Wednesday, November 29, 2006

Three New Virtual Console Titles

This week, the three latest additions to Nintendo's Virtual Console appeared, to the joy of all you lucky duckies who've managed to score a Wii. While the rest of us are resigned to wait through the Holiday season, you'll be able to waste away your preciously short lifespans on classic games.

The newest games include Super Star Soldier, which was one of the finest shooters for the PC Engine. It never appeared on the Turbografx here in the States, which is too bad. If you were an American fan, you were pretty much screwed, as piles of great games were left in Japan, while Sega left poor NEC in the dust. Well, now's your chance to get in on the action.

For the Genesis, there's Golden Axe and Ecco the Dolphin. Golden Axe was among the first wave of Genesis games from 1989, and it's one of the best. You can appreciate Sega's dominance in the arcades, and that translated onto those first 16-bit titles. Sure, Golden Axe is one of those dreaded beat-ups, that genre that was once very popular, but is now looked down upon...something like leisure suits, or Milli Vanilli, or George W. Bush. No one wants to admit they were ever a fan.

That's too bad for Golden Axe. That's a crummy batch of pathetic losers to be stuck with. Why not remind yourself of what made videogames fun? Quick arcade action, instant thrills, not a lot of heavy thinking. It still beats watching TV.

Now, Ecco - this is one of the standouts of the 16-bit era. It came from Sega's absolute peak of the Genesis era, at the time of Sonic 2 and Toejam and Earl and Streets of Rage. Ecco was, and remains, a fiercely unique and inventive game. There are elements of role-play, adventure, puzzle, and platform games, often blending and blurring several genres at once, and completely shifting gears every few levels for kicks.

Ecco delivered some of the best graphics and animation at the time; it was one of those games you could admire and look at. And, hey, it has a dolphin! What more do you want? It's a pretty challenging game for its time, which means today's butterballs will probably get their fat asses kicked. Good. They need the exercise. Definitely get your hands on this one.

Friday, November 03, 2006

Takeover - Shuffleboard Deathmatch

I think one of the best surprises from Clubhouse Games is this little gem called Takeover. It's one of the few original games in the lineup, and follows the whole Touch Generation notion of bringing videogames back to its roots. In this game, players knock their colored puck across a field, scoring points by landing on neutral squares.

Sounds tame, but here's the thing that makes it great: if you knock another player's puck off the playfield, you get all of his territory and points. Given how small most of the playfields are (there are 5 in total), it doesn't take long to realize that playing fair is a suckers game. You're better off just knocking everyone else off the screen.

So, basically, Takeover is a Deathmatch Shuffleboard. This is probably what's going to happen when my generation is old and retired.

The standard setting is for 4 players, but you can go as high as 8, at which point any pretense of playing nicely is tossed out the window. It's all down to who gets knocked out and who doesn't.

This just goes to show you how solid game design doesn't require multi-million-dollar budgets or enormous art assets or endless hours of forced gameplay. You know, arcade games. Remember those?

Impossible Mission

This screenshot comes from the Solitaire game in Clubhouse Games, and it's about as close as I've come to actually completing it. Solitaire is usually one of those card games that any schmuck can solve after about five minutes of practice, but this version is damned near impossible.

Here's my real problem. Clubhouse Games offers three main game modes: Free Play, Stamp, and Mission. Stamp mode is my favorite, and shuttles you through a rising tier of games, starting easy and becoming gradually more challenging. In order to pass each section, you need three stamps, and even if you lose a game, you'll still get one stamp. It's not really meant to be anything more than a primer for all the various games that you'll be playing online, which is where the real action is.

There are five levels, with ten challenges each. I've managed to blow through all of them with ease, until I get to level 4-8, Solitaire. Now I'm stuck, and I don't know if I'm going to get past this. I may just throw up my hands and give up on Stamp altogether. If only I didn't have one more game to unlock. That pretty much means I'll have to figure out how to beat the stupid thing.

Have I mentioned how rediculously hard this Solitaire is? I think it's mostly because you have to deal three cards at a time, and are only able to use the top card. I only played this game once about a dozen years ago, when I was putting together one of my old fanzines on the computer. I figured the thing out, and solved it in about five or ten minutes. I've never touched Solitaire since; what would be the point? The whole reason for playing escapes me. Isn't this just a fancy way or reshuffling the deck?

Solitaire is a good indication that you need a real hobby. That's probably why the Clubhouse designers made it so damned hard. Jerks.

What's On Clubhouse Games?

I decided to post a list of all the games that are included on Clubhouse Games on the DS. It's a terrific little game, and should be a part of your collection. And did I mention that you can play online? Game on, kids!

Anyway, here's what's available if you're still mulling over whether or not to get Clubhouse:

Basic Card Games:

Old Maid
Spit
"I Doubt It" (better known to kids in my day as "Bullshit")
Sevens
Memory
Pig

Intermediate Card Games:

Blackjack
Hearts
President
Rummy
Seven Bridge
Last Card
"Last Card Plus" (better known as Uno)

Advanced Card Games:

Five Card Draw
Texas Hold-Em
Nap
Spades
Contract Bridge

Basic Board Games:

Chinese Checkers
Checkers
Dots and Boxes
Hasami Shogi
"Turncoat" (better known as Othello/Reversi)
Connect Five
"Grid Attack" (better known as Battleship)

Advanced Board Games:

Backgammon
Chess
Shogi (Chinese Chess)
"Field Tactics" (better known as Stratego)
"Ludo" (better known as Parchissi)

Variety Games:

Soda Shake
Dominoes
Koi-Koi
"Word Balloon" (better known as Hangman or Wheel of Fortune)

Action Games:

Bowling
Darts
Billiards
Balance
Takeover

Single-Player Games:

Solitaire
Escape
Mahjong Solitaire

As I wrote earlier, there are a number of games that are just cheap ripoffs of known name-brand games. Why couldn't Nintendo bother to spend $20 for the licenses? The originals were better, anyways.

Wednesday, November 01, 2006

Videogame Classics - Clubhouse Games

If you play games on your PC, then chances are you've seen the variations on the Hoyle games series. I'm a particular fan of last year's Hoyle Board Games, which offers numerous board and dice games (variations on Yahtzee), a crazy cast of chattering characters (my favorites being the dinosaur, the bear, and the pirate parrot Capt. Scurvy), and and endless amount of unlockable material for your own character. Not only do you get to customize your own player icon, you get to clutter your space with lots of wonderful junk like stuffed animals, lava lamps, and junk food.

Needless to say, Hoyle Board Games is great fun. Moreso than it deserves to be.

If there's one thing that Clubhouse Games achives at, it's in showing that a similar style of game can succeed on a portable games system. Throw in wifi and you have a bona-fide classic. I can't say that Clubhouse Games is as good as Hoyle; it lacks that personality that all those characters brought to the fore. But it's the next best thing.

Clubhouse Games is a wide collection of 40 (or 42) games. Roughly half are card games, all the usual suspects like blackjack and poker and hearts and rummy, yadda yadda. All the usual board games are present, like checkers, chess, and backgammon. There are even some nice parlor games like darts, billiards, and a little bowling game that is more fun than it has any right to be.

It seems to be such a scattershot collection, but most of them work. If there's something you don't like (and I'm sure a few games won't be played more than once), there's more than enough to divert your attention. Clubhouse is part of Nintendo's Touch Generation series, which is an effort to capitalize on the interest of non-gamers and former gamers who just grew up. The folks who were sucked in by Brain Age and Nintendogs.

The videogame nerds who obsess over every 100-hour console epic likely won't even bother with a little collection of games like this. Whatever. It's their loss. The DS has always been the home for the quirky and off-center, especially the sort of games that work best in short bursts. The ride on the bus, for instance. This is probably one reason why Sony's Playstation Portable is such a disappointment. By the time you've finished waiting for games to load, your ride's already over. You could have better spent the time with a DS, or better yet, a book.

I'm a fan of these sort of games, probably more because of age than anything. I don't have the time or energy for anything more complicated than this. Unless, I suppose, that God Almighty is a real big Final Fantasy fan, and wants to hear my insights. If that's the case, my end of the conversation will be pretty sad.

Ah, yes, nearly forgot. There's one real beef I have with Clubhouse Games, and it's this - the publishers were too cheap to pay the money for a number of popular licences games. Games like Uno, Battleship, Parcheesi (however it's called), and Othello/Reversi. Instead, they change everything around just a little bit, or with the card games, make you use a regular deck. It's cheap as hell, and there's no excuse for it. Goodness knows, this game couldn't have cost that much to make, despite all the impressive bells and whistles. Compared to most other DS titles, the budget must've been chump change.

Also, while I'm at it, I wish there were some dice games like the ones on Hoyle Board Games. Okay, maybe I should just be honest and ask for a DS version of Hoyle. Clubhouse is a triumph, and shows just how perfect Nintendo's portable is for such a title. I want my Capt. Scurvy, dagnabbit!

So, yeah, Clubhouse Games is a terrific little game for Nintendo DS. It's definitely one of the standout titles in the library, the next great game after you've burrowed your way through Brain Age and Big Brain Academy.

If I had to give it a grade, I'd give it a 9 out of 10. Dock one point for the cheapskate version of Uno, and the lack of any talking parrots.

Thursday, October 26, 2006

Just Bloody Great

Just my luck. I finally get a comment posted to the games blog, and it turns out to be massive spam. Just bloody great.

Tuesday, October 17, 2006

The New Wii Display at the Local EB


I see that the local EB store is setting up thier Wii display. A couple of the Wii boxes were on the floor, so I picked it up and took a good look. It's a nice packaging, very similar to the DS Lite box.

I also noticed that the "Wii Sports Included" label wasn't on the box. I'm assuming these stickers are pasted on, and this pretty much confirms my theory that Nintendo will eventually offer a "core" system without any pack-in game.

I don't have any idea when such a move will be made, but it's a safe bet that Christmas 2006 is out of the question. Nintendo is likely holding this card for the inevitable Microsoft or Sony price drops in 2007. There's too much pressure for both of them to sell units and get the prices down. Sony especially.

This leaves Nintendo in a perfect position to either drop the price of the Wii hardware, or sell the core system at a lower price. Remember that the DS dropped from $150 to $120 within its first year. We'll see a $200 Wii before too long, if not lower.

As always, it's probably wiser to wait a little while, until new consoles have established themselves a bit. Early adotpers get the bragging rights, but they always have to pay for it.

New AW Map - #18 Combat or Tank

The third and final new AW custom map for today is map #18: Combat or Tank.

This is another classic game tribute, to Atari's Combat for the 260 VCS. It was also named Tank for the Sears version, even though it was the same game. Hmm. I've never understood why Sears decided to manufacture its own VCS console, and change the names on all the games. Thankfully, it's never done anymore.

Combat of Tank is a two-player map, with a lot of roads, some forests for defense, and a lot of wide, open spaces. Each player begins with 3 bases, 2 tanks, and 2 APC units. This is a large map for only two players, so adding in some transport units is essential.

Also, I'm pretty much required to throw in some tanks at the beginning. You can choose whether to hunt down and destroy, or stake out a perimeter and play defense. There are ample bases and cities to capture, so you'll want to establish a defensive zone, and then capture the territory behind.

The secret bonus area makes its third appearance on my maps, this time with 16 rockets. They can only be accessed by infantry or mech units, which promises that the supply won't be drained too quickly. Unless, of course, you have amassed a team of infantry, and choose to launch several rockets at once. Since this territory is easy to defend, you can afford to launch rockets at your leisure.

Choices, kids, choices. Give your players choices in where to go, how to balance offense and defense, and what risks to take. These are essential elements of game design, and they're key to creating great multiplayer maps.

If you're ever in doubt, go back to the multiplayer classics: Warlords, MULE, NES Ice Hockey, Chu Chu Rocket, SF Rush 2094 Battle Mode, Super Bomberman 2, Herzog Zwei. If you like videogames, you should know these like the back of your hand.

Again, I'll add Map Pack #6, which contains these three maps, as soon as I can. I have six more maps to fine-tune, and they'll be ready to play soon. Enjoy!

New AW Map - #17 Pac-Man

Here is the second of nine new maps I recently created for Advance Wars. I'm sure you'll recognize this character pretty easily: Pac-Man.

Pac-Man is a two-player map, in which each player starts on small islands - the dots - and then battles it out on Pac-Man Island. You begin with 3 bases, 1 seaport, 1 lander, 2 APC's, and 1 Recon truck. As is often the case, I prefer to give you the tools to start playing immediately, instead of slowly building up your forces. It's a tricky balance to pull off, and this map is a textbook example of the importance of playtesting.

I cannot emphasize this enough. Playtest, playtest, playtest! A map design the looks clever on the Map Editor is one thing, but it's only when the action starts that you notice the flaws. Use of terrain, the forests, mountains, and roads, determines the game's tempo, and the proper starting units (or no starting units) will enable a proper pace.

This is a very fun map, a very thrilling map, one that allows many options for offense and defense. Both players have a fair chance for victory.

Notice, also, that in order to win, you must invade your opponent's home island. Controlling Pac-Man Island is crucial, but cannot guarantee victory by itself. Be careful not to leave your home island completely vulnerable, lest your friend sneak over with a couple landers loaded with heavy armor.

Oh, finally, note the signature on the top left corner, my own little "easter egg." My first criteria for a good map is that is has to look good. Everything else is build upon that. Don't be afraid to add little flourishes like this to your own maps. You'll thank me if you want to become a game designer someday.

Again, I'm not able to offer downloads for Map Pack #6 just yet, but I'll update as soon as I can.

New AW Map - #16 Warlords

Recently, I've been busy creating new custom maps for Advance Wars. How many? Nine! These maps are created on the AWDS Map Editor, and then transported onto my Advance Wars 2 save files for use with the game. As of now, the first three maps have been translated and are finished.

Here's the first one - Warlords.

Warlords is a tribute to the classic Atari multiplayer game, one of my favorite Atari 2600 titles. This design is similar to another map I created, Twin City War, in that there are two playfields. There is the main battlefield, in center, and there is an outer perimeter.

For this map, four players square off in close combat with one air transport and one anti-air gun. You have one factory base and one airport. Because of the small spaces, you'll have to quickly think about defending your territory, or attacking an opponent, if you so choose.

The key lies in that outer perimeter. Like Super Mario Bros, this is where all the goodies lie. Each player has a four-island chain, containing five cities, one airport, and three rockets. If you want to gain the upper hand, you're going to need to capture those territories. You'll also be able to frustrate your friends, and stop them from taking anything.

A great map gives you the freedom to choose your own strategy, instead of forcing you to play in a certain fashion. This is a prime weakness with most of AW's built-in War Room maps. Intelligent Systems still hasn't discovered how essential multiplayer is to Advance Wars. Either that, or they just don't know how to design good maps.

I'm not able to update my main website right now, due to server difficulties, so I can't offer downloads for the latest map pack. I'll try to change that soon. Happy gaming!

Videogame Classics - Dragon Quest Heroes: Rocket Slime


Which game has been monopolizing all my time on Nintendo DS? For the last couple weeks, it's been Rocket Slime. Or, to use the full title, Dragon Quest Heroes: Rocket Slime. Whew, what a long name. Let's just stick with Rocket Slime.

There's been a bit of attention paid to this little gem of a game around its time of release, but all mention of it has disappeared since. I'm assuming this has more to do with the hype-heavy nature of videogame sites and weblogs, a curse that I wish could somehow be overcome. When will you children learn to stop drooling around like dogs, jumping at the endlesss hype HYPE, HYPE!! of everything? You're always obsessing about the toys that are still in the future, forgetting about what's already available today. Sigh. You're being played for suckers by corporations.

Anyway, the whole point of my little rant is to remind you that there's a great DS title called Rocket Slime that deserves your attention. Essentially, there are two facets to this game. The first part is an overhead action-adventure, similar in style to Zelda, as your hero, the little blue slime from the Dragon Quest series, searches about for his missing friends. He also can capture enemies roaming about, and collect numerous items from fruit to bombs to giant, 1,000-ton anvils.

There's a point to all this endless collecting, and that's the game's second part - tank battles. This is really the hook to the game, and it's a terrific idea. At one point in the game, you uncover a lost slime tank, which looks like a castle on treads. You'll encounter numerous foes to battle against, with some pretty freaky tank designs and endlessly cheesy puns like "Carrot Top," "Fort Night," and "Chrono Twigger."

In each tank, there are two or three main rooms: the bridge, which contains two cannons, and the lower levels, which spits out weapons at a steady pace. You have to grab those weapons, and then throw them into one of the two cannons - one aimed straight, one aimed at an angle. Both tanks try to weaken the other, eventually eliminating all its hit points. After that happens, you invade their tank, and destroy their heart-shaped engine.

Now, this all sounds pretty simple, and it may seem tough to understand a tank battle with only two guns can be compelling. Well, it comes back to all that collecting in the walking stages. Those items can be used as ammo, and have their own quirks and uses. Later on, you free a talking pot which allows you to mix and match items for more powerful ones, via recipe cards (yes, another DS game with recipes).

Also, while you begin your first tank battles flying solo (which makes for some hectic fighting, scrambling to get weapons and fire them before being hit yourself), you can sign up a crew of four, and assign them various duties. My current team, which works perfectly for me, is to have a big slime for loading one cannon, another slime for sabotage and espionage (stealing the other guy's items), and a walking baby statue for loading the second cannon. Once things get heated up, I sneak over to the other tank, break down the main door (you can also fire yourself out of a cannon, but most likely you'll be hit in midair and sent packing) and start destroying all the enemies' computers. Eventually, their weapons chutes are destroyed, the damage starts raining down (since they can't knock my shots out of the sky anymore), and I make a quick run to their heart.

Again, this becomes fairly easy once you get the hang of it, and that's my only real complaint with Rocket Slime. It's a collosal cakewalk. In fact, I'll promise you that it's physically impossible to ever die in this game. In the main walking portion of the game, you take such small damage, and build your hearts up so quickly, that nothing ever really stops you, or even slows you down. The tank battles, also, great fun, but so extrordinarily easy that you could phone them in. You could probably train your pets to win at this game. They could forget everything you taught them, and still come away with hardly a scratch.

That's just rediculous. It seems to me that Rocket Slime is packaged as a kiddie game, with the heavy collecting a tribute to the whole Pokemon fad. But there's so much about the game to like, from the brilliantly animated slimes (100 in total), the large and varied locations, and those terrific tank battles, that it's hard to ever feel rough about anything. It's just the latest in the long steak of quirky, slightly weird, fun games for DS.

According to my save file, I've currently rescued 95 out of the 100 total slimes, and spend 20 hours playing the game. By the time I've completed it, played through all the extras, collected enough enemy animals to obtain gold statues for all, and obtained all the recipes, I'll probably have racked up another 10 hours of game-time. That's not a bad achievement for a handheld game.

This last month, I picked up five DS titles - Cooking Mama, Nintendogs, Lost in Blue, Trace Memory, and Rocket Slime. Aside from the occasional bout with Cooking Mama, Rocket Slime has been permanently lodged in the machine. Heck, I finally found a copy of the rare Trauma Center, but what would be the point of buying it now? When would I find the time to even bother with it? Just give me my Rocket Slime and my Terrence McKenna podcasts, thank you very much.

Thursday, October 05, 2006

Mii Characters #4

Uh, yeah. I think this is the punk rock version of those trolls. Or maybe the alien character from M.U.L.E.

I'm looking forward to seeing all the crazy, mutated Mii characters pop up once Nintendo's Wii launches. This really is more fun than it deserves to be, and I'm confident that it will catch on. Who wouldn't love this little guy?

Tuesday, October 03, 2006

More Fun with Mii Characters

Here are a couple more Mii characters I came up with while listening to Randi Rhodes today (and screaming obscenities at morally bankrupt Republicans, but that's another story). I'm hopeful that Nintendo's actual Mii creator will be as impressive as this. If anything, I'd like even more control over how my characters will look.

Obviously, Nintendo wouldn't want things like uploading photos or jpegs to add to your Mii, since there's the risk of snarky kids posting something offensive.

One additional feature I would like - and this is really just dreaming, so don't take it as anything remotely newsworthy - would be the ability to record a short voice sample for your Mii character. I'd just like to have this guy with the big head shout out, "Froyn-layvin!!"

I suspect this little feature - almost a throwaway, really - will prove very popular with people. It's going to add to the Wii's immediate social appeal. Also, if you didn't know, Nintendo intends for your characters to mingle around, into others' waiting rooms on their consoles, and in the games themselves. The table tennis game on Wii Play is an excellent example of this. Ideally, user interfaces on the internet will evolve into something more iconic and intuitive, as we move away from keyboards, mice, and joypads, and into the immersive age of holodecks and "Minority Report."

It's kinda weird when you contemplate the Holographic Paradigm, which suggests that the entire world (and the whole universe) is really a giant hologram. Cue the Twilight Zone music!

If this feature really does become popular, expect Nintendo to introduce new features and more customization options over their Wii Connect feature.

Create Your Own Mii Character


The folks at Joystiq have posted this super-fun Flash version of Nintendo's Mii channel. The Mii channel enables you to create your own avatar which will be used in games like Wii Sports and Wii Play. This flash version was created by the same guy who makes Joystiq's t-shirts, so we're always glad for his generosity.

As you can see, I played around a little with Flash Mii and came up with this great little mutant creation. Isn't this really the whole point to create-a-character? You should have seen the basketball players I created for NBA 2K. Oh, please, please, let me create my own Joker on the real Wii.

Give this little program a try for yourselves and see what you think. It's as accurate a copy of the original as currently possible.

Flash Mii Character Creator

Monday, October 02, 2006

Classic Videogame Illustrations #3

Seriously, how can you not dig a game like this? This is Square-Enix's new Dragon Quest Heroes: Rocket Slime for Nintendo DS. It has jellybean tank battles. What more do you want?

Seriously, you should check out Rocket Slime. It's a great little game, just weird enough to fit in with all the other weird DS titles.