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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Licensed Schlock

Spy Kids And Total Racing Cars

Posted on February 19, 2007 by Multimedia Mike

I’ll have you know I was on the ball this evening. As soon as I got home from work, I went straight to my new second job playing old games that no one has heard of. I had already picked out this evening’s game in advance. A fat lot of good my planning did me tonight. I investigated a title called Total Racing Cars which is not quite as generic as simply slapping “Pinball” on your CD-ROM, but it comes close. I’m always in the mood for a good racing game but I’m less enthusiastic when I realize that the game is merely a repackaging of the shareware versions of commercial racing games such as Need For Speed III and Daytona USA.


Total Racing Cars Menu

Okay, so that doesn’t count. Let’s move swiftly on to Spy Kids Learning Adventures: The Underground Affair. This is one in a series of three educational games based around the Spy Kids franchise. This particular version of The Underground Affair was yet another in a series of PC Treasures titles/AOL delivery vehicles purchased for a dollar each at Super Target. And someone screwed up when licensing this game for budget distribution. I’ll expound in a moment.

The story of this game explains that there is a mine in South America where anti-gravity ore is extracted and then stored in a special, air-free silo. This material apparently has application in the spy field. And it seems that a bunch of it has gone missing. The story colorfully unfolds in a panel-by-panel, comic book-style manner. It’s a nice effect.


Sky Kids Learning Adventures -- Storyline

This is where the Spy Kids are called in to investigate. From their treehouse base of operations, they are instructed to hop into the DragonSpy craft to travel to South America and find clues about the missing ore. Here’s the learning opportunity, and the catch: In order to activate the DragonSpy’s navigation system, you must solve a puzzle in the book in order to find a code to enter into the ship’s system:


Spy Kids Learning Adventures -- Enter Code

Umm, where’s the book? PC Treasures only licensed and re-distributed the CD-ROM, not the accompanying 32-page puzzle book. That brings the game to a screeching halt, unless I care to start reverse engineering the game. Which I don’t care to do.

For trivia, the other two games in the series are named Man in the Moon and The Candy Conspiracy (oops, and another game: The Nightmare Machine).

Posted in Educational Games Licensed Schlock Racing Games Windows Games | 7 Comments

Cheerios Play Time

Posted on February 16, 2007 by Multimedia Mike

This is not a good game to play before breakfast — and I should know — Cheerios Play Time. Or maybe it’s the perfect game to play, I don’t know. I do know that I was starving while playing through this breakfast cereal-themed kids game. The MobyGames entry for this game lists this as an educational title. I’m hesitant to categorize it as such. It teaches a child how to pour cereal and milk into a bowl and that’s about the extent of the knowledge imparted.

This is the main activity selection menu for the game, highlighting the 5 activities to choose from. There is absolutely no text in the game save for “Cheerios” so the game chats incessantly at you, telling you what to do next. I tell you, this game treats me like I’m about 4 years old. Oh, wait…


Cheerios Play Time Activity Selection

One activity is the Cheerios factory. This is a magical journey through the cereal engineering process. The whole operation reminds me of one of those silly Bugs Bunny/Looney Toons wacky machine sequences. These two machines are responsible for lovingly sealing and efficiently painting cereal the box after the Cheerios have been mixed, formed, baked, and inserted. All very educational, as you can imagine. The interactivity pertains to clicking on levers to actuate the various machines.


Incredible Cheerios Machines

Another activity is painting. You can choose between a bunch of the scenes from the game. Then you match items from the sidebar and choose a color to paint it. I guess you could claim that this item exercises shape-matching skills. And I always wanted a green cat.


Cheerios Painting Activity

The game won’t let me into the area where I can play with farm animals. Off limits. It locks up every time. Probably just as well. Another farm-related activity is tending to a field. First plow it, then plant it, water it and watch oats grow, then harvest and bundle the oats. But you’re not done yet. You have to transport the oats to the factory. But the truck is broken down, and filthy to boot. Wash the car, soap it up, dry it, inflate the tires, and use the crane to pack the oats on the truck bed.

The final activity places you in the kitchen. There’s no real goal here that I could find. Rather, you just interact with the scene by pouring cereal and milk into a bowl, toasting bread, squeezing oranges into fresh juice, peering in the silverware drawers, opening the fridge, turning on the faucet, and of course, poking at the cat to cause him to eat from his bowl.

Cheerios Play Time was developed by a now-defunct group called Hyperspace Cowgirls. Yeehaw, and far out. What I like best about this group is their logo animation which shall be preserved for all time thanks to YouTube:



Posted in Childrens Games Licensed Schlock Mac Games Windows Games | 2 Comments

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

Law & Order: Dead On The Money

Posted on February 6, 2007 by Multimedia Mike

Tonight’s game is Law & Order: Dead On The Money, based on the popular television show. I somewhat expect this to be a better version of In The First Degree, especially when I see that the game was created by Legacy Interactive. I remember being impressed when I perused the multimedia for their emergency room simulation Code Blue.

The game is 2 CDs large. The installer wants to copy the first CD in its entirety to the hard drive. When you start the game, all of the intro and tutorial segments run from the hard drive. Then you are prompted for the second disc when it’s time to dive into the main course. That’s when you see this dialog:


Law & Order: Dead On The Money -- Java Dialog

Eagle-eyed geeks will notice that the dialog’s icon indicates Java. I have seen quite a few interactive movie games based on Microsoft Visual Basic, as evidenced by the presence of VBRUN?00.DLL files (Critical Path, The Daedalus Encounter, and Quantum Gate all spring to mind). But this is the first commercial game I have encountered that runs on Java. Why, in theory, that should mean that it’s portable across any platform that can run a Java app… which pretty much means it can run on Windows. No, that’s not necessarily true– it seems that there is a Mac port of the game as well.

Law & Order: Dead On The Money follows you, a detective paired with Jerry Orbach’s character (whom I know best from an old episode of Tales From The Darkside where his deranged pal fell in love with a mannequin) investigating a woman’s early morning murder in the park. Before jumping into the action, the game has tutorials for both the detective and trial portions of the games, delivered by computer-generated, pre-rendered versions of the actors from the TV show. I edited the tutorial bookend animations together into this YouTube video so you can get an idea of the decent animation quality:



You begin the game by investigating the crime scene. This entails interviewing the man who first reported the body and checking the surrounding area for garbage that might double as a clue. This game has red herrings in quantity unlike many games which follow the Law of Conservation of Game Resources, where there are never any extraneous objects. Fortunately, partner Jerry gives helpful clues about what may prove useful. After you are satisfied you have gathered enough information, you proceed to some other place available to you on the map:


Law & Order: Dead On The Money -- Travel Map

Next, I head to the medical examiner’s office to get her analysis of the situation. Each of the locales you can travel to allow you to pan 360° from the point where you’re standing, and perhaps travel to another office, or look at assorted objects. Since the remainder of the video files rely on QuickTime files, I suspect that the panorama effect might be achieved with QuickTime’s QTVR technology, but I’m not sure.

Next, I bring up the case file and decide that I should submit the blood and hair samples (hair found under the victim’s fingernails, not matching her own) to the crime lab for study. Here is the master case file screen which has a stupendous amount of information:


Law & Order: Dead On The Money -- Case File

One of the key components of this game is time. You have 7 days to solve this case, or perhaps bring it to trial. I can’t remember where that time limit comes from, precisely. However, time flies in this game. Moving a few meters from one location to another in the park and leaning over to pick up a used ketchup packet can take up to 15 minutes. Yet traveling from Manhattan’s upper east side to Long Island takes about the same time. I’ve never been to the the Big Apple, but I hear that the latter feat is not supposed to be possible. I could be mistaken.

I was starting to get into this game. Unfortunately, it seemed to freeze up on me the first time I got a message on my in-game cell phone.

One more video, since they’re so well done– here’s the intro for the game This appears to be a clone of the opening credits except that the computer-generated doppelgängers fill in for the actual actors.



I see from MobyGames’ entry on the game that the “Dead On The Money” idiom (which means to be precisely correct) didn’t translate well into French (La Mort Dans l’Arme => The Death By Weapon [?]) or Italian (Omicidio a Central Park => Murder In Central Park, I’m guessing), and probably not Russian either, though someone else will need to verify.

Posted in Interactive Movies Licensed Schlock Puzzle Games Windows Games | 2 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

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