Wednesday, May 16, 2012

Retro Lookback: Sonic the Hedgehog

Developer: Sonic Team
Publisher: Sega
Platforms and Release Dates (US): Genesis (standalone: June 23, 1991, Sonic Compilation: 1995, Genesis 6-Pak: 1996), Sega Saturn (Sonic Jam: 1997), Dreamcast (Sega Smash Pack: 2001), Nintendo Gamecube (Sonic Mega Collection: 2002), Playstation 2 (Sonic Mega Collection Plus: 2004, Sega Genesis Collection: 2006), Xbox (Sonic Mega Collection Plus: 2004), PC (Sonic Mega Collection Plus: 2004), Mobile (Q3 2005), Playstation Portable (Sega Genesis Collection: 2006) Game Boy Advance (November 14, 2006), XBLA (July 11, 2007), Wii Virtual Console (November 19, 2006), iOS (December 18, 2007), Xbox 360 (Sonic's Ultimate Genesis Collection: 2009), Playstation 3 (Sonic's Ultimate Genesis Collection: 2009), Nintendo DS (Sonic Classic Collection: 2010), Microsoft Windows (October 6, 2010), PSN (March 2011)
Genre: Platform

This is where it all started for the Blue Hedgehog, his Genesis, first game ever, released on the Sega Genesis in the Summer of 1991. Does Sonic's premier game still hold up 20 years later?

There is a bit of story to set the background, you have to have a motivation to do anything, right? Somewhere in the ocean lies a mysterious island not found on any map, known by its inhabitants as South Island. The reason for it being absent is a simple, yet mysterious one: it does not have a fixed position, instead traveling through the seas on its own course. While the reason for this behavior is unknown, it is rumored that it may have something to do with the legendary gemstones known as the Chaos Emeralds. Though legend says they exist on the island, no one knows exactly where they are or how to get a hold of them. All they do know is of the incredible power they are said to contain, and how they can give energy to all living beings. Learning of the existence of the Chaos Emeralds, the mad genius Dr. Robotnik sets himself on a quest to locate the emeralds for his own use, wanting to harness their power for his many mechanical creations. With the plan in motion, Robotnik creates his base in a corner of the island, which he dubs the Scrap Brain Zone. However, he is aware that his evil plans will more than likely be interfered by Sonic the Hedgehog. Though not a native of the island, Sonic the Hedgehog would often find himself on its mystical shores, and more than once had he run into the evil doctor, foiling an untold number of schemes. Just as Robotnik predicted, in no time at all does the blue hedgehog learn of the doctor's intentions, running at sonic speed to confront him. It doesn't take long for Sonic to realize that something is amiss, and is shocked to learn that Robotnik has gone a step further with his evil intentions. Kidnapping the many animals living on the island, he has methodically been placing them in robot shells and using them to scour the island in search of the emeralds. Realizing that Robotnik has turned Sonic's friends into his own personal mechanical army, Sonic wastes no time. Running across the island, he must not only stop Robotnik's latest scheme and gather the Chaos Emeralds, but free his friends in the process. "Hurry! Sonic the Hedgehog - everyone is waiting for your help!" (Story taken from Sonic Retro)

The gameplay is fairly simple on the surface, you go from the beginning of each level to the end without dying, but there are extra elements to distinguish itself. Sonic's main action is to jump, and he curls up into a ball when he does so, this attack is used to destroy the various robots, known as Badniks, and of course to jump up to higher places and over hazards. Sonic's other main action is rolling into a ball while running, he can destroy most Badniks in this manner and pick up speed on inclines while rolling. The levels are designed with momentum in mind, with Springs, Bumpers, and Inclines there to help or hinder. The levels can be played slow and methodically, but also as fast as possible. The levels also feel like part Pinball as well in a sense, as Sonic can jump and bounce around quickly and wildly. The levels in this sense give replay value, trying to find all the hidden secrets of the levels or trying to complete them as fast as possible. The levels are broken up into 7 Zones, each with 3 Acts (with the exception of the Final Zone, which is just a showdown with the Final Boss), and the difficulty is evenly paced throughout. Scattered throughout the levels are Rings, which serve both as a means of Survival and Points. As long as Sonic is holding at least 1 Ring, he cannot be killed by enemies or spikes, although drowning, being crushed, or falling in a pit will still result in a death. When When Sonic is hit with Rings on him, he spills all his rings, and is temporarily invulnerable, allowing for him to attempt to re-collect the rings. If Sonic has 0 Rings when he is hit, it is a Death and he loses 1 life. There are also various monitors on the levels, helping Sonic. A Ring monitor will give Sonic 10 Rings, a Shield monitor will protect Sonic from 1 hit, a Shoe monitor will increase Sonic's speed for a set amount of time, a Sonic monitor will give Sonic an extra life, and a Stars monitor will make Sonic invulnerable to Badniks and Spikes for a set amount of time. There are also Lamp posts on the levels that acts as Checkpoints when passed. They record the Score and Time at that point and Sonic will restart from there if he dies. There is also a 10 minute time limit on each act, and Sonic dies if the time limit is reached and the clock is reset back to 0. At the end of Acts 1 and 2 of each zone, there is a signpost with Robotnik's fade on it, and when you spin it, it flips to Sonic's face, signaling the end of the Act. At the end of Act 3 of each Zone (except Scrap Brain Zone), Sonic has a showdown with Robotnik in his machine, which is modified to give different attacks depending on the zone. Robotnik is defeated when struck 8 times, Sonic then can open the Animal Capsule and end the Zone. There is an optional second objective to complete during the game. If Sonic is holding 50 rings or more at the end of Act 1 or Act 2 of each Zone (except Scrap Brain Zone), there will be a Giant Ring hovering in the air. If Sonic jumps into the Giant Ring, he is taken to the Special Stage for the chance to earn one of the Chaos Emeralds. The Special Stages here involve a constantly rotating 3D maze, where the objective is to work through the maze to reach the Chaos Emerald at the end. There are different blocks on the maze that alter how it behaves, Down will slow the rotation down, Up will speed the rotation up, and R will reverse the Rotation. There are also the Goal blocks, which will kick Sonic out of the Special Stage without the Chaos Emerald they are touched, so it is best to avoid them. Sonic can also collect Rings in the Special stages, with 50 Rings awarding a Continue to use if all lives are lost. There are 6 Chaos Emeralds to collect, which makes for 6 Special Stages, unlike the later games which have 7 Emeralds. If Sonic fails to get the Chaos Emerald in a Special Stage, he can try again by going to the Special Stage again until all 6 Emeralds are collected. If all 6 Chaos Emeralds are collected, Sonic can get the Good Ending as a result, the Bad Ending happens if any amount under 6 Emeralds are collected. There is also a scoring system in play. Each Ring collected and held on to in the Acts or the Special Stage is worth 100 points each. There is a time Bonus giving up to 50,000 depending how fast Sonic completes the level. Points are also earned for defeating Badniks, and more points are awarded for defeating Badniks in a Chain without touching the ground. There are Point Posts at the end of Acts 1 and 2 of each Zone, the give 100, 1,000, or 10,000 points when uncovered, although the 100 point posts really only award 10 points. Defeating Robotnik at the end of Act 3 is worth 1,000 points. Sonic can earn lives by collecting 100 or 200 Rings and holding onto them in an Act or by breaking a Sonic monitor. When Sonic dies, he loses a life, when all lives are lost, it is Game Over. If Sonic has earned Continues via the Special Stages, Sonic is given the chance to Continue from the beginning of the Act with 3 Lives. The Gameplay is fun and satisfying, and has much complexity even though it is simple on the surface.

The Graphics are bright and colorful, and don't looked dated at all, even 20 years later. The Zones are all beautifully designed with each having a distinctive look and feel. The Music is also awesome, and fit each zone nicely.

Bottom Line: Sonic's first game is really good, and offered a real alternative to Mario back in the day among all the other clones. The gameplay, graphics, and sound are all still as solid as ever. This is worth a Play or Buy.

I also did an LP of Sonic the Hedgehog, watch it here:

Part 1: Green Hill Zone
Part 2: Marble Zone
Part 3: Spring Yard Zone
Part 4: Labyrinth Zone
Part 5: Star Light Zone
Part 6: Scrap Brain Zone and Final Zone

Tuesday, May 8, 2012

Retro Lookback: Super Bowling

Developer: KID (SNES), Athena (N64)
Publisher: Athena (SNES), UFO Interactive (N64)
Platforms and Release Dates (US): SNES (September 1992), Nintendo 64 (January 15, 2001)
Genre: Sports

Super Bowling was the title of 2 bowling video games released for the SNES and N64, and while the core mechanics are they same, they are fairly different.

I will discuss the N64 version here (I may add the SNES version here after I acquire more information).

The N64 version has more than double the content of the SNES version of the same name. There are 8 character each with different stats that govern Power, Accuracy, and Curve. There are also 8 different lanes to bowl on, based around a different theme and Oil Pattern. The Oil Pattern affects how the ball behaves on the lane. In No Oil, the ball will start to curve a lot right away, Half Oil the ball will barely hook on the first half of the lane and will hook a lot on the second half of the lane, Normal Oil has Oil on about 3/4 of the lane, with the ball barely hooking on the front 3/4 of the lane and hooking a lot on the last 1/4 of the lane, and All Oil has the whole lane coated in oil causing the ball to barely hook at all on the lane. Two of the lanes also have bumpers, which prevents the ball from going in the Gutters on the side for a 0. The mechanics use a 3 step system. You got the Top Arrow, which is where you will throw the ball. Next, you go to the bottom arrow, which is where you will stand. The 3rd step involves 3 different meters. The Power Meter is how fast you through the ball and can be adjusted by pushing the stick up/down, the Curve Meter is how much the ball will curve and can be adjusted by pushing the stick left/right, the Accuracy Meter starts when you press the A button after you adjusted the other 2 meters, it fills up with Blue, Orange, and Yellow segments, and rebounds when it fills up, you press A in the middle of the Yellow section on the Rebound for the best accuracy. Missing the middle of the Yellow section left/right will cause the ball to go left/right respectively of your intended target when you release it. You can also adjust the Power and Curve meter while the Accuracy meter is filling up before for the rebound if you need a last second adjustment. Once you start up the Accuracy meter, there is no going back. You can also change the weight of your ball, from 6-16 pounds. Lighter balls can be thrown harder and hook more, but deflect off pins more easily instead of plowing through. Heavier balls can't be thrown as hard or hook as much, but will plow through pins with little deflection. Choosing the right ball for a given setup of pins can be crucial. You can also play on a Single Lane or Double Lane, the screen is always split in 2 vertically, in Single Lane mode, play takes place on the left half and a Live window on the right half. On Double Lane mode, play takes place on both lanes, which can make for faster play, when one side is done, that side can walk around on the lane and look at things until the other side gets done. The option of Single Lane or Double Lane depends on the number of Players and Game Mode. You can play most modes with 1-4 players, with at least 1 player being Human, the rest can be filled in with CPU players.

The gameplay is basic bowling, you try to get the highest score you can over 10 frames, which is called a Game, 10 frames in a Game of bowling. Each frame can allot you up to 2 balls to knock down all 10 pins. Getting all 10 pins on the first ball is a Strike and the next two balls you throw are added to that frame. 2 Strikes in a row is called a Double, 2 Strikes in a row is called a Turkey and every Strike thereafter is just XX in a row, with XX being the number of Strikes. Getting all 10 pins on the second ball is a Spare and the next ball you throw is added to that frame. If you fail to knock down all 10 pins on the 2nd ball, it is called an Open Frame. The pins reset after all 10 pins are knocked down or once both balls are thrown and play moves to the next frame. On the final frame, which is Frame 10, you can throw up to 3 balls on that frame if you get a Strike or a Spare. If there is a gap between the pins after the 1st ball, it is called a Split, Splits are usually hard to pick up on the 2nd ball. If the ball goes into the gutters on the sides, it is called a Gutter Ball and the ball counts as a 0. A perfect game in Bowling is a 300, which is 12 strikes in a row. The CPU on Pro difficulty will get very close to 300 games on a regular basis.

There are a selection of game modes as well. You can play Standard Bowling (Open Bowling) as described above in Singles, Doubles, or Teams. Singles is that each person bowls for him/herself, for 1-4 players on Single or Double Lane. Doubles is where you pair up with a 2nd player, you each bowl your own Game and your scores are added together for a total, for 2 or 4 players on Single or Double Lane. Teams is where you pair up with a 2nd player, this time you share a game, as in you alternate balls, Player 1 throws ball 1, Player 2 throws ball 2, Player 1 throws ball 3, and so on, and you do that for the whole Game for the highest score, for 2 or 4 players on Single or Double Lane. Golf mode is Bowling Golf, how exciting! In this mode, each frame is a hole, and each hole has a different pin setup that you have to knock down in as few balls as possible. Each hole has a Par, which is always 1 of 2, with the objective being to get at or under Par. You have a maximum of 8 balls to knock down all the pins on that hole before you are forced to move to the next one. There are 9 holes in each game of golf. Stroke mode is a contest to get the lowest score possible in a game, for 1-4 players on Single or Double Lane. Match mode is a direct competition between 2 players, where you compete on each hole for the lowest score, the player that scores the lowest on that hole wins the hole, with the objective being to win the most holes overall, for 2 players only and on Double Lane only. There is also the Challenge Mode. In this mode, you have to clear 10 different setups of pins within 5 misses, if you miss 5 times it is game over. The setups get progressively harder the further in the challenge mode you go, for 1-4 players on Single or Double Lane. In Acquisition Mode, you play in best of 3 matches against CPU opponents, this is also where you unlock characters and lanes to use for other modes. You bowl in the home lane of the opponent you choose, for 1 player only on Double Lane only. You also have the Practice mode, where you can choose any setup of pins and practice forever if you feel like, for 1 player only on Single Lane only.

The last mode available is the Vs Mode, which is probably the most unique mode. This is a 2 player only mode on Double Lane only. This mode is a direct Survival competition between the 2 players. You both start with a set amount of Life, measured in Time. When you run out of Life, you lose. Your life constantly drains while you are lining up your shot, when you go to step 3 of the throwing, the accuracy meter automatically starts to fill and your character begins to throw the ball, so you have to adjust the Power and Curve before the Accuracy meter rebounds. While you are throwing the ball and the ball is traveling down the lane, your Life stops decreasing, and begins decreasing again when you go back to lining up your shot. Unlike the other modes, you can take as many balls as you need to knock down the set of 10 pins that are there, and they reset when you knock down the last pin. There are ways to gain life, lose life, and attack your opponent. If you get a Strike, you attack your opponent's life, and the attack grows stronger with each successive Strikes in a row. If you get a Spare, you regain your life the amount equivalent to bring attacked with a single Strike. Every ball after a Spare increases your life by a lesser amount when you knock down the last pin in the set. If you pick up a Split, you regain life and attack your opponent's life at the same time. If you fail to hit at least 1 pin on each ball or get a gutter ball, it is a Miss and you take a hit on your Life. When you have 5 seconds of life life, you get a warning countdown. Play continues until 1 player runs out of Life. This is probably the most interesting mode out of the lot.

The graphics and music are kind of blah, but get the job done.

Bottom Line: N64 Super Bowling is a pretty blah game overall, but it can provide a bit of fun, especially the unique Vs mode. This is worth a Rent or a Play.

I also did an LP on this game, watch them here!

Part 1: Practice and Open-Single
Part 2: Open-Double and Open-Team
Part 3: Golf Mode and Challenge Mode
Part 4: Acquisition Mode
Part 5: Vs Mode

Wednesday, May 2, 2012

Retro Lookback: Crusi'n World

Developers: Midway Games (Arcade), Eurocom (Nintendo 64)
Publisher: Midway Games
Platforms and Release Dates (US): Arcade (1996), Nintendo 64 (September 26, 1998)
Genre: Racing

Crusi'n World is the 2nd Game in Midway's Cruis'n line of racing games, and it is personally my favorite of the series.

The gameplay is straight racing, get from the start to the goal before time runs and while overtaking all your opponents. That's it. You got the classic Arcade mode, where you can do a Single Race on any of the tracks, or you can Cruise the World, where you race on each course in order to get to the final track. You have to place 3rd or higher on each track to advance to the next one, which is easier than the game before, Crusi'n USA, where you had to place 1st. Along with the final Florida track, there is an Extra Moon track exclusive to the N64 version that is unlocked after Florida is cleared. You can play the Arcade Mode with 1-4 players, with Cruise the World being available for 1 or 2 player play (I don't know about 3 or 4, as I don't have the adequate controllers to verify, if you know, please let me know). The N64 game has the Championship mode, which takes the environments from the Arcade Mode and resale them to run in laps instead of a straight Point A to Point B race. There are 3 levels, each level taking the tracks of each difficulty level (Easy, Normal, Expert). On default, you have to race 3 laps on each track, and like the arcade mode, place 3rd or higher to advance. Championship Mode also has the Turbo option. Press the Turbo button during the race to give your car a 5 second burst of speed above your Top Speed. The number of Turbos you have is equal to the number of Laps, so a 3 Lap race gives you 3 Turbos to use. Championship Mode can be played with 1-4 Players as well. New to this game is Stunts. You can perform stunts off ramps and other cars by doing wheelies over them. Each successful stunt knocks time off your total time for a lower total. The selection of cars are nice and varied compared to Crusi'n USA, with unlockable Pain jobs and more Cars. The tracks for both Arcade Mode and Championship Mode are nicely laid out and provide for a good flow of speed. The Single Player experience can be fun for a bit, but this is best enjoyed with 4 players. Multiplayer more is good fun and can prove entertaining for hours.

Some things from the Arcade version have been altered or removed for the N64 version, but it is nothing that affects the overall experience of the game.

Bottom Line: Crusi'n World is a pretty fun arcade racer, but it is best played with a room full of friends. This is worth a Play or Rent.