Too Much Free Time

Discussion and reviews of games for NES, Intellivision, DOS, and others.

Archive for the ‘Full Review’ Category

Pharaoh’s Needles

Posted by Tracy Poff on May 29, 2012

Pharaoh’s Needles is a 1982 Tower of Hanoi game for the Commodore 64 by Ron Wagner & Wim (thanks to GB64 for this information).


Well, this incarnation of the Tower of Hanoi puzzle is a bit more appealing than Glen Fisher’s versions. Rather than just moving discs around, we’re going to engage in the Game of Kings! Very exciting. Of course, the rules are all the same, but you know, you’ve just got to give ’em the old razzle dazzle and what does it matter if your game’s nothing new?


Pharaoh’s Needles looks nice, and, like Hanoi, animates the moving of discs. Unlike, Hanoi, though, the animation in this game is quick. It’s much nicer, especially if you have the misfortune of choosing to play with nine discs, as the game allows. 511 moves, even quick ones, would wear on my patience long before the game was over. Still, I can’t fault the game for giving you the option.

This is the best Tower of Hanoi game, so far, and will hold that title for several years.

Posted in 1982, Commodore 64, Decent, Full Review, Tower of Hanoi | Tagged: , , , | Leave a Comment »

Towers of Hanoi (1980)

Posted by Tracy Poff on May 29, 2012

In 1980, according to GB64, Brookfield Software released an updated version of Glen Fisher’s Hanoi, including limited color.


This newer version is substantially similar to the first release, including the same animation and interface, and very limited color.


As before, there’s nothing in particular to recommend this version, so let this brief review stand as testament to the insignificant nature of the differences between the 1978 and 1980 versions of the game.

Posted in 1980, Bad, Commodore PET, Full Review, Tower of Hanoi | Tagged: , , , | Leave a Comment »

Hanoi (1978)

Posted by Tracy Poff on May 29, 2012

Hanoi by Glen Fisher, published in Cursor #05 (Nov. 1978), is a Tower of Hanoi game for the Commodore PET.

Hanoi, like most Tower of Hanoi games for Commodore computers, is a very simple and straightforward implementation. The rules should be familiar to most of us, but you may see Wikipedia for details. In this version, you select the number of discs in the puzzle, between two and seven, and then you are prompted from which pile to pick up a disc, and onto which pile to place it.

The discs move with a simple but smooth animation–nice enough, I suppose, at first, but it would get very tiresome indeed in the 127 moves it takes to solve a puzzle with seven discs. Upon completion of the puzzle, the game tells you how many moves you used, and how many were required, at minimum.

While I doubt anyone will be much interested in a simple Tower of Hanoi game in any case, I’ll still recommend against this particular version. It’s not bad, for what it is, but it’s got nothing in particular to recommend it, either.

Two updated versions of Hanoi were released, one in 1980, and another in 1984, which included color but were otherwise similar.

Posted in 1978, Bad, Commodore PET, Full Review, Tower of Hanoi | Tagged: | Leave a Comment »

Crystal Defenders R1

Posted by Tracy Poff on May 25, 2012

Well, it’s been more than a year since I posted here–not because I’ve stopped writing, but because I’ve not yet managed to finish any posts to my satisfaction. I’ve been writing some fairly in-depth, multi-post reviews of several games, but since I didn’t want to publish any of the individual posts until they were all complete, in case revision was necessary. As a result, no posts for a year. Well, let’s change that.

I recently completed Crystal Defenders R1 for the Wii, a Final Fantasy-themed tower defense game by Square Enix, released 20 April 2009 in North America.

Crystal Defenders R1 is grid-based, and the enemies move along a fixed path, while your units are placed elsewhere on the screen. There are a variety of units available–soldiers, archers, black mages, and others–each with their own strengths and weaknesses. For example, soldiers are very strong, but have limited range and cannot attack air targets. Some enemies may be resistant or immune to physical or magical damage, so black mages or archers, respectively, may be needed to deal with them.

Each area in the game contains two stages, with the same map, but different waves of enemies. Each time a stage is played, though, the waves are the same, so it is possible to learn what enemies will come, then play a stage over, in order to use resources more efficiently, and maximize the score.

As is usual for a tower defense game, the units cost money to place, which money is earned by destroying enemies and surviving waves. Units can also be upgraded to do more damage or have greater range.

Early in the game, resources are quite tight, so it’s necessary to be as efficient as possible with unit placement and upgrades, in order to survive. Here, a criticism: it is more efficient to build a bunch of level 2 units, rather than upgrade the ones you have, so the winning strategy, early on, is to place a dozen or more level 2 soldiers and archers, and just let them take care of everything while the money rolls in. You can always upgrade a few or just place more with all the money you save by not upgrading units.

Worse, though, is that late in the game, the rogue becomes available. These allow you to gain extra money from destroying enemies, if they’re in range. Once rogues show up, the new best strategy becomes to spend as little on units as you can manage, until you’ve upgraded your rogue completely, then just kill everything immediately by upgrading things with the thousands of spare gil you’ll have. Resources become a non-issue, and all you really have to worry about is whether you’re placing the units efficiently in terms of space–not a big worry.

Basically, Crystal Defenders R1 is a very standard, and fairly easy, tower defense game. Getting a perfect on every stage may require more than one try (particularly the final stage, unlocked by getting perfects on each previous stage), but shouldn’t prove very challenging for anyone familiar with tower defense games. It’s fun, and you may get a few hours of play out of it, but I’m not sure it’s really worth the 800 Wii Points, considering how many excellent free tower defense games there are.

I’ve included the Japanese trailer for the game below–there is a trailer in English, too, but it’s not nearly as cool, and anyway the words aren’t terribly important.

Posted in 2009, Full Review, Good, Tower Defense, Wii | Tagged: , , , , | 2 Comments »

IFComp 2010: East Grove Hills

Posted by Tracy Poff on October 22, 2010

East Grove Hills by XYZ is an entry in the 2010 interactive fiction competition, billed as “an interactive anecdote” about some events in the life of an antisocial high school student.

(This post contains spoilers. Read at your own risk.)

EGH is rather heavier on the ‘fiction’ than the ‘interactive’. This isn’t necessarily a bad thing, but it does require some care to keep the attention of the audience. I don’t think that it really succeeded, unfortunately.

First, the good: the game really feels like it could have been written by and about a high school student. If it wasn’t, that’s pretty impressive. The interactions between the characters and the flow of events was more or less believable, with some exceptions. But then, there’s the other side of the story…

High school students are usually annoying and boring. The game gets that right, too. Plenty of time is spent whining about how socially underdeveloped the PC is, and reminiscing about arguments about who had fewer friends, and so on. A very large chunk of the game (or perhaps it’d be better to say ‘story’) is spent drilling into our heads that the PC is a social outcast that no one likes, and it’s pretty obvious why. Of course, there’s no reason that the PC must be likable, but if he isn’t, then the game has to work harder to keep me interested.

Also, as I mentioned, the game isn’t terribly interactive. Most of the interaction is only in the form of the conversation choices, and even examining things doesn’t usually yield anything interesting. Also, unless you choose the right things to examine, the game will whisk you away to the next scene before you can get the crucial details about the characters. You’ll have other opportunities, but the first scene is the best time to learn these things. Besides the normal criticisms I might give such a non-interactive IF (“Why not write static fiction?” and so on), the lack of interactivity worked against EGH in one important way: by the time I got to the critical scene in the school (the third scene in the game), I was convinced that since it was a memory, I wouldn’t be able to do anything but stay on the rails the game had set me on, so I didn’t try to do anything, and I gather that I missed some important things because of this.

This failure did lead to what I felt was the game’s greatest success, however unintentional I suppose it was. When the PC is hiding out with Yue during the shooting (And wasn’t it a bombing earlier? Never mind.), he pulls her along and then you’re presented with a conversation menu with four options: three variations on “are you okay?” and the ever-present “Say nothing”. It’s reasonable that this is all the PC could think of at the time (and another point in favor of the game’s verisimilitude), but what struck me was that after exhausting the other three options, all you get presented with is the option to say nothing for twelve turns. Twelve awkward turns of the PC being frightened and unable to say anything while hiding from the horror that’s going on so nearby. This felt, to me, like a real triumph of realism–what else could the PC do? How else could he possibly have acted? I really liked it.

Now, I gather that you have the option of acting during that time, when I assumed that you were trapped in the conversation while the events took place, and what I took to be a great indication of the PC’s powerlessness may have been merely a result of a poorly used conversation system and my own misconception about the mutability of the past events. No matter, though–I still liked that moment.

Sadly, that’s pretty much all I really liked about the game. Oh, I thought that the messages about not remembering exactly how things had been were nice, rather than just seeing the standard library messages, but they were really a thin veneer on the shallow implementation. I couldn’t really sympathize with the unlikable PC, so the emotional impact was rather muted. The ending was weak, if realistic, in an “a poorly adjusted teenager might recount events like this” sort of way.

So I rate the game 3/10. I didn’t like the game generally, wasn’t impressed by anything it did, and didn’t feel like it made any important points. It gets a little bonus for the scene I mentioned above, even if I suspect my appreciation of it is somewhat misguided, and for the realism of the writing, but I can’t rate a game I didn’t enjoy very highly.

(One note unrelated to the game: I’ve added a cut before the spoilery text of this review. I usually dislike having to click through to read things, but I guess in the case of comp games it may be warranted. Cuts don’t seem to work like I thought. Still: if you have strong feelings either way, leave a comment and I’ll take it into consideration for future posts.)

Posted in 2010, Full Review, Interactive Fiction, Platform Independent | Tagged: , , | Leave a Comment »

IFComp 2010: The Chronicler

Posted by Tracy Poff on October 22, 2010

The Chronicler by John Evans is an interactive fiction game entered in the 2010 interactive fiction competition. You’ve been sent to investigate a research colony that’s lost contact with the rest of humanity. What has happened to them?

(This post contains spoilers. Read at your own risk.)

The central mechanic of the game is traveling between two time periods–changes in the past affect the future, and you can move some objects between time periods as well. I like games with time travel (for example, I think Day of the Tentacle is excellent) and the use of time travel in The Chronicler was pretty good, though simple–the idea of bringing a future object to the past so you have two copies is a little too obvious to make a good puzzle, I think.

However, The Chronicler is an incomplete game, and it shows. The implementation is very shallow–few scenery objects are implemented, and there’s a severe lack of synonyms. Too, the behavior of the device that transports you between time periods isn’t entirely consistent–it takes you to different rooms depending on where you use it, but it wasn’t apparent where the boundaries were, so I got stuck since I didn’t think to use it in the hallway, assuming it would take me to the Transfer Room. Finally, there’s no satisfying ending. I stumbled across both endings quite by accident, but they leave everything unresolved.

I like the idea behind The Chronicler, and I hope to see a finished version of this some time. If it were more deeply implemented and had a more satisfying ending (and a little better testing–I did discover a bug while playing), it would be a fun piece of short IF. The current version has potential, but that’s not quite enough. 5/10.

Posted in 2010, Full Review, Interactive Fiction, Platform Independent | Tagged: , , , , , | Leave a Comment »

IFComp 2010: Under, In Erebus

Posted by Tracy Poff on October 21, 2010

Under, In Erebus by Brian Rapp is an interactive fiction game entered in the 2010 interactive fiction competition. You’ve accidentally boarded the wrong train, and when it stops, you’re in a dark and unusual place. How will you get home?

(This post contains spoilers. Read at your own risk.)

Erebus is severely under-hinted. I solved very few of the puzzles without using the hints. Actually, I didn’t even figure out that the booths were used for spelling out objects until I read the hints. It wasn’t even entirely clear that you were trying to escape. For all I knew, you were supposed to make friends with the cyclops and learn his secret of eternal life.

Some of the puzzles felt positively obtuse. Spelling out PUB in order to get a drink? Was there some hint that I missed? Making a cup and a tub were pretty obvious, but that’s pretty much all I managed alone. And the ending puzzle is absolutely impossible to guess, as far as I can tell. “You could use some assistance in escaping from Erebus. A student who will follow your instructions would be ideal.” Why would I even consider that?

There were some other problems, too. It was necessary to repeatedly travel around collecting ingredients (or, rather, letters) to try out puzzle solutions. Every time I needed a pea I had to go get one, open the pod, then use it. Eventually I just collected a big stack of bees and peas and dropped them near the booths, but I still had to make trips for the tea, ewes, and eye. I get that, from an in-game perspective, there should only be one eye at a time (though it reappearing sort of ruins that), but there could have been a whole flock of sheep I could herd to the booths, and I could have poured a small amount of tea out of the tub, leaving it little diminished. It was also a pain to have to take things out of the pack repeatedly. I’m of the opinion that if there’s no good reason to restrict the player’s inventory size, you shouldn’t do it–I believe players will forgive at least that failure of realism in service to playability.

Erebus wasn’t all bad, though: there were some nice responses; the various ‘bonus’ words you could make were amusing–though not amusing enough to make me want to make them all, given the painfully large amount of work involved in making just one word; the changes in the response to examining yourself were nice; the fact that the backpack became a wristpack was a nice bit of attention to detail.

I guess there were some things I didn’t explore. I couldn’t work out how to explore the pit, though the ten points I got for making it would seem to indicate there’s more to it. Maybe I should have tried “TILT”? But it’s too late now, and I don’t think I’ll ever go back to it.

I regret that Erebus‘s shortcomings so outweighed its successes. The environment seemed like it might be fun, and I do enjoy wordplay–Ad Verbum is one of my favorite games. But everything I did in Erebus just felt like slow work. With better hinting and an easier way to create the words, Erebus could be a pretty solid game. As it stands, though, it’s just more trouble than it’s worth.

Posted in 2010, Full Review, Interactive Fiction, Platform Independent | Tagged: , , , , | 2 Comments »

The Wizard’s Castle

Posted by Tracy Poff on February 23, 2010

The Wizard’s Castle, published for DOS in 1981 by International PC Owners is an early dungeon crawl.

Avoiding the word ‘year’? Check. Awesome apostrophes? Check. Journey from which no adventurer has ever returned? Yep! Let’s make a journey to the cave of cliches! Good luck!

Cliched-and-basically-nonexistent plot aside, The Wizard’s Castle is actually a pretty solid game. You start by choosing some basic stats for your character (race, sex, strength/intelligence/dexterity, equipment), and off you go to explore the castle and hunt for the incredible *ORB OF ZOT*. You’re aided in your endeavour by a map of the dungeon which is meant to fill in as you explore or use items that reveal information about the dungeon, like flares or the lamp.

Unfortunately, in the version I played, the map is already filled in, which I guess is a bug; I’m told later ports give you a properly blank map to start with. One annoying thing about this game is that the map legend is on the help screen, so you have to keep switching between the map and legend until you learn the meaning of the map symbols. Similarly, the player’s stats are only shown upon moving into a room, so you have to move around to check them. There is plenty of room on the right for both of these, I think. Another, more minor problem is that you must press ‘M’ whenever you wish to show the map; since that is likely to be all the time, it means that the game consists of lots of EMSMEEM, manually checking the map every few moves. It would have benefited greatly from just automatically showing the map.

Map issues aside, how is the game? Well, let’s have a look at the map: the player is on the square marked by angle brackets above; to the west is a monster; to the east is a sinkhole, which drops the player down a level; to the south is a flare, which would ordinarily be very useful, as it lights up the area around the player, but is, in this version, useless due to the map being all filled in. Monsters can be fought, fled from, or bribed, though some (trolls, ogres, dragons) don’t seem to be damaged by the sword I had, so it may be impossible to (successfully) fight some of them. Sinkholes cause the player to fall down a level, and stairs can lead either up or down. Items, such as flares, gold, and treasure, will be picked up automatically, and can be used or (in the case of gold and treasure) traded with the vendors the player will encounter in the dungeon.

Successfully navigating the dungeon involves carefully planning your route, lest you find yourself very dead:

Not all fights should be avoided, though. With the lamp, it’s possible to tell precisely what monster is in an adjacent square, and the weaker ones can be fought for large sums of gold, which is very handy. However, it’s not only the fights that can be hazardous: magic pools can be drunk from, and may either help or harm the player, and books, too,  can be either very helpful or very dangerous–even the chests might explode or release toxic gas upon being opened. After picking up some treasures, the player can choose to leave the dungeon, or continue on, seeking the ultimate treasure in the form of the Orb of Zot.

Seeking the Orb of Zot is harder than it sounds. Scattered about are orbs the player can gaze into in order to gain information about what lies in the dungeon–these will occasionally tell the player that the Orb of Zot is in some particular location, but this isn’t as helpful as it seems–the orbs may claim that the Orb is in several different locations, and I have yet to find it by going to these locations. I suspect there is a trick to it, but I’ve not spent enough time to puzzle it out. For now, I’m satisfied with picking up the lesser treasures.

The dungeon is randomized each time you play, so if you care to, you can play as many times as you like without running out of new dungeons to explore.

The bottom line: The Wizard’s Castle is pretty fun. I’m sure it would have been much more challenging to collect the treasures if the map had functioned correctly in the version I played, so I suspect this game would be good for a few hours distraction here and there. There’s something satisfying about a nice dungeon crawl, and for all its simplicity and lack of polish, The Wizard’s Castle isn’t bad at all. It’s no Nethack, but it’s worth a look.

Posted in 1981, Decent, DOS, Dungeon Crawl, Full Review, RPG | Tagged: , , | Leave a Comment »

Lab 14

Posted by Tracy Poff on February 7, 2010

Lab 14 by SuperCasey4 is a platform puzzler, though a very nontraditional one.

Lab 14 title screen

Read the rest of this entry »

Posted in 2008, Freeware, Full Review, Good, Platformer, Puzzle, Windows | Tagged: , | Leave a Comment »

Phage Wars 2

Posted by Tracy Poff on August 22, 2009

Phage Wars 2 by Armor Games is a fun little flash game, though not a terribly difficult one.

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In Phage Wars 2, the player is a lab tech whose goal is to create the most powerful virus ever. This is accomplished by playing through the 32 stages (called ‘experiments’) and adding the gene proteins you discover to your virus in order to improve its strength, speed, defense, agility, and ability to reproduce.

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Each of the 32 experiments contains a number of cells and enemy viruses. The player can choose to infect cells or attack cells which are already infected by an enemy virus in order to take them over. Once a cell is infected, the virus inside begins to reproduce, so the player can then attack other cells. The stage is won when no enemy viruses remain. A new gene protein is discovered after beating each stage for the first time.

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Between experiments, the player has the opportunity to add the gene proteins to his virus. The proteins have varying effects, and can increase some statistics while decreasing others. Additionally, each protein takes up a certain amount of space in the virus’s genetic code, so the player must choose between them to create the strongest virus.

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The controls are pretty simple: click and drag from a source cell to a destination cell to send your viruses to infect or attack. To send viruses from multiple cells to a single destination, just drag over all the desired source cells. The best strategy I found was to infect as many cells as possible as quickly as possible, and then to attack the enemy viruses once all the empty cells had been claimed. To support this, I improved the attack, defense, and reproductive ability of my virus, though I understand that improving speed and agility is also a valid strategy.

Here lies the problem with the game: it’s really much too easy. With a decent bonus to reproduction, the viruses will fill a cell quite quickly, and with a decent bonus to attack, it’s not hard to destroy any enemy virus given a mostly-full source cell. The game requires a little juggling to make sure you maintain control of your cells, but it’s not really hard to do, and by improving defense even that becomes very easy.

Phage Wars 2 has basically identical gameplay to its predecessor, with the exception of the ability to add proteins to improve your virus rather than simply choosing a virus at the beginning. The idea isn’t totally original to this series, either–the concept is basically just Risk, and the game’s particulars are rather reminiscent, to me, of the primordial soup subgame in The Time Warp of Dr. Brain.

The lack of difficulty and originality aren’t really so bad that they ruin the game; it still pretty fun. To be honest, I’m not sure I know any way to make the game more difficult without also making it frustrating or otherwise less fun. As for the originality–well, some ideas are reused because they work, and I’d say this is one of them. Give the game a shot if you’ve got the time to spare.

Gameplay: 7/10
The controls are nice, the mechanics are understandable, the concept is solid. It’s a little too easy, though, and the main skill required, I think, is clicking and dragging very quickly at the beginning.
Story: 2/5
The story’s just an excuse for the gameplay, so this only counts half. On the other hand, the story’s obviously just an excuse, so minus some points.
Graphics: 9/10
The graphics are polished and lovely. Minus a point since the foreground and background were sometimes hard to distinguish, and there was nothing that really impressed me.
Audio: 5/10
There’s nothing really wrong with the audio, but it didn’t stand out in any way. Some more interesting audio might have made my interest in the game last a bit longer.
Personal Slant: 6/10
I enjoyed the game, though I think the sequencing part was a little dull, and the lack of difficulty made it drag on a little by the end.
Total: 6.4/10
Phage Wars 2 is worth a play, though not a replay. In fact, I’d say that the moment you begin to become bored with it, you should abandon it–it’s just more of the same, and the ending isn’t worth plodding through the game if you’re not enjoying it. It only takes a few minutes to play through the first few levels, though, and those few minutes are worth it.

Posted in 2009, Decent, Flash, Freeware, Full Review, Strategy | Tagged: , | 1 Comment »