald, white man is
attempting to pass himself off as a Chinese Triad or Columbian
soldier. And controls involving such rudimentary actions as pressing
an elevator button or descending a ladder could DEFINITELY be more
user friendly. Most missions are extremely complicated, and it’s
more than a little frustrating that you cannot save during a game,
but must start over from the beginning or a predetermined area
within the level.
Hitman is a game I disliked at first, then grew to find somewhat
entertaining. It certainly involves more problem solving elements
than one might expect. This aspect, like the game itself, is both
good and bad. Perhaps the sequel will rectify some of the areas in
which the original is lacking. Until then, I have to give this one a
moderately less than favorable assessment.
MAX
PAYNE |
Take 2 Interactive, 3D Realms,
Remedy |
Third-Person Shooter |
|
Pros:
"Bullet Time," graphic novel-style cinemas, "winking" references
towards the end, excellent plot, never gets too frustrating
Cons:
Prologues to parts 2 and 3 seem too labyrinthine.
Every once in a while, a game comes along that revolutionizes
gaming as a whole. Max Payne was one of those games. With its
"Bullet Time" feature, dynamic difficulty, gripping plot and perfect
blend of realism, right down to individual modeling of bullets (as
opposed to the classic "hit-scan" method of light-speed bullets),
the game was hailed by just about everybody. Many have looked at it
as the inspiration for Namco's game "Dead to Rights" for home
consoles, which I guess qualifies as "praise from Caesar" for this
game.
At the risk of simply saying what everybody else is (and this is
probably the first "really big" game I've reviewed on this site),
I'd like to give my $0.02. First, I'll start off with the basic
plot, which seems to be the "circular" style of beginning with the
end and then skipping right back to the start.
In the start, Max is standing atop the building of Aesir
Corporation, a powerful pharmaceutical firm, gun in hand, as
seemingly every cop in New York comes to apprehend him. In this
moment, he reflects back on the events that brought him to this
point, starting three years prior...
Max was in the NYPD, with a loving wife and baby daughter across
the bridge in New Jersey. However, one day, all that was taken from
him by a bunch of drug-addled psychopaths. The word "Valkyr" was
graffitied on the inside of his house. The next day, he joined the
Drug Enforcement Agency, eventually going undercover in one of the
seediest mob families in the city, to find and destroy the source of
this "Valkyr."
As he progresses through his quest, he finds himself on the wrong
end of a city-wide manhunt, both by the NYPD and the mob. The plot
has everything from the worst blizzard in history to crooked cops to
secret societies to massive corporations continuing cancelled
government projects while using mob ties to keep their business
secure. And all the while, the action is seen through real-time
cinemas and graphic novel-style cutscenes.
The gameplay is much like any third-person game, with the action
being seen from right behind your character. However, the biggest
innovation is bullet time. Like the Matrix's crucial scenes, one can
slow the action to a crawl at critical moments, allowing you to
better focus. The feature was actually well-implemented, neither
being "gimmicky and useless" nor "game-breaking and overpowerful,"
as you only use it for a limited time, and you can refill it by
killing enemies.
The game is just realistic enough--if you make a big commotion,
you'll be swarmed by enemies, bullets travel in real time, and being
next to a big explosion will kill you in short order. However, the
game seems to have some of its "rules" governed by action
films--certain characters can take more gunfire than others, and the
action pauses when a sniper rifle is fired in zoom mode, as the
bullet takes flight into its destination.
The sound is excellent in this game. From the voice acting to the
ambience of televisions and radios, the audio atmosphere in this
game is rich and well-done. The music is quite understated, which is
just as well, since while you're going through an area, you don't
want music blaring through your ears.
Finally, the names are actually pretty good in this game. From
the main character's name to the names of many of the characters,
there are numerous puns and references to Norse mythology to keep
some folks amused.
Also, if you beat the game, you can unlock higher difficulties
and a special mode where you have to get through the level in a set
amount of time, gaining time as you kill enemies.
The only complaint I have about the game is the nature of the
prologues of the last two parts. They seemed too maze-like, twisting
and turning with no end in sight at times.
In short, this is one of those great games that come up far too
seldomly.
MS.
PAC-PC |
James Rowan |
Action |
|
Look... if you're a discriminating fan of this wildly successful
sequal to Pac-Man, you've got two choices. You can either plunk a
quarter into a Ms. Pac-Man machine and enjoy the game for a whopping
fifteen minutes, or invest that quarter in a floppy disk, take it
down to a PC clone connected to the Internet, and download Ms.
Pac-Pc, a freeware game you can keep for the rest of your life. This
game is a PERFECT translation of the Namco coin-op, period. Aside
from new patterns and a somewhat ugly banana (by the way, is it just
a coincidence that it's the most valuable target in a game with a
female star? I don't think so...), I don't think there's a single
thing about the game that even the legendary Ken Uston could fault.
I'm not terribly fond of the rather extravagant system requirements
(I'm sorry, but a 386 should be more than enough to handle a Pac-Man
clone, no matter how good that clone may be), but if you own a 486
or better with a 16-bit sound card, there's no reason this shouldn't
take up permanent residence on your hard drive. It's so sinfully
good that I wouldn't be surprised if the CEO of Namco beat a path to
James' door with a copy of Ms. Pac-PC in one hand and a subpeona in
the other...
[Editor's Note: If you or someone you know owns a Super Pac-Man
machine, uh, my condolences. It just so happens that I recently
found an SPM coin-op, and after three plays it became abundantly
clear that it didn't do my childhood memories of the game justice
("Then why did you waste your time designing 'Super Pac-Mon'?" Would
you be quiet!? Geez...). So don't bother James for an exact
translation, 'cuz he's got better things to do, like Jr. Pac-PC (we
can only hope...)]
It was distressingly common in the NES days to judge a game by
the pictures on the back of the box, only to come home and get an
entirely different (and often worse) experience than what those tiny
snapshots had suggested. The combination of larger-than-life
childhood expectations and false advertising sold dozens of games
which had no business being on store shelves, let alone in the hands
of disappointed consumers. Remember how Deadly Towers and
Arkista's Ring seemed like they could take the place of Link's
Adventure as the true successors to The Legend of Zelda?
Remember how freaky cool Abadox and Zombie Nation looked, with their
tangled masses of intestines and gigantic exploding buildings?
Ever got the impression that The Adventures of Bayou Billy would be
the ultimate NES game with its three distinct styles of gameplay and
those famous spit-shined Konami graphics? Well, to
paraphrase a frequently uttered line from a more recent video game,
the box was a lie. Yes, those pictures were from the actual
games, but they were presented in a way that made you think you were
getting a lot more for your money than the designers actually
bothered to give you.
Such was the case with Spellunker, the
old Broderbund computer game ported to the NES by Irem. The
snapshots on the back of the box suggested a sprawling adventure
with deep play mechanics and dozens of hidden areas to
discover. What was inside the box was less thrilling... a
subterranian Donkey Kong knock-off with the wimpiest
protagonist this side of a Woody Allen movie. Step off the
third rung of a ladder, and you'd die. Get splashed with
the steam from a geyser, and you'd die. Get too close
to a dead canary? That's right, it's curtains for
you! The hero who was pathetic beyond all reason
made this already linear game feel even more stiff and
rigid. There was no room for exploration and no chance to
experiment in Spelunker... you either went through the game exactly
as its designer Tim Martin intended, or you died trying.
Frequently.
Spelunky is pixel artist Derek Yu's valiant attempt to right past
wrongs and finally give players the game they were
expecting Spellunker to be. It has many of the
elements of the venerable Broderbund computer release, from basic
staples like bombs and ropes to that terrifying ghost that
would chase you to the ends of the earth if you dragged your feet
while searching for the exit. However, while
Spellunker dragged you through a predetermined
path, Spelunky drops your red-nosed explorer into
randomly generated caverns, stocked with untold riches and
unspeakable horrors. There's no wrong way to reach the exit at
the bottom of the screen, and if you stumble into a dead
end, you can always light a bomb to blast a hole through the floor
or use a rope to reach a ledge.
Derek Yu's got all the fundamentals covered in Spelunky, although
the game shines more brightly in some areas than others. The
graphics bridge the gap between the 8 and 16-bit eras, with simply
drawn characters and lushly colored environments that bring
back memories of Daisuke Amaya's instant classic Cave Story.
The control takes a bit of adjustment thanks to a slightly flighty
main character and an overabundance of buttons... seriously, eight
is way more than enough for a remake of a game that dates back to
the early 1980s! However, you'll get used to it with a little
practice and the proper key configuration. It's much
harder to put up with the soundtrack, which is full of shrill chip
tunes that'll leave you scrambling for the volume knob on your
speakers.
What makes Spelunky really work is the open-ended design, along
with the improvisation that it invites. There are countless
opportunities to color outside the lines and test the boundaries of
the game's engine. Gold veins line the walls and floors of the
cave... do a little excavation with a well-placed bomb and you'll be
rewarded with a shower of glistening nuggets! Damsels in
distress eagerly await your rescue, but in an age of gender
equality, there's absolutely nothing wrong with making them earn
their keep by using them to trigger traps or flush out
spiders. Then there are the shops... it's a pain to
actually buy items thanks to the eight button control scheme,
but oh so much fun to play mind games with the shopkeeper.
Just remember that he tends to hold a grudge...
It's common practice for homebrew game designers to reinvent
the wheel and make games based on a winning formula...
perhaps too common, if the avalanche of dual
stick shooters on Xbox Community Games is any indication.
However, it takes guts to resurrect a game that didn't
work in its original form, and fix the issues that kept it
from reaching its full potential. Let's hope that other
indie developers will follow in Derek Yu's footsteps and
turn near-misses from the 1980s into the smash hits of today.
VSYS
GAIDEN |
K B Z |
Shooter |
|
It's hard to say for sure what I think about this shareware
shooter. You're certainly not out anything by downloading it,
and it's got a really innovative power up system along with
beautiful polygonal graphics. However, it's got a handful of
flaws, which surprisingly enough include the weapon system
and graphics.
Let me explain. VSys Gaiden has
one of the most unique power up systems you'll ever find in a
shooter, but the designers tried so hard to differentiate it from
other games in the genre that they wound up making it much too
complicated. The game's manual, written in Japanese, doesn't
help matters much... you'll end up having to figure things out
through trial and error, and it will probably take a few games
before everything starts to fall into place.
Your ship is given a power gauge
like the one in Gradius, but there are a lot of additional factors
that make things a lot more confusing than necessary. Try to
follow this... you've got two meters that work in tandem with the
power gauge. The first is raised by collecting power-ups,
but the second fills on its own, if you can resist the temptation to
fire. Firing lowers the second meter, which prevents you from
powering up your ship. You can adjust the power of your shots,
but the more powerful you make them, the more quickly the second
meter drains. Another button activates the power ups, but you
can only get them once both meters are sufficiently charged.
Pressing the power up button also fires a series of heat-seeking
lasers which destroy enemies on contact. Believe it or not, it
gets even more complex from there... filling your meters to the
top allows you to evolve your ship, giving you an entirely new
selection of power ups. Feel free to scratch your
head and mutter, "Wha...?" at this point. I know I did.
Powering up your ship may be
ludicrously complicated, but the graphics are anything but.
Don't get me wrong... they're quite pretty, but all
those vibrant explosions and transparent clouds don't hide the
fact that the backgrounds are rather plain and
nondescript. You'll skim over the endless surface of
an ocean for the entire duration of the game, and there's not a
single island or heavily armed battleship to break up the
monotony. Even the enemies are repetitive... you'll face off
against fleets of tiny ships and what appear to be large jet
engines. The vast majority of these foes fly onscreen, fire a
couple of bullets at you, and retreat. This continues for
eight rounds until you meet the first (and only) boss in Vsys
Gaiden, a flame spirit which covers the screen with blazing streams
of fire. It's a challenging battle, but once it's over, the
game just ends. Maybe it's unfinished, and maybe this is a
demo, but neither the game itself or the manual (what little I can
understand of it) confirm this.
Vsys Gaiden is really quite impressive
for a game designed by a hobbyist, but there are even better
shareware titles out there... Rally Raid in particular looks almost
as nice and is much more logically designed. Still, it can't
hurt to download both titles. You can find them, and a whole
lot of other shooters, at Emudek