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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Action Games

Taco Bell Goes To Data Island

Posted on February 8, 2007 by Multimedia Mike

It was a late night at work and I don’t have much time for a game tonight. No matter– I have some games reserved for just such situations. I started and completed Tek-Kids Flash-Ops: Mission: Data Island while capturing a complete set of screenshots, all in the span of about 10 minutes.

I was partially correct in my hypothesis from the last Tek Kids entry when I guessed that Data Island was some kind of virtual island. The intro explains that Data Island is a giant mainframe that is as big as an island. While the intro explains that it’s on the water somewhere, the action seems to take place in some cyber-looking virtual location. And while there is no explicit environmental theme, Data Island’s purpose is to take control of all the world’s computers to world domineering ends.


Tek-Kids Flash-Ops: Mission: Data Island

The action is more similar to Polar Mission than Aqua Zone as movement principly occurs in two dimensions. The craft on which the Tek Kid travels can move up in short bursts but I’m not sure if this has any practical application in the game. I just checked and the craft in Polar Mission can do the same thing. But flying high or low makes no difference for touching objects.

Here is an action shot, with Data Island looming hauntingly in the background:


Tek-Kids Flash-Ops: Mission: Data Island gameplay

I made it through all 3 segments on the first try. Let’s hear it for me. I must observe that the segments seemed longer than in the previous two games. The code for this game is AR93, if anyone is keeping score.

Posted in Action Games Licensed Schlock Taco Bell Tek-Kids Windows Games | Leave a comment

BHunter

Posted on January 28, 2007 by Multimedia Mike

Tonight’s game presents a bold and daring vision of a dystopian future with flying cars buzzing around a bustling megalopolis, where law and order hangs by a thread, and where you are a special breed of quasi-vigilante charged with using deadly force to bring down what is tenuously identified as the criminal element (hard to say since everyone is corrupt in this future). Presumably, the ‘B’ in BHunter stands for “bounty”, though that’s never actually specified in the game. For that matter, the title ‘BHunter’ never appears in the actual game, not even on the main menu. It could be that ‘bounty’ does not translate well across Castilian Spanish, French, Dutch, Portuguese, and U.S. English, which are the 5 languages I have to choose from on installation.

Cutting straight to the action, BHunter strikes me as being a Descent clone. You float around in your little ship, rotate about your axes with the cursor keys or mouse, and go forward/backward with A/Z. I know there must be lots of other controls but darned if I can find the manual at the moment.


BHunter - City Hall

On the tutorial mission (the only one you have access to at the start) the mayor welcomes you to town and assigns an officer to tutor you on the first mission. The officer instructs you to use your radar to track down your first target. Should be an easy mission and sure enough, when the car is in view, it is highlighted as the “TARGET”, so there’s no confusion. It didn’t really seem fair, though. Seems like his only crime was being a leisurely driver. Well, apparently, I serve as neither judge nor jury in this game; only execution duties, thanks, and I earn 5000 credits for my trouble.

I don’t get much farther in the game, however. I’m apprehensive about whether I am getting the full experience without the benefit of the manual. More importantly, though, the game has a lot of trouble running on my system. Visually, the graphics are quite detailed and fluid, but only with 3D hardware acceleration. I disabled acceleration in an effort to make the game run better. The graphics look atrocious without hardware help and my program problems didn’t go away.

I liked what I heard, however. The developers did a great job with the 3D sound effects when other cars whiz past. The game also features an appropriate techno soundtrack which turns out to be a continuous 22-minute red book CD audio track. A track that keeps playing even after the game crashes (fix: eject the CD).

It didn’t take long before I started pushing the limits of this immersive 3D world. First, I wanted to see how high I could fly. Answer: Not very. There’s a magic force field that hovers at right about the height that all of the buildings are constructed. That’s some strict building code enforcement! Here’s a curious quirk related to the magic ceiling force field:


BHunter - Major Malfunction

Check out the first screenshot depicting city hall. Notice the slanted roof. I tried going over that portion of the building only to bounce furiously between the roof and force field which resulted in the above situation. I was stuck, but I don’t think I was actually destroyed. Thankfully, the game didn’t crash at that juncture.

Posted in Action Games Windows Games | 21 Comments

Widget

Posted on January 26, 2007 by Multimedia Mike

I still have a few ultra-obscure NES games that I picked up used at various junctures that neither I nor MobyGames know anything about. To judge the Widget cartridge by its cover, the game deals with a cheerful purple alien by the same name who gains guidance from a being with a big brain (I would later learn his name is Mega Brain) with whom Widget communicates via his watch.


Widget NES Cartridge

So I feel I’m pretty much on my own to figure this out. Let’s see, it looks like a gang of aliens are invading earth (or an incredible facsimile thereof) and the high elder aliens of your race are tasking you with thwarting this development. The first locale that I must liberate is Australia, land of cactus and pyramids (according to this game). At least the level also features crocodiles, although they might have screwed up and made them alligators; I’m not the type that can discern the difference.


Widget in the land of pyramids (Australia)

It’s your standard NES side-scrolling shooter. Widget has a weapon that can fire horizontally and diagonal-up. He can jump. He can cower on the ground in abject terror. He can do it all while never breaking that winning smile. But the value-add to this game is the various widgets into which he can transform. This is done via a subscreen, the same one that Widget can use to contact the brain from the cartridge art which offers erudite nuggets such as “make sure to collect all items”.


Widget selection

So from the beginning of the game, I have the ability to transform into a purple, immovable cannon for about 3 seconds that fires more powerful shots (probably, it’s tough to measure). As the game progresses, Widget can also transform into a mouse, rock-man, bird-man, and dolphin. Neat. I wish I could have seen some of that action. Unfortunately, this game reminds me of why I spent so much of my game-playing childhood angry at my television. Widget embodies the worst annoyances of the classic side-scrolling genre, including, but not limited to:

  • limited rate of fire: only one fired round on screen at once, and you’re a sitting duck until such time the round makes its way off the screen
  • enemy respawn quirks: back up slightly and move forward, enemy respawns or effectively re-energizes if not already destroyed
  • jump precision: there are a bunch of chasms where you have to begin the jump halfway off the edge or you won’t make it to the other side
  • sheer tedium of rote gameplay: play, memorize, die, repeat

It’s a password game (6 digits), so the designers must have thought it was challenging enough that a player would need more than one sitting.

I don’t think our protaganist is an especially capable hero. I didn’t catch much of the story, but I don’t think the elders who assigned him this mission thought very highly of his skills either and just wanted to get rid of him. Maybe they don’t trust his smile either. In what was probably a running gag in the game, the elders couldn’t even get his name right. No respect.

I can recall a time when I would have dutifully played through this game, and I even have fond memories of those days and determination. I’ll tell you about it someday. However, in today’s fast-paced world, we no longer need the patience to sit through an entire game, not with the advent of tool-assisted game movies. Someone actually made a quick run of this game that takes less than 6 minutes. One of the speed run attributes is listed as “Abuses programming errors in the game”. No joke. This appears to be an extraordinarily glitchy game. This is my favorite bug manifestation:


Widget glitch

Posted in Action Games Licensed Schlock NES Games | 3 Comments

Zen: Intergalactic Ninja

Posted on January 23, 2007 by Multimedia Mike

I’m branching out with tonight’s game, system-wise. My motivation is to keep with the environmental theme started by Taco Bell’s Tek Kids. Tonight’s game is Zen: Intergalactic Ninja for the old 8-bit NES:


Zen: Intergalactic Ninja Cartridge

I purchased this used title a few years ago and played it briefly. The reason it came to mind now is based on what stood out at me during that brief gameplay: Our boy Zen does one better than those enviro-conscious Tek Kids and actually plants bombs in an industrial factory and must escape in 99 seconds. I’ve played a lot of games with time limits but at least this one has a reason for it.


Zen: Intergalactic Ninja Toxic Conveyers

The above is a screenshot of the inside of the “Toxic Factory” (is there really a market for Toxic and a compelling motivation to build a factory to produce it?). Our little eco-terrorist arms a number of incendiary devices and must proceed along an isometric, quasi-3D plane and dodge security drones, roving lasers, and ceiling claws in order to escape. I should apologize in advance now because if I’m the best defender earth has against polluters, you all might as well learn to enjoy Toxic, and soon. This is a tough stage, or perhaps I’m exceptionally rusty at old NES action games.

Just when I started getting dispirited that I might not get a useful diversity of screenshots for MobyGames, I take a good look at the world map that drops you into the Toxic Factory– it’s actually a stage select. So I choose the next level, the Acidic Forest Stage:


Zen: Intergalactic Ninja -- Meet Sulfura, Go Down

This stage is somewhat difficult to wrap one’s head around. You first enter the forest on the ground level. Then the game goes into an auto-pilot mode where Zen does these magnificent leaps to the tops of the trees, and then leaps higher into… some higher plane where he meets Sulfura as depicted above. Now you’re in control again and you grab some powerup, at which point the game implores you to “go down”. At first I thought this meant I was supposed to gun for Sulfura’s legs. But then I headed back down into the forest below. You walk around and revive the dying flowers by striking them with your photon stick. Meanwhile, there are these little Metroid-like creatures that float about, masking themselves as clouds, dropping acid rain, and shooting lightning.


Zen: Intergalactic Ninja -- Acidic Forest Gameplay

I am not entirely sure what the end goal of this stage is. I kept hopping around the small wooded region trying to revive all the flowers (status is indicated by the flower meter in the upper left corner of the screen), all the while thinking that this type of assignment is rather beneath a ninja, particularly an intergalactic one. I was eager to move onto the next mission– the Off Shore Oil Rig Stage.


Zen: Intergalactic Ninja Oil Rig Rescue

This is pretty straightforward– the whole oil rig is going up in flames (there’s probably an environmental message in there somewhere) and you’re on a rescue mission to get the people out. Dodge the random enemy creeping along the ground (I think they might be sentient oil slicks), dodge the fireballs raining from above, grab the fire extinguisher powerups and use them on doors that are screaming for assistance.

This episode doesn’t seem like it would be so bad. However, you can only use a fire extinguisher once, and I mean per game, and it doesn’t appear that there are any surplus extinguishers. Thus, if you grab one but die before using it and must restart, you’re pretty much sunk until it’s time to continue the level. If I were to give the game’s designers the benefit of the doubt, I would have to guess that they were using Zen: Intergalactic Ninja as a metaphor that saving the environment is difficult, tedious work.

The fourth stage that you have access to from the start of the game (it’s possible that there are more stages after you finish these four; it’s a big world map) is the High Speed Railway stage. Out of all four stages played I found this one was actually marginally fun:


Zen: Intergalactic Ninja Railway

Zen finds himself in a mine cart at high speeds as promised. He has the ability to make the cart jump and can still attack while riding. The scrolling alternates between side view and isometric view depending on where the track is leading. Sometimes there is a switch you can hit to select a different, but no less lethal, track. This stage reminded me of several stages from Battletoads, which is probably why I enjoyed this part so much. Lest you think that this is disconnected from the game’s overall environmental theme, the green, pointy-headed aliens that brief you before each stage explain that you must stop “Garbageman” from spewing nuclear waste all over the place.

This game came out in 1993, late in the NES’ lifetime. It’s characteristic of the NES’ twilight days, when the game designers really knew how to make graphics, sound, and gameplay rock on the old grey box and I applaud the variety of gameplay on display here, as well as the attention given to graphics and animation. I’m not saying I necessarily like the game. I kept hoping that Ryu from Ninja Gaiden would pop in and show Zen how things are done.

Posted in Action Games Licensed Schlock NES Games | 1 Comment

Taco Bell Aqua Zone Game

Posted on January 22, 2007 by Multimedia Mike

Remember that Taco Bell Tek-Kids Flash-Ops game? There were 3 more games in the series. Thanks ever so much to Maxx Marketing, the publisher, as well as their distributor, Yum! Brands, Inc. for graciously furnishing me with the remaining 3 games. It’s a heavy responsibility but I shall fulfill my duty to play through them and preserve their essential statistics for all time via MobyGames. Plus, I want to see that bonus game.

This episode of Tek-Kids Flash-Ops is titled Mission: Aqua Zone. It seems Dr. Havok is back to his old tricks (to be fair, since this is #1 in the quartet, this would be Dr. Havok’s inaugural outing). This time he has an underwater sub that doubles as a weapons factory catering to rogue nations. However, the mortal sin being perpetrated by this leviathan is that it is polluting hundreds of square miles of pristine ocean blue (nautical miles? The difference is undoubtedly important).


Tek-Kids Flash-Ops: Mission: Aqua Zone submarine

I can just tell that all of these games are going to have some kind of environmental message. This somewhat reminds me of some really cheesy Star Wars stories I read some years ago. Each of 6 stories between 2 books was a flagrant allegory for some environmental cause here on earth. I made it a game to figure out as soon as I could in each story what the message was going to be: Save the whales, save the rainforests, etc. Along those same lines, I will try to guess the environmental terror Dr. Havok plans to spread in the remaining 2 missions, Data Island and Sky Fortress. My wager is that the latter is pumping raw pollution into the atmosphere but I’m a little fuzzier on the former. When I think of an island, I think of water, but he’s already polluting the ocean in this adventure. The “data” part of the title may indicate that he’s polluting the internet somehow from some virtual island.

I digress. When I see the instruction screen it looks precisely the same as the one for Polar Mission, thus, I expect it to feature precisely the same gameplay. Wrong. It’s actually considerably tougher:


Tek-Kids Flash-Ops: Mission: Aqua Zone gameplay

In addition to only moving left and right, you can also move up and down. However, there are essentially two things you’re controlling with the same set of cursor keys: Your swimmer and the target. They move in opposite directions and it’s quite difficult to keep them straight. It’s a good thing this all takes place in shallow water– that makes things more graphically interesting.

Posted in Action Games Licensed Schlock Taco Bell Tek-Kids Windows Games | Leave a comment

Batman Forever On A Friday Night

Posted on January 19, 2007 by Multimedia Mike

It’s Friday night; it has been a long, sick week. I’m going to take it easy tonight, hook up the Sega Saturn console to the real TV to eliminate lag, and shove through that Batman Forever arcade game. And if I have time, maybe a little Clockwork Knight while I’m at it.

Followup: More thoughts about playing Batman Forever:

  • The game is just fine when played on a lag-less setup as it was meant to be, and quite fun. I may also take this opportunity to play Astal, one of the most sensory-pleasing action games ever produced.
  • I still don’t understand half of what’s going on in this game. But I guess as long as the action keeps coming fast and furious, who cares? I have, however, figured out that the copious bat symbol powerups are not for health.
  • The game action can sometimes wander up to the top of the screen to where it is obscured by the power meter. Bad form.
  • Halfway through my continues, the game switched me from using Batman to playing Robin. Not sure if I accidentally chose that. They’re both equally capable in this game. Of getting hurt, at least.
  • One level pits you against yet another horde of enemy thugs against the colorful backdrop of a high society party where the people appear fairly unimpressed as though the mighty battle is all just part of the evening’s entertainment. The game portrays this audience with digitized actors, common during the epoch just preceding the interactive movie genre.
  • Hey! The audio cut out! Not sure it it’s the game, the console, the TV, the cables, or my ears. On top of that, soon afterwards, the game gets into a state where an arrow is constantly beckoning me to move to the right, but the game will not allow me to go further. I understand that game houses are under tremendous pressure to get these licensed games out by the time the movie is in theaters; perhaps this is the end but the devs had no time to add a proper ending sequence?

Followup #2: Clockwork Knight is even better in a lag-less condition. At its core, it’s just a side-scrolling platform game. But there’s boundless creativity on display. However, there is also a gambling feature that makes typical Vegas games sound sane. You can collect coins throughout the game. For what purpose? I wasn’t sure so when I was first offered the opportunity to gamble them between rounds. So I figured I had little to lose. At one game I wagered 15 of my coins. They call the game a type of roulette but it’s really more of a 7-box Monty. 2 of the boxes have a coin while the other 5 are jokers. Keep your eye on the boxes with coins because all 7 will spin around quickly. The graphics on the Saturn make this pretty much impossible to track visually so it’s basically a game of chance when the “wheel” quits turning. Anyway, I guessed right on this round. Having put 15 of my coins in play, the game offered me a winning of 1 coin or the chance to let it ride and double my winning! Grrrr… Does this have a basis in conventional gambling? Can you win back a fraction of the money you wager on a single game? Is there such a thing as 1-to-15 odds?

I eventually discovered what the coins are good for: 20 are worth a continue, which I would have almost considered priceless in this game. Notwithstanding, Clockwork Knight is a very enjoyable and visually engrossing romp.

See Also:

  • My first try at Clockwork Knight

At MobyGames:

  • Batman Forever: The Arcade Game
  • Clockwork Knight
Posted in Action Games Sega Saturn Games | Leave a comment

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