Archive for March 2012

Kidnapped!

While most British home video game characters were busy skiing or mowing the lawn, the 1980′s were a dangerous time to live in an arcade game. I’m not talking about whimsical titles like Bubble Bobble or Rodland. There were some very real dangers lurking inside many of those old arcade cabinets.

The very lives of your arcade friends and relatives were in danger. At any moment, they could be kidnapped by…

…a great, big, smelly ape!

Nintendo’s enormously successful Donkey Kong in 1981 was the first game to feature Mario, although he had the incredibly imaginative name of “Jump Man” back then. Jump Man. Who wouldn’t want to play Super Jump Man Galaxy?

In Donkey Kong, Jump Man’s pet ape has gone mad and kidnapped his girlfriend, taking her to the top of an unfinished building in a construction yard for some unexplained reason. They also didn’t feel the need to explain anything about the person you were supposed to rescue, as they didn’t even bother giving the girlfriend a name. She was referred to only as “Lady”, but she was eventually given the name Pauline in later releases.

To win, Mar-, sorry, Jump Man must climb to the top of the building, avoiding the barrels thrown at him by Donkey Kong, and rescue Pauline by…well, I don’t know what he actually does, because Kong just grabs her and buggers off to the next level.

Donkey Kong

Not very, as I recall.

The second level takes place in some kind of pie factory if I remember correctly. I don’t think I ever made it past that level, as it usually depleted my supply of 10p coins before I could finish it. What? Come on, I was six years old when it came out.

But anyway, Mario is no stranger to bad luck in love. He usually runs afoul of…

…a great, big, spiky turtle thing!

I couldn’t possibly talk about kidnapping without mentioning video games’ leading dicksplash, Bowser. Before you say anything, I’m including him here because there WAS an arcade release of Super Mario Bros.

Bowser

Dicksplash

Mario’s second love interest, Princess Peach, has been kidnapped by Bowser so many times, that it’s easy to suspect that she’s secretly hankering for some turtle-sausage. Nobody in the history of the Universe is so rubbish at not getting kidnapped.

I like to think that once every few years, Mario receives yet another phone call from the Mushroom Kingdom, sighs, dejectedly pulls on his plumber suit, and prepares to risk his life to rescue this absolute bellend of a princess again. And for what? He never seems to get a reward other than the scraps of coin he picks up along the way. He must also know that his efforts are utterly futile, as she’s only going to get herself kidnapped again eventually anyway.

Next time you defeat Bowser, Mario, just shoot him in the head or something. Save some time and learn from your mistakes.

Although that won’t make video games from the 1980′s any safer. You also have to be on the lookout for…

…Street Punks!

In the 1980′s nary a day would go by without a gang of mulletted street punks in vests stealing your girlfriend and taking her to their not-so-secret headquarters, again, for no adequately explained reason.

Double Dragon

Things are about to go very wrong for that young lady.

So what would you do in this situation? Call the police? This is the Eighties, my friend. What we do here is punch the snot out of every living thing between us and the ringleader behind this bullshit. We’ll pause only to eat food out of dustbins to replenish our health.

Your trek will take you on a tour of the slummier parts of a Generic American City. We’ll go via the docks, an abandoned steel mill, an empty warehouse, a few back alleys, and maybe even a casino. If you’re lucky, there will be an extremely long elevator ride too, with Street Punks jumping at you from all directions.

In the end, the trail of henchmen will lead you to the final boss, who always has some kind of cheap trick like a gun or a jetpack. You have two tricks of your own at your disposal though. Stubbornness and a pocket full of 10p coins. As luck would have it, the boss will always attack in regular patterns that will prove to be his ultimate downfall. Eventually, you’ll find the technique to finish him off and save the day. (I say him as it’s never a her.)

Reunited with your girlfriend, and with a pocket bereft of 10p coins, you’d be forgiven for thinking it’s OK to relax now. No chance, pal.

Remember, this is the 1980′s. The golden age of our ultimate adversary…

…NINJAS!

It’s not often that a man gets kidnapped in a video game, but when he does, you can bet your arse it’s the damn president! The plot of Bad Dudes vs Dragonninja is this. I quote:

“Rampant ninja related crimes these days. Whitehouse is not the exception. The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?”

Bad Dudes vs Dragonninja

Well, are you?

Bad Dudes vs Dragonninja is possibly the most Eighties game ever released. Kidnap! Ninjas! Big Trucks! Muscle Men in Vests! The Fat Bloke from Karnov! To be more Eighties than this, it would need to feature Rick Astley driving a Transformer that turns into the car from Ghostbusters.

Once again, the plan of action is to give every last ninja between you and the president a damn good smack in the chops. At the end of each level, there is a standard issue boss fight, which finishes with your character fist pumping the air and stating “I’m bad!” Yes, sir, you are indeed.

So, in the end, you’ve killed every last ninja in the city, you’ve proven yourself to be a Bad Enough Dude, and you’ve rescued the president. What is your reward for this exceptional Bad-Dudery? Any other game would give you a simple “Congratulations” message. Not this one. I shit you not when I tell you that your reward is being taken out for a burger by the president.

It simply doesn’t get Baddery-Dudier than that.

*

As you can see, the 1980′s were a very dangerous time to live in an arcade game. Save your 10p coins! It’s not worth the risk. Stay home. Stay safe.

I certainly will. I’ve got a lawn to mow anyway.

ATA ATA Hoglo Hulu!

No, I’m not choking on a pretzel, nor am I having a stroke. This is how the French developers ERE Informatique announced their transformation into an entity known as Exxos.

“It is Him! Him who has been in our offices for months… He who comes from outside the Universe. He that we reveal today to the world, because the hour has come. I name Exxos. I ask you to say after me some magic sentences which point out his country to him: ATA ATA hoglo hulu, ATA ATA hoglo hulu…”

Bear in mind that this was the 1980′s. Videogaming was already in it’s golden age of being completely hatstand, and what these guys were doing seemed really weird.

Exxos existed only for one short year, and in that brief lifetime, they released three games. All three of which featured some of the most colourful, rich, original worlds I’ve ever encountered in gaming. Let’s take a look at them.

Captain Blood (1988)

You play the role of Bob Morlock. A video game programmer who somehow gets sucked inside his own game. As he materialises inside the game’s spaceship an emergency forces him to activate the ship’s hyperspace drive, which malfunctions and clones him 30 times. The clones, which were each made from a portion of Morlock’s vital fluids, escape and go into hiding across the far reaches of the galaxy.

Over the course of the next 800 years, Morlock tracks down and disintegrates 25 of the 30 clones and reabsorbs his stolen vital fluids. We join him as he searches the galaxy for the five remaining clones. Time is running out for Morlock. He is becoming ill and needs to find the last of the clones before he becomes too weak to fly the ship.

Still with me?

To find them, Morlock has to do a bit of galactic detective work. You begin the game in orbit around an inhabited planet. The game will place you in one of four starting locations, although the coordinates are always randomly generated so no two games have the same map.

Communication with the aliens is conducted via a symbolic language interface called UPCOM. The challenge of the game lies in learning how to successfully communicate with the various alien species you will encounter. And they are truly alien. Some will even appear to speak gibberish until you figure out how their minds work. Once you understand them, you can begin to press them for the coordinates of other inhabited systems.

Captain Blood speaks to a Migrax

Have you seen a guy? Looks like me. Has my spleen.

As you communicate, you will learn about the the galaxy’s civilisations and history, and the rivalries between some of the more warlike races. If you’re successful, you will also feel the pleasure of disintegrating those thieving bastard clones.

Although Captain Blood was released on everything with a processor back in 1988, I’ve included a screenshot from the Atari ST version here. The ST version is the only one to feature the full alien language sounds, which really complete the ambience of this wonderful, truly original game.

I still haven’t completed the damn thing. It’s REALLY hard.

Purple Saturn Day (1988)

In this action game, SPACE-athletes from across the universe meet every four SPACE-years to compete against each other in feats of mental and physical ability. For the player, this translates to four minigames:

  1. Pilot a spaceship as far into the future as possible by clicking on sparkly things.
  2. Race through the rings of Saturn without smashing your ship to pieces.
  3. A SPACE-football type thing, where you have to shoot an orb and then collect the pieces to score points.
  4. A brain melting electronic circuit puzzle.
Purple Saturn Day: Brain Bowler

The Mindfucker

Graphically, it follows the same design style as Captain Blood. Everything has a kind of organic machine feel to it. It could easily be an event taking place in the Captain Blood universe.

It’s a fairly small, short game, but one of those that’s easy to pick up and difficult to master. I’ve included a screenshot from the ZX Spectrum version, as not even the humble Speccy could escape the Exxos weirdness.

KULT: The Temple of the Flying Saucers (1989)

This third and final game from Exxos was also known as “Chamber of the Sci-Mutant Priestess” on DOS. With a name like that, you know it’s going to be batshit loco.

KULT: The Temple of the Flying Saucers

The Spawnomatic sounds fun

The plot to KULT is simple. You play the part of Raven, a Psionic Mutant working for the Tuner Netwerk [sic]. Raven’s friend is captured by the Protozorqs (worshippers of the monster/god Zorq) and taken to their temple. Promising to save her, Raven also gets himself captured by the Protozorqs and finds himself imprisoned in the temple, where he has to complete five tasks to collect five Vort skulls and become a Messenger Of The New Solution.

What?

In essence, KULT is a point-and-click puzzle game with a very Giger-esque theme. The initial gameplay is focussed around a central hub called The Master’s Orbit. Leading off from this hub are doors to the five challenges. At the start of the game, you are given an object that is vital for completing a specific challenge. Once that challenge is complete, you can exchange the acquired Vort skull for a new object.

When all the challenges have been completed, Raven gains access to the Protozorqs’ inner sanctum where he has a chance to find and rescue his friend.

While KULT seems rather linear on the surface, shortcuts can be taken, and the game certainly rewards you for being inventive. Skipping puzzles would be a shame though, as it would mean missing out on a lot of the game’s rich content and atmosphere.

Like Captain Blood, KULT feels truly alien. And is just as much fun to play as it is to simply experience. The screenshot above is from the Amiga version, which I caned the absolute arse off of back when it was released.

Exxos Logo

Totally Normal

To sum up. I miss Exxos. I miss the time when ideas like these weren’t laughed out of the board room. I miss the unbridled creativity of the era.

While I certainly appreciate games like Modern Warfare 3  just imagine how much more fun it would be if you were shooting at giant space-molluscs with a mind-ray while skimming the event horizon of a black hole.

Someone make that happen, please.

Yet Another Thing About GAME

Unless you’ve been surfing the Internet on a 1B/s modem and you’re still waiting for that dancing baby from 1996 to download, you’ll no doubt be aware that it looks like the UK videogame retailer GAME may be a little bit screwed. Considering that they’re not stocking Mass Effect 3, one of this years biggest releases, or any of Capcom’s upcoming games, the immediate future at least looks particularly bleak. For those without their finger on the pulse of gaming, this is like DFS not stocking sofas.

It all started with Electronics Boutique, and I’ve been wary of them ever since they tried to give me the DOS patch for the extremely-buggy-on-release Amiga version of Frontier: Elite II.

Frontier: Elite 2 on the Amiga

"It won't work." "Try it anyway."

The current manifestation of GAME appeared on our high streets in 2002, three years after Electronics Boutique bought out the Game chain of stores in 1999. Electronics Boutique and Game were then unified under the GAME rebranding. The 2007 acquisition of Gamestation meant that, apart from a few independent retailers, GAME now dominated high street videogame retail.

Let me recount the story of my local Gamestation.

Before 2007, my local Gamestation store was a hub of enthusiastic gamers. They stocked retro hardware and games as well as new. It was beautiful to see ZX Spectrums next to the Xbox 360s in the front window. They had staff profiles on the walls listing their favourite games and console history. You knew exactly who to talk to.

They also had an enormous basket in front of the counter labelled “PADS £1″. It was full to the brim with every random-arse joystick and joypad from every console or computer you could think of. It was incredibly useful after a fit of retro-gaming, pad-smashing rage.

On the shelves, you would find SNES games, Megadrive games, Amiga games, Dreamcast games, and anything else they could get hold of. All alongside the latest releases. On one occasion, I purchased a pile of Dreamcast games, and the assistant acknowledged how “wicked” my choice of games were, and recalled some amusing anecdote from their development history which I’ve completely forgotten.

Since the GAME takeover, all that has gone. The retro hardware and software, the staff profiles, the staff, and any sense that the shop is anything more than the front end of a faceless corporation. It’s GAME with different logos. No longer do the staff chat about games and gaming history. Their conversation is limited to forcing strategy guides onto customers, and encouraging them to trade in their old games.

Which leads me on to the other thing that bothers me: GAME’s apparent reliance on the pre-owned market. Although I must be clear; there is a distinction between pre-owned and retro. My definition of pre-owned here refers to second hand copies of new games that are still currently on sale in stores.

I was in a local GAME store the other day. (I picked up a PSP and Street Fighter Alpha 3 for £49. I felt like a vulture pecking at the remains of a still twitching corpse.) It looked like the pre-owned games outnumbered the new games 10 to 1. This isn’t feeding any revenue back to the publishers and developers that the industry relies upon. They’re burning down the farm for a few quid’s worth of insurance money. And they’ve been doing it for years, going by the number of times I’ve been asked to trade in my old games by the staff.

It’s a sad situation for high street game retailing to be in. While online distribution is brilliant in its own right, there’s nothing like going to a good game shop, having a nice chat, and then coming home with a lovely, shrink wrapped bundle of fun. My only hope is that the potential demise of GAME will see a resurgence in independent game shops on the high street.

It’s going to be a while before we see what the eventual outcome of all this will be. In the meantime, I’ll continue to wait for my dancing baby download to finish. This is going to be hilarious.

Update: On the 21st of March 2012, the BBC reported that GAME were to file for administration. Oop!