Menu

Skip to content
Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Author: Multimedia Mike

Isolated Warrior

Posted on September 30, 2007 by Multimedia Mike

I don’t know if I’m going soft, or perhaps I’m getting my groove back as I re-discover my old love affair with the 8-bit NES. I found another good game that I have to confess belongs on my Good List— those games that I certainly wish to revisit sometime later.

Isolated Warrior is another one of those NES games that I always wanted to try. It’s on my big — yet shrinking — list of unentered NES titles and today was the day. I have a feeling tomorrow will be the day as well, and perhaps even the next day. I am scheduled to meet up with some coworkers soon and experience that new gaming phenomenon known as Halo 3. Ironically, Isolated Warrior has a similar storyline:


Isolated Warrior -- Succinct backstory

The game does not screw around. From the second you fire it up, it tells you what is going on, rather matter-of-factly. Lone superwarrior must fight off alien menace using all manner of weaponry. It’s a game that seems simple and rather obnoxious at first, but slowly reveals itself as a fascinating strategy action game, though no less obnoxious than at the first impression.


Isolated Warrior -- Isometric gameplay

Isolated Warrior is a vaguely Zaxxon-esque game with its isometric perspective action. The hero is constantly advancing, and always facing in one direction. So in essence, this is a shmup. However, it’s a shmup with lots of options and powerups. You get finished off pretty quickly during the first play but it makes you wonder what all those powerups are for. The manual for this one is online and you re-read it to understand what is going on. There are powerups that strengthen your gun’s focus or spread capability, there are bomb powerups that increase your bombing capability (which you can launch while jumping, which is another amazing ability in this game), there is a shield powerup to help defend against enemies, and there is another feature that I found by accident and I will probably never get to see again:


Isolated Warrior -- Bonus powerup level

At this point, 2 shells grabbed me and teleported me to a bonus round overflowing with a smorgasboard of powerups. The stage keeps accelerating, just to taunt you, so grab what you can.

Even though I could not even complete the first level, I kept going back for more, to try more weapons and strategies. Later levels are supposed to feature even faster, vehicle-based action. Yeah, this is going on my Good list.

Posted in Action Games NES Games | 1 Comment

Whomp ‘Em

Posted on September 30, 2007 by Multimedia Mike

My speed running journey continues today with Whomp ‘Em. The hero in this game is an Indian Brave, a.k.a. American Indian or Native American. Reflexively, it makes one wince at the sheer political incorrectness of it all, with its stereotypical Indian protagonist, stereotypical goal of collecting Indian totems, all while listening to vaguely stereotypical Indian-sounding background music. However, it’s probably difficult to get too indignant about Whomp ‘Em after the raw pornographic indignation offered up by Custer’s Revenge for the Atari 2600.


Whomp 'Em -- Forest

This little Indian’s name in Soaring Eagle and his task is to collect the totems for his magic pouch. There are 8 worlds to explore. The first one has to be conquered before the player gets to explore the next 6 in any order desired. At the end of each of the 6 worlds is a boss whose defeat will yield one of the totems. The totems grant Soaring Eagle a new power. If this sounds somewhat familiar, that’s probably because of the similarity it bears to the time-honored Mega Man formula.


Whomp 'Em -- Volcano

All in all, I have to give the game credit — it’s not bad at all. Other games have ripped off Mega Man, but have done a very bland job of it (The Krion Conquest springs to mind). Whomp ‘Em features a lot of slick diversity in its different worlds. All the requisite terrain types are represented– fire world, ice world, forest world, swamp world, cloud world, you get the idea.

The only thing I really didn’t like about this game was the gameplay. I thought it was a bit awkward and difficult to control. While walking left or right, it seemed to be too easy to slip the gamepad upwards which would make Soaring Eagle stop, albeit, he would be defended from attacks from above.

Posted in Action Games NES Games | Leave a comment

Dragon Fighter

Posted on September 29, 2007 by Multimedia Mike

Wow, what is it with the uninspired NES titles lately? Castle of Dragon, Sword Master, and now Dragon Fighter. I just wasn’t too excited about even attempting Dragon Fighter since I recall it being some dopey-looking martial arts game. However, I must have been thinking about Dragon Power instead.

Dragon Fighter, it turns out, is a side-scrolling action game with some unique gameplay ideas. Your hero is the basic, run-of-the-mill fighter with a sword. He starts out in a decidedly unusual winter locale fighting some surprisingly nimble and acrobatic ursine creatures, to say nothing of the giant, killer snowflakes, the likes of which I never had to deal with in Snow Day: The Gap Kids Quest.


Dragon Fighter -- acrobatic bears

I like the snow gently falling on two apparent planes which is a nice graphical effect– reminiscent of the directional snow in Ninja Gaiden II, which actually figured into the gameplay.

So I’m just walking along, jumping and slashing, when I discovered how this game earned its title– I can turn into a dragon:


Dragon Fighter -- dragon form, and killer snowflakes

At first, I thought that perhaps I turned into a dragon at certain pre-determined junctures, and back into human form later. The correct answer is that the player can actually control both events, to an extent. You can change into a dragon after you have powered up a secondary power meter (up + A to transform to dragon), and you stay a dragon until either you run out of power on that secondary bar or until you manually transform back to upright biped form (down + A to transform to human). While a dragon, the game assumes a shmup style of gameplay where the dragon is always flying, always facing straight ahead (where the human can face either direction) and can shoot fireballs in a spread formation. I learned later from watching the speed run video that in human form, the hero can hold B to power up the sword and fire off an energy projectile.

The game features 6 diverse levels, from snow level, to water level, to haunted castle that has all manner of menacing body parts. This section has a creative boss:


Dragon Fighter -- body part boss

Various body parts form together to play the part of boss, while leaving a large, exposed heart open to attack. It’s a novel use of minimalist video game artwork, though a tactical nightmare for the doomed boss.

This was a fun game to play, though incredibly tedious with the trial and error necessary. So I loaded up this tool-assisted speed run video. I’m pleased to report that this has to rank as one of the most entertaining speed runs I have viewed to date. The sixth and final level is played entirely in flying mode (unlimited dragon power at this point). The speed runner largely takes a pacifist approach by avoiding enemies and their projectiles while almost never returning fire. As the speed run description states, “I made the dragon move to the beat of the music for most of this level while taunting the enemies.”


Dragon Fighter -- pacifist dragon

It’s hilarious and rather exhilarating to watch.

Posted in Action Games NES Games | Leave a comment

Speedrunning

Posted on September 26, 2007 by Multimedia Mike

Of course, for every great game in this experiment like Little Samson, there are at least 50 games that are less than memorable. I played a few more of these specimens. Fortunately, there are speed runs available for some games still missing from MobyGames. Strategy: Play just enough to get proper screenshots of title and intro screens, play the first level to get a feel for the game, keep playing until I just can’t stand it anymore, and then let the speed run movie rip in the emulator and capture lots of diverse screenshots. I got sucked into playing Little Samson for hours due to this approach (and I never even got to the speed run). But a few other recent games did not elicit the same reaction.

Two games I tried back to back had largely the same storyline, to say nothing of highly generic titles. In both Sword Master and Castle of Dragon, an evil wizard or dragon (or perhaps both) kidnaps a princess and terrorizes a kingdom. It is up to J. Random Knight to rectify the situation. Sword Master was far and away the superior entry between the two, due primarily to its stunning graphical tricks that look like true parallax scrolling backgrounds. Naturally, these can’t be illustrated with a still screenshot. I won’t let that stop me:


Sword Master (NES)

As for Castle of Dragon, thankfully, the manual is available online. This facilitates creating a new MobyGames entry that has more storyline detail than “some dragon in some kingdom kidnapped some princess and this knight dude has to rescue her.” Indeed, that’s the gist, but I’m able to use more of the official story’s proper nouns. The manual also dispenses this valuable advice in its secret techniques section: “Shield is most effective against swords.”

Here’s the coolest boss dragon from the game:


Castle of Dragon -- Rooster Dragon boss

The ferocious rooster dragon. One of the last bosses is your reflection, busted out from a mirror. Have we seen that before? A reflection boss, or perhaps a shadow?

Let’s leap about a millenium forward in the fantasy timeline, from the middle ages to the year 2525, which is the alleged setting for the NES game Super Spy Hunter. Again, the manual is available which is what alleges that the game is set 500 years from now. Frighteningly, not much of the earth’s infrastructure has changed. it’s a bunch of square buildings and freeways interspersed, on which 1980s-style cars and tanker trucks roll along, with helicopters flying overhead. If SSH is to be believed, the next 5 centuries will not see much technological innovation.


Super Spy Hunter

Super Spy Hunter reprises the old franchise’s time-honored theme of an overhead rolling shooter, albeit more controlled than a conventional shmup (since you control the rate that the car advances). You can aim your vehicle’s gun in different directions, but that’s tedious at high speeds. You can also receive powerups that allow your gun to auto-aim, or to completely detach and fly around and destroy enemies without your intervention.

I didn’t think this game was too bad until I got to the 1st level boss that was just a big tanker whose preferred offensive method is to simply squish you against the road barrier.


Super Spy Hunter -- 1st level boss

It’s worth noting that the title is a little confusing– generally, games prefixed with ‘Super’ were strictly the providence of Super NES games (the Super Mario Bros. franchise gets a pass, of course).

Posted in Action Games NES Games | 3 Comments

Hanging With Samson’s Crew

Posted on September 23, 2007 by Multimedia Mike

I found a great game! I have exposed myself to over 100 games so far in this Gaming Pathology experiment but this is the first one that grabbed me right away and that I kept enjoying right up until (what I suspect is) the last boss. Sure, there are a few games that have made the “good” cut. But Little Samson had me at “hello”, or at least it would have if it had any dialog at all. Fortunately, I was able to find the manual for the game, which is always a bonus for a less-than-intuitive game like this. However, even without the manual, the game does an absolutely phenomenal job of explaining the storyline without resorting to words.


Little Samson -- The adventurers gather

A big bad evil dude has escaped from his supernatural prison, where he has had centuries to think about how he wants to make the world suffer. The emperor dispatches his armies to take care of this menace, but they are not much of a match. The emperor then sends out 4 messenger birds to retrieve 4 unique adventurers in their home lands. The player’s first task is to guide each adventurer through a brief level in order to reach the castle, where they gather as pictured above. All 4 are the bearers of magical bells and they are to strike out on this adventure as a team whereby the other 3 adventurers who are not Samson jump into Samson’s magical bell. There is an interesting conflict as Kikira, the Dragon Lord, acts contrary to this order by breaking from the pack and shaking her head. Again, no words, but easy to understand. Samson has to fight with her before she agrees to join the initiative.


Little Samson -- The main map

Then the real game begins. It’s side scrolling action where you get to select between any of the 4 adventurers (the unused characters go back into the magic bell when not in use). What’s the use in this? Each adventurer is highly unique and possesses abilities that will prove valuable to the overall effort.

I keep referring to the characters as adventurers because I hesitate to call them heroes. According to the manual, all of the characters aside from Samson are essentially cursed by their special powers due to some badness they committed. For example, Kikira used to be a human who was turned into a dragon — albeit the Dragon Lord — basically because she was a bitch (seriously, “Kikira was once a human girl until she turned into a dragon because of her arrogance and selfishness”). That helps explain her resistance in the early act.

Kikira can fly short distances which comes in handy in certain circumstances like this:


Little Samson -- Kikira flying

It is also useful during a variety of boss battles since a typical boss fires magical projectiles in patterns that assume the defender can not jump and hover.

Next is the Rock Lord, Gamm. He’s strong, slow, can’t jump very high, and has a medium range retracting punch. But one of the keenest attributes he brings to the effort is the ability to stand on spikes:


Little Samson -- spikes are no match for Gamm

Isn’t that awesome? Have you ever seen a NES game where a character is able to just disregard spikes? It’s funny that the programmers added the requisite moving platforms so that weaker characters would have a chance of crossing the spike pit unscathed. Gamm does not even notice the pricks.

The Mouse Lord, curiously named K.O., is very weak and very fast. But he can plant powerful time-delay bombs in his wake. He can also fit places where the other team members can not. Plus, he and Samson share the ability to scale walls and climb across ceilings.

Honestly, I did not mean to play this game very long. I found a tool-assisted speed run movie sequence file that I planned to use to capture screenshots after playing briefly to get some intro shots. But I just kept playing and playing and playing and I never even bothered with the speed run. This game is going right on my “Good” list of games that I want to revisit. Perhaps I will figure out how to beat the boss that I am presently stuck on. Then, I would actually like to play the game all the way through again on the harder level.

The gameplay and the graphics and the music totally rock in this game, from start to finish. If I had one complaint, it would be that it is a little awkward that the music changes whenever you change the current adventurer. Each character effectively has a theme song. It’s an interesting touch, but can sort of throw you off. Fortunately, the music is not character-dependent at certain key points in the game, such as boss battles.

At MobyGames:

  • Little Samson
Posted in Action Games NES Games | Tagged dragon fantasy rock monster | 3 Comments

3D Armada

Posted on September 18, 2007 by Multimedia Mike

Aside from a disproportionate number of educational titles, this blog has also covered an inordinate quantity of what I have recently learned is called a casual game. The casual game is a quick, throwaway diversion, one that does not require a whole lot of time or thought to understand and can be counted on for at least a half hour of occasional entertainment. The casual game model fits this blog well.

Here’s one recipe for a casual game: Take a classic home board game, transpose it to video game form (whether or not it makes sense to do so), spice it up with some 3D graphics and add some catchy tunes. Such is the case with 3D Armada. It was a little exciting to pop this disc in since I had no idea what to expect. One glance at the hexalingual manual clued me in that this just might be a video game adaptation of the classic Battleship theme. This turned out to be the correct guess.

How would a Battleship clone operate as a video game? Something like this:


3D Armada

It requires more suspension of disbelief than normal when there are 2 10-ship fleets sitting next to each other in the water, effectively blindfolded as to the other’s precise nautical location. Although this game finally made me question just how much the original home game’s battles were rooted in naval reality.

I’m pleased to report that playing this game is actually a lot more efficient (or at least less tedious) than playing an actual game of Battleship. Since the computer automatically takes care of calling the shots and managing what has been sunk (complete with nifty BOOM effects), the Armada games go much faster and allow me to get the most out of the 1/2 hour of casual gaming time that I have budgeted for a game like this.

I would be remiss if I did not mention the throbbing, Euro-techno soundtrack (courtesy of the game’s Dutch developer), quite reminiscent of the Amiga tracker heyday. A wholly inappropriate soundtrack for epic naval battles, but sentimental for MOD music aficionados, such as myself.

Posted in Strategy Games Windows Games | 1 Comment

Post navigation

  • Older posts
  • Newer posts

Pages

  • About
  • Master Play List
  • Purchasing These Games
  • The Good

Archives

Proudly powered by WordPress
Theme: Flint by Star Verte LLC