Too Much Free Time

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

Archive for the ‘Genre’ Category

Tetris

Posted by Tracy Poff on October 28, 2008

Tetris, the classic falling blocks game, was released by Nintendo in November 1989.

Truly, Tetris needs no introduction. There are hundreds of implementations of this simple, yet challenging game. Nintendo’s 1989 offering for the NES is quite well-done.

There are few options. The player can choose between A-type and B-type games, and select which music should be played, if any.

The A-type game is simply pieces falling endlessly, with the goal being to obtain the highest score. The six types of pieces fall starting at the top of the screen, and proceed toward the bottom. While they are in the air, the player can move them left and right, rotate them, or cause them to drop more quickly. Some of the pieces are rarer than others, so it’s necessary to choose where the pieces are placed with care–you can’t count on a line appearing whenever you need it.

For every ten lines you complete, the game’s speed increases one level and the colors of the blocks change. The more lines you eliminate at once, the more points you get, with a Tetris (four lines removed) scoring the most points. You also score more points if you’re at a higher level–each line is worth ten times as much at level nine as it is at level zero, for example.

As the game progresses and the blocks fall faster, the game becomes much more difficult. If the blocks reach too high on the screen, the music will speed up as a warning. If the blocks reach the top of the screen, you lose.

The B-type game is similar to the A-type game, except that rather than playing endlessly, the goal is to remove 25 lines at a particular level, and with a set height of blocks added at the start. Now the lines count down, and the game ends upon removing all 25.

You’re given a score based on the level and height you selected, as well as the points accumulated while removing the lines.

If your score is high enough, you can enter your name on the high score table, and be known far and wide as a Tetris master–at least until you power off the console. I played this game a lot when I was younger, though I suppose I wasn’t that skilled at it–on a good game, I’d get about 110 lines, though I understand that experts can get over 200.

Though this is a fairly old game, it’s quite nice. The graphics are nice, clear, and colorful (though the color schemes for some of the levels are a bit ugly), the music is good, and the gameplay is simply excellent. The B-type game offers a nice, quick challenge if you’re in the mood, and the A-type is nice for slightly longer gaming sessions. Of course, there are many other versions of Tetris, which may be better or worse than this one (I hear that Tengen’s NES version is superior), but Nintendo’s Tetris is definitely worth playing.

Gameplay
10/10
Graphics
8/10
Sound/Music
8/10
Personal Slant
10/10
Overall
9/10

Posted in 1989, Falling Blocks, Full Review, Good, NES | Tagged: | Leave a Comment »

First Impressions: Advanced Dungeons & Dragons: DragonStrike

Posted by Tracy Poff on October 13, 2008

DragonStrike is a fantasy shoot-em-up set in the Advanced Dungeons & Dragons Universe, developed by Westwood Associates and published in July 1992 by Pony Canyon.

When the game opens, you select the type of dragon to play (Bronze, Silver, or Gold), each of which has different attributes (speed and armor) and attacks (each dragon has two). Having selected the type of dragon to play, you are presented with a map, with icons for each mission you undertake.

As far as I can tell, the missions must be completed in order, so the map only serves as a progress indicator. Despite there being only twelve icons, the description on MobyGames indicates that there are more than twelve missions, though I didn’t advance far enough to see if this was true.

On to the main event, then. For the first mission, we are instructed:

You first mission is to engage three white dragon scouts.

May your ambition propel you to victory.

The first thing to note about this game is that the controls are rather different from shooters like Abadox or 1943; it rather reminds me of Zone 66, a later freeform shooter for DOS. Rather than the d-pad moving your dragon, left and right turn you, and you always fly forward and a constant rate. Up and down cause you to rise or lower in the air, which is necessary for attacking some enemies. Note, though, that when you are low in the air, obstacles on the ground (like the trees in the above screencap) will harm you, while you can fly right over them when you’re higher up.

The white dragon scouts shown above are not the only enemies, although in the first level the other enemies (catapults and archers) are land-based. Once you defeat the enemy dragons, the mission is complete, and you are free to fly off the top of the map to continue to the next mission.

The next mission is to destroy a fleet of ships and a kraken. The first part proceeds basically the same way the first mission did: destroy the boats and either destroy the other enemies or avoid their attacks. After this first part is complete, though, we see the first boss, the kraken.

It is only vulnerable from below, but a few well-placed attacks will take care of it. I found that it was possible to get into the right position, then just hold left to fly in circles, which was enough to avoid its attacks, and fire off a shot every time I came around.

The next level is a swamp, and we’re instructed to slay the black dragon which lies therein. I didn’t bother to go beyond this point, since the game seems to be pretty much the same thing with different graphics for each mission.

I have only one major issue with this game. My dragon initially fires two attacks, side by side, which will miss smaller enemies if you’re attacking straight on. Since the dragon moves constantly and you must avoid enemy fire, that can make it a little difficult to aim–it can be necessary to come around several times before you get the aiming right, though that might be mitigated by a bit of practice.

Despite the issue with aiming, I think the game is fairly well done. It might get boring after a while, but for the few minutes I played, it seemed pretty enjoyable. The fantasy setting was a nice change from the usual sci-fi settings of shooters. The graphics weren’t too bad for an NES game, though the music leaves much to be desired.

Overall, I’d say the game is worth a shot. There are some better shooters, but if you’re looking for a change, DragonStrike won’t disappoint you.

Posted in Decent, First Impressions, Freeform Shooter, NES | Tagged: , , , , | Leave a Comment »

Taboo: The Sixth Sense

Posted by Tracy Poff on July 22, 2008

Taboo: The Sixth Sense is a tarot game for the NES, released in 1989. It was developed by Rare Coin-it, a sister company of Rare Ltd., and it is terrible.

The game purports to be a mystical authority–it calls itself THE TIME MACHINE ON NINTENDO!
Naturally, as with ‘real’ psychics, it’d be too much to ask for the game to divine your name, vital stats, or intent, so you get to input that yourself.
They neglected to include word wrapping, but that can be forgiven. Their true sin is in the game that follows–or I should say, the lack of game that follows. After this point, there is no interaction until the end.
The game shuffles the cards (in what I admit is a reasonably well animated sequence), then deals them and begins to read off your fortune. For some reason, the fortunes it provides are often rather poorly written. I’m fairly sure the game was written in English originally, so this can’t even be blamed on bad translation. It may be an attempt to increase the number of fortunes by shuffling around pieces of text, but that’s no excuse.

After this, the game becomes interactive again, to the extent that it was ever interactive, for a final time.

Yes, the final interactive segment is the game choosing ‘fortune numbers’ which is clearly a euphemism for lottery numbers.

The whole ‘game’ takes only a few minutes, which is the only thing in its favor. See the video below for a run through the game–just under three minutes, from the title screen to the end:


The bottom line is that the game isn’t even worth the three minutes it takes to complete. Rare Ltd. made some good stuff, like Donkey Kong Country, and apparently Rare Coin-it also made Battletoads, which was pretty good, but this game is an unmitigated disaster.

Posted in Bad, Full Review, NES, Non-game | Tagged: , , | Leave a Comment »

First Impressions: Novatron

Posted by Tracy Poff on June 24, 2008

Novatron is a DOS lightcycles (tron) game released by VeriSoft Works in 1982.

First Impressions: Novatron

There have been quite a lot of lightcycle games through the years–MobyGames lists 10, though I suspect it’s missing quite a few. The most recent that MobyGames lists is for the Xbox 360 (Tron, 2008), and the oldest is for the Intellivision (Snafu, 1981). Novatron is a fairly old example of this type of game, and it shows.

167e4-novatron_002

Though the graphics are fairly nice, and the controls responsive, Novatron is quite difficult to play. The keys used to control your lightcycle are F9, F10, Insert, and Delete, which are poorly placed. It’s been a while since I’ve seen an original IBM PC keyboard, but I don’t recall that they would have been in ideal positions on that keyboard either. Positioning aside, I kept confusing which of Ins and Del turned which direction, so I lost quite badly. Too, I found it difficult to tell just how much space I had left before running into a wall, probably due to the viewing angle.

In short, the game isn’t terrible, but isn’t really worth playing when there are so many better examples of the type. Personally, I’d recommend Armagetron Advanced.

Posted in 1982, Arcade, Bad, DOS, First Impressions | Tagged: , | Leave a Comment »

Where in the USA is Carmen Sandiego?

Posted by Tracy Poff on June 23, 2008

Where in the USA is Carmen Sandiego? is an educational game released in 1986 by Brøderbund Software, Inc. for DOS, Amiga, Apple II, and Commodore 64. I’ll review the DOS version.


We begin by learning that some crime has been committed, and we’re given a deadline for solving it–about a week, in the games I played.


The Great Serpent Mound has been stolen by a masked female! Who ya gonna call?


Once we’re told of the crime, we’re dropped in the city where it took place, so we can begin to investigate. There’s a little information about the city (education!) together with a fairly nice picture, and we have the option of questioning witnesses, leaving for another city, or putting what we know about the thief into the crime computer to figure out who the thief is and get a warrant.


Each city has three locations you can visit to question witnesses. Questioning them takes times, and there’s a deadline, so if you just need to know where the thief is headed, you don’t have to talk to all three people–only as many as it takes to learn the thief’s destination.


The witnesses generally tell you some clue to where the thief was headed next, together occasionally with a little information about the thief. In this case, the comment about the Bears tells us that the thief’s favorite sport is (according to wikipedia) football, which we can use to narrow down the list of suspects.


Once we know where the thief headed, we can go there, and question the residents of the new city to discover more about the thief.


If we don’t know enough–if we only know the thief’s sex and favorite sport, for example–the crime computer can only tell us who the possible suspects are, and we have to keep searching for more evidence to discover the thief’s identity.


Once we have enough information to positively identify the thief, though, the crime computer will issue a warrant, and all that’s left is to follow the thief to the next city or two and eventually catch her.


Success! Once again the day is saved, thanks to my rudimentary detective skills.

I’m guessing the game was intended for children around ten years old or younger. Despite the young intended audience, Where in the USA is Carmen Sandiego? is really quite good. The graphics are nice, the game’s mechanic works, and kids may even accidentally absorb some knowledge about geography while playing it. It’s a little too simple for adults to play for long, but fans of educational games will surely want to give it a try, if only to see an early entry in the series which spawned over a dozen games, a similar number of books, and several television programs.

Posted in DOS, Educational, Full Review, Good | Tagged: , , , | Leave a Comment »

First Impressions: The Adventures of Rad Gravity

Posted by Tracy Poff on May 22, 2008

The Adventures of Rad Gravity is a platform shooter by Activision.

The game begins by giving us our mission: to discover teleport locations by infiltrating the computers on the planet below.

With this goal in mind, we are sent down to begin. The enemies are rather odd, and the level designs leave a great deal to be desired.

It isn’t obvious from these pictures, but certain of the blocks which make up the scene can be walked through, and others must be jumped over. There’s no particular indication which is which, although I think that they are color coded.

After passing through a few screens, we encounter these robots, which are initially very difficult to kill. The weapon we have at the beginning is some sort of energy knife or something, and its range is about the width of Rad’s body. The robots move fairly quickly, so you have to tap the button pretty quickly as well in order to kill them.

As you move through the level you pick up powerups, including additional life bars and a gun, which seems to be slightly less powerful than the knife, but has the enormous advantage of being a ranged weapon.

Not all the levels are identical, as you can see in the above screencap. The thing with the up/down arrows on it is a sort of elevator (which I got stuck on and had to jump to disembark), and the thing center-right is a teleporter.

Here we see an example of extremely stupid level design. Every horizontal line is a surface, so you can–if you release buttons at the right moments–move yourself to whichever height you desire. Of course, it’s much easier to dodge the electricity (which is bouncing between the ceiling and floor) when you’re at the bottom of the screen, since it gives you more time to run past it, so there’s no particular reason you want to be anywhere except on the the ground.

If it weren’t for the rather painful graphics and horrible level design, Rad Gravity might be a pretty good game. If you can stomach those faults, give it a try.

Posted in 1990, Decent, First Impressions, NES, Platformer | Tagged: , , | Leave a Comment »

First Impressions: The Adventures of Captain Comic

Posted by Tracy Poff on March 24, 2008

This time a platformer, The Adventures of Captain Comic.

Like The Adventures of Bayou Billy, Captain Comic is frustratingly difficult. Most of the time, there are three or four enemies on the screen at once, and they respawn a few seconds after you kill them.

The level designs place many obstacles in your path, and though the controls are generally quite responsive, I found it difficult to manage the fine control to move on small platforms without running off into the abyss.

There were several different areas with unique backgrounds and enemies, each of which had different movement patters. This variety is nice, but unfortunately each area is similarly difficult.



Having read a guide after my attempt, it seems like some of the areas seemed so totally unfair because I tackled the game in the wrong order, but the complete lack of guidance made it impossible to know just what I ought to have done. Were it not for the benefit of save states, I’m sure I would have given up before seeing the third area, for the effort to get through the game is completely disproportionate to the entertainment granted.

The game looks fairly good for an old NES game, the music, though very repetitive, isn’t bad, and the controls are good if a bit too enthusiastic. Unfortunately, the game’s difficulty more than compensates for these positive points. I can’t recommend the game unless you don’t mind frustration.

Posted in 1989, Decent, First Impressions, NES, Platformer | Tagged: , | 1 Comment »

The Adventures of Bayou Billy

Posted by Tracy Poff on March 16, 2008

The Adventures of Bayou Billy is a beat-em-up, with a driving and shooting game thrown in for variety.

Bayou Billy won’t be winning any awards for its plot. Some bad guy has kidnapped your girlfriend, and you have to rescue her.

He’s even kind enough to let you know that you will be encountering obstacles on your way to his estate. What a nice guy.

The game behaves pretty much like your bog standard beat-em-up, with a button for punch and one for kick, and pressing both together doing a flying kick. You can pick up weapons that you knock out of your enemies’ hands and to use against them. The difference, though, is that Bayou Billy is hard. It’s not so bad against one enemy, but you’ll find yourself fighting against three at a time, who are not stunned when you hit them, take many hits to kill, and are fairly quick-moving as well.

Fortunately, they are also fairly stupid, and will happily walk around in circles without hitting you, if you move just a bit. They also occasionally drop food, which heals you.

Humans aren’t your only foes, though. You’ll also encounter crocodiles in the water, which are quick moving and can attack you when you’re near the water’s edge.

When I got to the right side of this screen, it didn’t scroll any further, and since I couldn’t seem to harm the crocodile, I quickly died.

The game does include, as I mentioned, a driving subgame and a shooting subgame, which can be accessed from the practice menu, and apparently appear as levels later in the game.


Neither of these subgames was anything spectacular, although the shooting game did have the benefit of being playable with or without a zapper. Nice, since the emulated zapper uses the mouse, and playing with my laptop’s touchpad was very difficult indeed.

The Adventures of Bayou Billy was called Mad City in Japan, and was considerably easier.

My feeling from playing a few minutes is that the enemies died in about a third as many hits in Mad City. Furthermore, the screen that wouldn’t go anywhere in Bayou Billy and had only crocodiles had divers in Mad City, and continued once I defeated them.

No crocodiles in Mad City. Perhaps I didn’t step on a trigger or something while playing Bayou Billy, which caused the divers not to appear. Maybe.

Anyway, I think that Mad City is probably better than Bayou Billy, although I only played either one for a few minutes. My final opinion is that Mad City is worth playing, but I’d avoid Bayou Billy, since its difficulty is just not fun.

Posted in 1988, 1989, Beat 'em Up, Decent, Full Review, NES | Tagged: | 1 Comment »

Donkey

Posted by Tracy Poff on January 1, 2008

After far too long a break, a new game. Or, rather, quite an old one: Donkey, written in 1981 by Bill Gates.

Donkey was written1 as a way to showcase the capabilities of the BASIC programming language which shipped with new IBM PCs. Therefore one might expect it to be a very simple game–and simple it is:

The object is to avoid the donkeys in the road as you drive. The controls consist of only a single button, the space bar, which is used to switch lanes. Each time you successfully pass a donkey, your car moves a bit closer to the top of the screen, so that it will be more difficult to switch in time to miss the next one. If you hit a donkey, the donkeys are given a point, you explode, and you start over:

Every eleventh donkey that you pass, you are reset to the center of the screen and given a point. The game keeps track of the score, but there’s no particular reward for reaching any certain score; the game just continues until you exit. As simple and unrewarding as this game is, that’s likely to be fairly soon after starting.

Update: I’ve added a video demonstrating the gameplay below.

Download the game here.


  1. According to Wikipedia, which has a lengthy article, if you’d like to read more. 

Posted in 1981, Bad, DOS, Driving, Full Review | Tagged: | Leave a Comment »

First Impressions: The Addams Family: Pugsley’s Scavenger Hunt

Posted by Tracy Poff on December 9, 2006

Another Addams Family-themed platformer, in which you play as Pugsley who (apparently) has to rescue his family.

Much like the previously-reviewed Addams Family game in which you play as Gomez, this is a pretty standard platformer.


I have no idea what’s wrong with Pugsley’s eyes. The other graphics are pretty decent, but the character sprite for our hero is kind of… bad. But that’s not a major issue.

You can run about outside the mansion or enter it to find several doors, each apparently leading to a quest to rescue a particular family member.


The stairs are a bit annoying, since you just run right off the side if you keep going. You have to jump back to the left in order to ascend them, which is a bit of bad design.

Once you choose a door, you are presented with the usual obstacles: enemies, projectiles shot by those enemies, blocked doors, and spikes (or something) on the floor that kill you. Additionally, there are hints scattered about that tell you what you should be doing.


I didn’t actually rescue anyone, but this game seems like it could be pretty decent. Probably better than the previous Addams Family game, so worth a try.

Posted in Decent, First Impressions, NES, Platformer | Tagged: , , | Leave a Comment »