Archive for the ‘Gamecube Software’ Category

Intellivision Lives (PS2)

Tuesday, April 7th, 2009
Intellivision Lives: The History Of Video Gaming for the Playstation 2.

Intellivision Lives: The History Of Video Gaming for the Playstation 2.

After last week’s look at the Intellivision 25-In-1, this time we’re going to continue the theme somewhat with a squint at Intellivision Lives: The History of Video Gaming. Grandiose subtitles aside, this is a complete collection of sixty two Intellivision titles including a couple that weren’t finished (or indeed released) and one non-playable demonstration cartridge that was supplied to shops so that their display machines could spend the day extolling the virtues of the Intellivision to passing punters.

The main menu is based in the fictional Hal’s Pizza (quite appropriate really, a menu in a pizza parlour) which is described in the manual as being a place where “the 80′s never stopped”. Hal himself must be something of an Intellivisionary in fact because, along with a couple of pictures of the Blue Sky Rangers themselves, neon Intellivision men across one wall and posters of game artwork scattered about the place, even his jukebox is loaded with nothing but Intellivision-themed music. And rather than being from Taito, Nintendo or Atari, the arcade cabinets dotted around his eatery are instead a series of presumably custom-built machines which play Intellivision games – nothing as simple as a MAME cab for our Hal!

Intellivision Lives - main menu

Intellivision Lives - main menu

Navigating between machines is a simple matter, the camera starts in the middle of the room and left and right on the PS2 pad to automatically turn between points of interest, pushing forward moves in for a closer look at a machine and forward for a second time brings up it’s game list. These seven cabinets divide the catalogue of games into genres, those being “space”, “arcade”, “gambling”, “combat and sorcery” (why those two are lumped together I’m not entirely sure), “sports”, “kids” and “unreleased”. Along with the games are instructions (a combination of the original manual and newly written text) and scans of box artwork and production notes where appropriate. Each machine also has an achievement, a challenge set through one of it’s games that, when completed, unlocks bonus material for the machine itself and one of the unreleased games in the dedicated cabinet; some of the milestones are relatively easy such as ending a game of Astrosmash with over 20,000 points or scoring better than 300 on Frog Bog, but others take a bit more doing such as beating the console at poker.

Intellivision Lives - playing Night Stalker

Intellivision Lives - playing Night Stalker

Since everything released for the machine is included here, obviously the games that stood out on the Intellivision 25-In-1 such as the Chinese proverb-powered Shark! Shark!, simple but enjoyable blasting from Astrosmash or Buzz Bombers and Night Stalker with it’s tense, slow motion gameplay are present and correct along with the less beguiling ones such as the clinically strange movement of Pinball. The additional thirty seven titles are something of a mixed bag and for a console there are a surprising number of (admittedly rather primitive) simulation games such as B-17 Bomber, Sub Hunt or a resource management game called Utopia and there are a lot of gambling and sports based titles as well with some of the latter providing some good, old fashioned button mashing. One new arrival of particular interest however is the unreleased puzzle game Hypnotic Lights, which wasn’t an official Intellivision project and instead was written by programmer Stephen Roney in his own time as a favour to his boss; it’s not complete and can’t check for stalemate conditions on the board so a game never ends, but the idea itself is very sound indeed and it’s probably the title I’ve returned to most after Astrosmash and Night Stalker.

Intellivision Lives - playing Thin Ice

Intellivision Lives - playing Thin Ice

These games all appear to be the originals running under emulation rather than having been re-written and that means the numeric keypad of the Intellivision controller also needs to be simulated. There are two ways to use the virtual keypad, the first is to press select on the pad to bring up or dismiss a visual representation of the iPod love child itself (during which time the game controls are re-routed to pressing it’s buttons) and the second solution has R1 “pressing” whatever the right analogue stick is pointing at – when central it’s over the 5, pushing left gets four, down and right for 9 and so forth. Neither solution is perfect but with both present at least players have a chance to mix and match as they see fit.

Intellivision Lives - playing Hypnotic Lights

Intellivision Lives - playing Hypnotic Lights

As noted previously, the major driving factor with this kind of collection is the nostalgia value and it’s laid on with a trowel here from the décor of Hal’s Pizza onwards; that isn’t something I can relate to personally since my own misspent youth wasn’t occupied with playing Intellivision games or hanging around in pizza parlours for that matter and some of the titles included feel noticeably dated, not in the way they look or sound (experience of contemporary platforms such as the Atari 2600 prepares Intellivision virgins for that) but more the overall feel… well, it’s hard to put a finger on exactly but a few titles just seem overly complex for a console game, the pace of the gaming titles in particular is slow and user interfaces occasionally seem a little overcomplicated or even downright cumbersome. But Intellivision Lives is fairly cheap, generally cheerful and there’s the entertainment value of the video footage (or production notes if you’re a bit of a geek like I might possibly be [Ahem]) even if many of the games will probably only see a few plays before another session with Astrosmash.

The Intellivision Lives: The History of Video Gaming hanging around this particular pizza parlour was the Playstation 2 version, a similar burst of nostalgia exists for Xbox and Gamecube owners.

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Space Invaders: Invasion Day (PS2)

Tuesday, January 6th, 2009
Space Invaders: Invasion Day for the Playstation 2

Space Invaders: Invasion Day for the Playstation 2

They came from outer space… again. The Space Invaders have returned once more to cause more carnage, but this time it’s different because, unlike either the arcade original and Taito’s own re-workings or even Activision’s attempt to revisit the franchise on the original Playstation, Space Invaders: Invasion Day (referred to as Space Raiders in the NTSC territories) doesn’t deal with the aliens trudging towards the player and instead picks up the story after the outer defences fail and the cities have been overrun by slimy creatures.

The opening movie is more like a science fiction blockbuster, this is Space Invaders does Independence Day with just a dash of Starship Troopers to taste; after the lavish (and pretty long-winded at five minutes) cinematics introducing the protagonists and explaining some of their angst-ridden back stories (boyfriends missing, friends and colleagues slaughtered, you get the gist) it’s time to start whooping E.T.’s ass. But before diving into battle, the player is given the option to select if they want to take on the invaders as Justin (the last remaining member of a teenage gang, sporting a rather fetching jacket with a top row Invader on the back), Ashley (a photographer searching for her boyfriend Roy) and Naji (the only survivor of a S.W.A.T. team’s doomed last stand against the invaders).

Justin had decided that the council\'s campaign to keep the city tidy really wasn\'t working...

Justin had decided that the council's campaign to keep the city tidy really wasn't working...

The view of the action is third person with the camera usually being placed somewhere above the player to give a clearer view of the action and, since this is something of an adopted son to the Space Invaders family, our heroes can only move left or right and always fire in the same direction, forwards into the fray. Each character has different abilities (although actually noticing those differences takes a little effort) so Naji moves slowly but gets the heaviest artillery, Ashley is more nippy but armed only with a couple of Lara Croft-style handguns and Justin is the all-rounder – each character can also carry grenades and a very limited stock of their own unique special weapon, although where the average street punk or photographer gets one of those from is never adequately explained…

One point of note is that, although power-up weapons and smart bombs have a finite amount of ammunition, the characters never run out for the weapons they start with; the level of pseudo realism in games that means I can’t just keep hammering the fire button like a wazzock has always been something of a bugbear, so Space Invaders: Invasion Day wins at least two brownie points from yours truly for that even if it loses one for the ridiculous score multiplier – if there is a single player out there who can play this thing well without hammering the fire button I want to know their email address so that I can tell them what a bloody show-off they are! The game itself offers two modes of play, story and survival; in story mode events unfold in cut scenes between single player fights, leading to a surprise I won’t spoil at the start of the final boss battle. Survival mode is far more carnal, pitting one or two humans against the nasties with all guns blazing and no continues… this is a bit more like the Space Invaders of old, although there are still the loads between waves and those drawn out boss battles to deal with.

It turned out that Roy was a figment of Ashley's imagination!

It turned out that Roy was a figment of Ashley's imagination!

Despite my liking Space Invaders as a game, looking back at the original with the kind of hindsight that intervening thirty years gives, one of the biggest issues now (as opposed to then when we simply didn’t care) is probably the repetition; essentially, the player chips away at a group of aliens one at a time until they’re all destroyed before moving on to next wave – the scene even remains the same during each level (although the camera angle does at least change between waves) until the boss destroys at least a part of it. That “rinse and repeat” mentality isn’t an issue if you’re dealing with a coin-operated game where goes should only last a finite amount of time, but that repetitive nature still holds true for Space Invaders: Invasion Day and even a single campaign in story mode is a drawn out affair. I’d have to say that the survival mode is what retains at least some of the “dip in and shoot stuff” fun of the Space Invaders franchise and the chances are that any long-term enjoyment will come from there rather than repeatedly bludgeoning through the story – if you see a copy going for a couple of quid like I did then Space Invaders: Invasion Day might be worth having, otherwise there are better options for both third person shooters and Space Invaders available.

The version of Space Invaders: Invasion Day giving as good as it got was for the Playstation 2 – players can also take a pummelling from the Gamecube version.

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Midway Arcade Treasures (Xbox)

Tuesday, December 30th, 2008
Midway Arcade Treasures for the Xbox

Midway Arcade Treasures for the Xbox

For those of us who remember when the arcades were still in nappies, the list of games on Midway Arcade Treasures will ring quite a few fairly loud bells. Whilst some of these titles are more curiosities than big names (for example Splat or the close-to-unreleased Blaster) there are a lot of highs in this collection and several names present that influenced not only their generation but the future of gaming in general; seminal titles like Defender, Tapper, Spyhunter, Robotron: 2084 and Stargate that date back to the gaming stone age are joined by titles from later generations such as Marble Madness, Smash TV and Super Sprint. And those with very good memories will by this point have realised as well that the “Midway” part of the title is somewhat misleading because, although most of the games are indeed treasures, not all of them are by Midway or indeed Williams, a few of the stand out titles were instead created by the coin-op division of Atari.

The presentation is nicely done; a slightly long-winded but thankfully skippable intro sequence involving a temple leads to a wall of hieroglyphs representing each of the twenty four titles present which can be selected by the controller. Although being as close as any emulation can get, there are of course differences; cabinets such as Marble Madness with its trackball and 720 or Paperboy with their custom controllers have been modified to use the Xbox pad’s analogue stick. Robotron: 2084 and Smash TV both fare well for the controller, player movement has been assigned to the left analogue stick and the firing operated from the right, replicating the dual joystick controls of the original arcade cabinets.

Midway Arcade Treasures - playing Robotron: 2084

Midway Arcade Treasures - playing Robotron: 2084

One surprise was the modification of both Defender and Stargate to allow players to either use thrust and turn controls as the original coin-op offers or simply press left and right on the D pad or stick to thrust in the appropriate direction. Despite a reasonable reputation amongst friends as a shoot ‘em up player, I’ve never been much good at Defender personally and, since I came to it after the likes of Scramble and Vanguard, have always assumed that it was the controls I couldn’t get used to; in fact it was that in part, the rest was that Defender just really enjoyed handing my arse to me! Each game is presented with a selection of extras, the types of content available varies between titles but some have footage of interviews with the creators such as Eugene “Defender” Jarvis and John “Joust” Newcomer whilst others have what the box inlay refers to as “top secret documents”… in other words scanned marketing pamphlets, the original design doodles and similar media.

Midway Arcade Treasures - playing Defender

Midway Arcade Treasures - playing Defender

The trivia can be quite interesting in some cases and a couple of the games have a small quiz where the answers are presented by the creators themselves in video form. The quality of the footage throughout isn’t constant and mostly rough around the edges, whilst the sound is almost uniformly poor, but if you’re into your gaming history in the rather geeky way that I might be [ahem] or if you enjoy the “making of” documentaries on DVDs it’s fascinating listening to explanations as to why Klax has no music, the origins of Robotron: 2084‘s claustrophobic design or the reasoning behind Super Sprint only allowing players to control three of the its four cars. The package as a whole does suffer a little from “information overload” and there’s too much to take in during a single sitting (and some gamers probably won’t even notice) but, like the games themselves, the extra content can be dipped into when the mood takes.

The version of Midway Arcade Treasures played here was for the Xbox – it’s also available for the Gamecube, Playstation 2 and Windows PC.

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