Archive for the ‘Playstation 2 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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1945 I&II (PS2)

Tuesday, March 24th, 2009
1945 I & II for the Playstation 2

1945 I & II for the Playstation 2

After purchasing a cheap Playstation 2 in 2008, my beloved and I were having a shuffle through the selection of games in one of the bigger high street retailers and there, nestled amongst a couple of old FIFA titles if memory serves and priced up at a couple of quid, was 1945 I & II, a compilation of two games that sports what must be the most unwieldy name ever. Although that name didn’t initially ring any bells, with me being something of a shoot ‘em up fan (in the same way that bears are somewhat prone to defecating in forest areas) a quick glance at the screenshots guaranteed Gamestation a sale because for reasons best known to the publishers (presumably it’s a misguided attempt to ride the “retro” bandwagon by trying to make the games sound like an extension of Capcom’s 194X series) these are merely re-titled versions of the Psikyo shooters Strikers 1945 and Strikers 1945 II, both of which are classy examples of vertical scrolling shooty goodness.

The player is presented with all manner of game options from play area positioning (and indeed the option to rotate for that authentic arcade experience) to difficulty level and a choice of six aircraft each with different attributes. Its well worth spending a few goes to acquaint yourself with each of those planes too since the differences between them are quite substantial with the power and spread of the weapons, how the support drones work and even the smart bombs varying from craft to craft. There’s something for every kind of shoot ‘em up fan player and my personal favourites are probably the Spitfire mk. 7 in 1945 with it’s drones firing energy bolts that slowly grind across the surface of enemies and do huge amounts of damage and the 1945 II Hayate which is supported by a group of small planes that swarm around bigger enemies and give them a good kicking whilst the player is left free to hammer whatever else is about.

Getting in a spot of training... railway tracks, training, geddit?

Getting in a spot of training... railway tracks, training, geddit?

When battle is joined, it takes place over some wonderfully detailed backdrops and skirmishes rage high over patchworks of fields, railway marshalling yards and arctic seas to more military targets such as air strips and shipyards. The attackers are equally well designed with most of the smaller ones based very loosely on 1940s military hardware (including something that vaguely resembles a V-2 rocket). Quite a bit of thought has gone into the environments and one very nice touch is that the order of the first group of three or four levels (depending on which game is being played) aren’t fixed, instead the game shuffles them around. The designers really went to town over the larger attackers, which usually start out as vast battleships, tanks, Zeppelins or aeroplanes but, as their armour is stripped away by the player, usually transform into huge mechas! Because despite the general World War 2 appearance and the title bearing even more of a resemblance to 1942 and it’s brethren with the “Strikers” removed, the threat here isn’t the Wehrmacht but instead comes from much further afield…

I don't remember reading about large aircraft turning into mechas during the second world war...?

I don't remember reading about large aircraft turning into mechas during the second world war...?

The two games are both difficult on their default settings with 1945 II probably being the harder of the two and the range of aircraft and weapons available mean that even if players get exceptionally good or bludgeon their way to the end with scads of continues there are still five other craft to take to war that will change the balance of the game and, as mentioned previously, little tricks like varying the starting missions add to the overall replay value greatly. The overall package does appear just a teeny bit “cheaty” though, because all publishers Play It have done is take the two existing Strikers 1945 titles previously sold separately on the Playstation and pushed them onto a single disc for the PS2; nothing has really changed apart from one issue, 1945 II in particular is now incredibly eager for the player to continue playing because the fire button acts as start when the continue message appears – in fact, I can’t remember ever actually registering a score with the game because of this “feature”, it’s far too easy in the heat of battle to use a credit without intending to and that’s pretty annoying for players who are either playing for score or those who tend not to continue.

An idyllic rural scene... with a full scale war overhead!

An idyllic rural scene... with a full scale war overhead!

1945 I&II isn’t like other compilations such as the Midway Arcade Treasures or Capcom Collection series because there are no bonus materials or features to unlock on the disk. I get the feeling it was produced either as a half-arsed attempt to cash in on retro gaming or as a bit of classy, hardcore blasting action but, whilst the cynic in me is absolutely positive it’s the former because there’s no analogue stick support, that overly sensitive continue problem wasn’t dealt with and returning to the main menu from one of the games feels rather kludged, I’m pretty willing to let those issues slide personally – for the pennies the disc seems to go for at the moment (and it’s unusually common for such a niche title) it’s worth picking one up just for the challenge.

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Outrun 2006: Coast 2 Coast (Xbox)

Tuesday, February 17th, 2009
Outrun 2006: Coast 2 Coast for the Xbox

Outrun 2006: Coast 2 Coast for the Xbox

After last week’s prod around the excellent Outrun 2, it seemed like a sensible idea to follow on with a look at what is essentially its sequel; Outrun 2006: Coast 2 Coast is the home computer and console take on the arcade follow-up Outrun 2 SP (or Special Tours), which took the original game, replaced every gorgeous location with a different but equally attractive one and, along with hiking the overall speed of the game up a little, gave the cars the option to ride the slipstream of vehicles in front of them to get their top speeds up even higher than before. As with it’s Xbox predecessor, Outrun 2006: Coast 2 Coast has a straight Outrun mode where the fifteen arcade stages can be attacked in the usual manner of racing a stage and deciding which comes next at intersections in the road but, surprisingly, it also contains the original fifteen from Outrun 2 as well, all of which are exercised regularly during the mission modes.

Gazing at a gorgeous sunset... at over 220Km/h

Gazing at a gorgeous sunset... at over 220Km/h

Yes, along with the all-out Outrun race modes there are mission modes in a similar vein those in Outrun 2, although this time they’ve been divided into two distinct groups; the more driving-oriented activities such as drifting, races against computer-controlled opponents and so forth are all presided over by Flagman, the rotund character who resembles Father Christmas on dress down Friday and usually waves the cars off at the starting line. The more surreal games have been placed under the scrutiny of Clarissa who is, despite her casual attire, a hard task mistress who cracks a metaphorical whip and insists on a high standard of driving skill from the player.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

Although the photograph taking and memorising sequences of fruit are no longer present from the previous game, what the petite dominatrix in the passenger seat wants can still be somewhat deviant; along with more mundane tasks such as not crashing or passing as many vehicles as possible (sometimes involving convoys of big rigs), the missions range from the violent, such as smashing every other vehicle off the road with a temporarily indestructible car, to the surreal as the player avoids meteorites that tumble from the sky to embed themselves into the road surface, being caught in the tractor beam from a hovering U.F.O. or dribbling what must surely be ten feet of beach ball along with the nose of the car. No, I’m still not making this up…

Some of the scenery can't be appreciated until you can watch someone else driving!

Some of the scenery can't be appreciated until you watch someone else playing!

One major change between Outrun 2 and this new incarnation is the way that new items are unlocked. Gone are the Top Trumps and ridiculous Ferrari-labelled tat such as teddy bears and paperweights, instead we have Outrun Miles which are accumulated after races or missions are completed; these can be traded in like air miles to gain access to new cars, select paint jobs for the ones already unlocked, add extra soundtracks to the play list and open up missions including two long runs that take the driver through fifteen stages of either Outrun 2 or Outrun 2 SP scenery (the latter being available on some Outrun 2 SP arcade cabinets, apparently only enabled if the operator so chooses). The actual roster of cars is far larger in Outrun 2006: Coast 2 Coast, with each of the fifteen existing in its regular state and a racing-ready “Outrun class” version which is more expensive, but has better performance.

The woodpecker infestation was getting seriously out of hand!

The woodpecker infestation was getting seriously out of hand!

Considering the huge popularity of their original Xbox port of Outrun 2, I’m sure that the temptation was there for developers Sega and Sumo Digital to rest on the laurels of their existing code, merely tweaking it to add the slipstream and extra car roster in order to produce a home version of Outrun 2 SP. The quite brave decision to redesign the mission mode games, the inclusion of the tracks from the first game and particularly the alteration of that unlocking system really are deserving of praise (especially now that I can simply save up for the Outrun class F40 and the two mixes of Magical Sound Shower!) Outrun 2006: Coast 2 Coast still drives like an absolute dream and, with the thirty stages, two different sets of mission modes and a generous helping of Ferraris to choose from, this really should be enough to keep even the most well-practised Outrun 2 player busy for a substantial amount of time.

The versions of Outrun 2006: Coast 2 Coast squealing sideways around corners here were the Xbox and Windows PC ones (I’ve found the latter to play best using a USB analogue Dual Shock clone pad, with the left stick for steering and right assigned to accelerator and brake – it takes a bit of getting used to after the Xbox controls but does work quite well) but it also exists for the Playstation 2 and PSP and of course the arcade original.

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