Impressions: Super Mario Land (Game Boy)
December 10, 2010 by Tim · 6 Comments
I decided earlier tonight that it was about time I sat down and played through a Game Boy game. After all, it’s been ages, and I haven’t really given my Super Game Boy a good run, so let’s do this! I figured I’d start off with Super Mario Land, which I bought at the last Midwest Gaming Classic. Actually, my real motivation here is that I want to play Super Mario Land 2: 6 Golden Coins, but figured I ought to play through the first before that. So here we go…
Day 1: The first thing I told myself was “There’s something wrong here. Is this really a Mario game? It feels so… Wrong. Well, whatever, I’ll stick with it and give it a chance.” Really, no kidding, there’s just something “off” about this game. But either way, in my first sitting, I played through level 4-1 before calling it a night. That must be about half way through, right? Right? Imagine my surprise when I checked online to see how long the game is and discovered there are only four worlds! And with only three levels per world, this is an especially short game. I get the feeling I’ll be beating this one pretty quickly. I guess I should get to work on that Princess Tomato review, or I’ll have another post to add to the “to-do” list before I know it…
Day 2: Well, yep… Beat it. Frankly, I’m kind of glad it wasn’t really any longer than it was. I started playing through the game again after completing it (a harder mode with more enemies unlocks), but didn’t really find it compelling enough to keep going. One more to check off my Backloggery, though!
Zillion (Sega Master System)
Back when I first decided I wanted a Sega Master System, I didn’t actually know much about it. I knew there were a few highly regarded games, like Alex Kidd, Phantasy Star, and Wonder Boy, but I didn’t know much else. I really just wanted it because I love getting new hardware — especially the more obscure, “failed” systems. Since the SMS was so heavily overshadowed by the NES during its run, it fit the bill perfectly.
Then as I began to explore the platform more, I kept reading about this game called Zillion. Supposedly, it was the Master System’s answer to Metroid. That seemed intriguing, so I decided I wanted it. Then at the Midwest Gaming Classic, I found a complete copy, and the search was over.
So what’s my point here? Well, my point is that this is a great game, but it’s clearly not at the forefront of the Master System mindset. Everybody who know knows about the Master System knows about the basics like Alex Kidd and all the arcade ports like Outrun and Space Harrier, but it apparently takes some extra digging to get to the likes of Zillion. Then if you actually want the game, you have to get past hundreds of unwanted copies of Hang-On/Safari Hunt, Black Belt, and After Burner to get there. It seems to me that this game was probably overlooked, even in its heyday. And that’s a shame, because if more people played it, then the system might have received more games like it. And if it got more games like this, then we might not look at the Master System as such a failure today.
Impressions: Cosmic Spacehead (Genesis)
April 1, 2010 by Tim · Leave a Comment
Well, how about this… I’ve already beaten a game I got on Saturday at the Midwest Gaming Classic! I was giving all my new games a quick test run and wasn’t planning on spending much time with them yet, but this one managed to grab me enough to keep playing. A full review will come later, but for now, I thought I’d share some initial thoughts.
Cosmic Spacehead is a nice little game. It’s a hybrid point-and-click adventure/platformer (kind of like Alex Kidd: High Tech World….. but not as bad). The story is that you’re playing as Cosmic, and you’ve just discovered planet Earth. The problem is that, when you return home to tell everyone, nobody believes you. Now, you’re off to set the record straight. You have to find a way back to Earth to take pictures and return home with proof so you can get the hero’s welcome you deserve.
Overall, the game is pretty easy and pretty short, but generally well-made. I really love the colorful, cartoony graphics (it’s one of the few Genesis games with a great color palette) and the general tongue-in-cheek style. Basically, it doesn’t take itself too seriously, and that’s always a plus in my book. That’s all for now, stay tuned for a full review!
Impressions: Castelian (NES)
December 10, 2009 by Tim · 2 Comments
Castelian originally caught my eye when I read about its Commodore 64 incarnation: Nebulus. Namely, it’s the interesting graphical effect it uses during almost all of the gameplay that drew me to it. The game is a puzzle platformer where you’re some strange pig/frog creature and you’re hopping around platforms on the outside of a series of cylindrical towers in an effort to tear them down. The effect used to display the rotation of the tower as you move around it is really convincing, and quite impressive for an 8-bit game.
I left it at that, though. I don’t own a C64, so I wasn’t going to make much of an effort to play it. But then I noticed this game called Castelian on the NES that looked really similar. As it turns out, it’s actually the same game, just under a different name. Why? I dunno. But I’ll take it. It was a pleasant surprise to see I could play Nebulus after all!
So now that I have it, how does it fare? Pretty well, so far. My first impression of the game was that it was pretty damn hard. I couldn’t even beat the first level. Your pig/frog is not very mobile, doesn’t jump very well, and there are lots of awkwardly placed ledges to fall down and enemies to run into. Then I remembered what Metroid and Metal Gear taught me: Be patient! It’s not about busting through the game on a single life, it’s about exploring and learning the best way through the level. Once I took that approach, I started to make some good progress.
So now I’m up to the fourth level (of eight) and the level design is really starting to come alive. Stage 3 had some clever tricks to it, and stage 4 is even more intricate. I’m really starting to like it, and I’m eager to see what’s in store for later levels.
I still suck at the bonus stages, though…
Alex Kidd: High Tech World (Sega Master System)
September 22, 2009 by Tim · Leave a Comment
Having been a Nintendo kid, I find the Alex Kidd series kind of strange. If I had to use one word to describe it, I think it would be “disjointed.” This probably stems from the fact that a couple of entires in the series are actually just rebranded versions of other games. (In fact, Sega’s other early franchise series, Wonder Boy, has a similar history.) The series kicked off in a not-so-disjointed fashion with a couple of standard platformers: Alex Kidd in Miracle World and Alex Kidd: The Lost Stars. But then it just turned kind of weird after that. There was an odd Japan-only BMX game, which I know almost nothing about, and then there were Alex Kidd: High Tech World and Alex Kidd in Shinobi World.
Alex Kidd: High Tech world is actually a rebranded version of a Japanese Master System game called “Anmitsu Hime: From Amakara Castle,” a game based off of some anime I’ve never heard of. Naturally, the US anime-audience being what it was in the 80s, that was not going to sell over here. So, Sega slapped their mascot onto the game and called it a day.
But, what is it, exactly? It’s actually a fairly interesting combination of adventure and platforming. But instead of being an adventure/platformer, it’s literally a set of alternating sections of gameplay. Sega also managed to throw a few tongue-in-cheek self-references into the mix, too. In fact, the basic premise is that you’ve just found out from your friend that there’s a new arcade in town and you really want to go play the new Sega arcade games. And you have to get there before 5:00, with the clock ticking the entire time.
A Boy and His Blob (NES)
September 14, 2009 by Tim · Leave a Comment
I like side-scrollers. I like adventure games. I like “obscure” games that show up on “hidden gems” lists. I like quirky games. So it all stands to reason that I would like A Boy and His Blob, right? Well, sure enough, I do. No stylistic twist to get your attention here, I just plain like it. It’s a good game. Flawed, but good.
I had never heard of A Boy and His Blob (or, even its full title, “David Crane’s A Boy and His Blob: Trouble on Blobolonia”) back in the day, let alone actually having played it. In fact, I was only clued into its existence sometime over the last couple of years. I noticed that as I read a few “hidden gems” and “overlooked games” lists around the web and various retro games forums, this one kept popping up. I knew it was an NES game, I knew it was an adventure game, and I knew you were a boy with blob that changed shapes when you fed it jellybeans (yes, jellybeans). Beyond that, I didn’t know much else.
So with a fresh mindset and little in the way of expectations, I dove into A Boy and His Blob. And then I got stuck. After about five minutes of playing the game. So I turned it off, and came back later. And I got stuck again. At the same spot. So I turned it off and came back later. But this time, I was determined to actually figure the damn game out. And this is when it all started to click and I “got” the game. I took notes on what all the different jellybeans did, I started making a map, and I remembered what Metroid taught me: never assume a dead-end is actually a dead-end.
Bonk’s Adventure (TurboGrafx-16)
June 12, 2007 by Tim · Leave a Comment
I find it interesting to think about the 16-bit era and look at how the success of each console’s mascot parallels the success of the hardware itself. Mario and Sonic were bitter rivals, but ultimately, I’d say Mario proved to be the stronger mascot. Likewise, the SNES and Genesis were bitter rivals, with the SNES winning out in the end.
And then there are Bonk and the TurboGrafx-16. Poor little Bonk. Poor little TurboGrafx-16. Though he’s appeared in many games on several different platforms, Bonk’s spiritual home is the TurboGrafx-16. Unfortunately, he just didn’t have the star power to carry the system. In the bitter playground wars of Mario vs. Sonic, Bonk was the oft-forgotten third player. And, likewise, the TurboGrafx-16 was largely overlooked.
Was it poor marketing by Hudson and NEC? Was Bonk just not an appealing enough character? Or were his games just not good enough? Poor marketing could be a solid argument, but I don’t think that tells the full story. And Bonk, with his big head and goofy smile, is certainly appealing enough to sell games, so that theory is out, too. That just leaves the games.









