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Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

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

GapKids Code Dialog

Posted on January 23, 2007 by Multimedia Mike

My curiosity was satisfied this evening when I booted back into Windows and found the mechanism by which Snow Day: The GapKids Quest alerts you that it’s about that time to pay another visit to your local GapKids clothing outlet:


GapKids Code Dialog

I was presented with the preceding dialog on startup. I can’t believe it didn’t occur to me to search in Windows’ Startup folder where there is presently a program called GapSDR.exe invoked every time Windows starts.

Posted in The Big Picture | 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

New Saturn Entries

Posted on January 21, 2007 by Multimedia Mike

MobyGames has approved a number of my new Sega Saturn entries:

  • Criticom
  • Night Warriors: Darkstalkers’ Revenge
  • Pro Pinball: The Web
Posted in The Big Picture | Leave a comment

Ski Jumping 2004

Posted on January 21, 2007 by Multimedia Mike

Another in the series of Super Target dollar-specials, Ski Jumping 2004 doesn’t really sound like it would be all that involved. This turns out to be the correct assumption. I’m beginning to believe that these dollar games are little more than AOL delivery vectors as evidenced by the typical dialog presented as soon as you pop the CD into the tray:


Ski Jumping 2004 -- AOL Install Screen

The game is all about ski jumping. Don’t get me wrong– it’s based on a quite nice 3D engine and the programmers obviously know everything there is to know about the raw physics of ski jumping and have modeled them accurately. There are plenty of customizable parameters such as mountain, weather, and night vs. day run. But at the end of the day, it’s still a game about ski jumping. If that’s your thing then this is definitely the game for you. I admit I learned a lot about the mechanics of ski jumping and the support structures and layout of the runs. But after about 10 minutes I was prepared to move on. Though not before configuring the most terrifying run I could possibly engineer:

  • K185 mountain (185 meters, apparently, and the biggest K-number in the game)
  • wind from the side, and strong wind as well
  • icy snow
  • raining
  • night jump


Ski Jumping 2004 -- Actual Jump

Despite all that, I still couldn’t kill my player. The falls aren’t even that spectacular, at least not nearly as exhilarating as some I’ve been watching on YouTube today to bring myself up to speed on the sport and to verify the authenticity of this game.

Some other miscellaneous notes:

  • The game has a tutorial mode that laboriously walks you through each maneuver you need to master– the jump, the period of time when you coast through the air, and the landing.
  • Pictured above is the realistic mode. There is also an arcade mode which confused me because I was just watching other competitors jump. I wasn’t sure if I was supposed to get a turn or not.
  • There are also networked multiplayer modes. I should hope this entails 2 skiers launching down the same run at the same time and trying to sabotage each other.
  • Certain screens kept demanding the CD and then bailing out. Fortunately, they were fairly inconsequential screens like credits.
  • The game makes heavy use of Ogg Vorbis files for audio (nearly 700 of them). My open source multimedia hacking readers will be interested to know that.
Posted in Sports Games Windows Games | Leave a comment

Other Trail Titles

Posted on January 21, 2007 by Multimedia Mike

Yesterday’s Amazon Trail game, along with its ancestor, Oregon Trail, got me wondering how far the concept could be extended. Any reason that the same setting can’t be extended to an outer space quest? You find yourself at a space station at the edge of an exotic solar system and you have to choose from among several strange aliens and perhaps a robot to be your guide. Pilot your spaceship and explore different areas of different planets, photographing the flora and fauna and cross-referencing them in your guidebook, trade with locals, learn the ancient secrets of the solar system, wind up being visited by ghosts of ancient aliens imploring the other galactic species to not pollute the solar system. It could be educational, in warped, useless way.

Then again, the concept could work a whole lot better in an established Tolkien-type fantasy world. Peer-reviewed encyclopedias for such a quest surely already exist.

Posted in Concept Games | Leave a comment

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