Too Much Free Time

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

Archive for the ‘Decent’ Category

First Impressions: Magic: The Gathering – Duels of the Planeswalkers 2013

Posted by Tracy Poff on July 8, 2012

I played an hour or so of the demo for Magic: The Gathering – Duels of the Planeswalkers 2013. I think it’s a fairly good conversion of the game, but severely lacking in customizability.

Without the ability to build unique decks from the available cards, mixing and matching as desired, it’s just not the same–half the game, at least, is building a deck, but DotP 2013 just lets you swap cards between a deck and its sideboard, AFAICT, which is very limiting.

There’s also a fairly small number of cards available–a sixty card deck and a 30 card sideboard, but a third of the deck is land and there are many cards that appear three or four times in the decks. I guess each of the ten decks has perhaps 30 distinct cards, counting the sideboard, so there are only about 300 cards total, assuming each deck has entirely unique cards, and since you can’t swap cards between decks (I think), you can’t be too creative.

Other than that, it was pretty good–it took a little getting used to the game before I was sure when I needed to stop the timer to play instants–the game shows which phase you’re on, but not which step, so I missed playing an instant after blockers were declared once. It’s not too confusing, though. The animations are a little slow, and I think that I may have toggled an option which made the game stop during damage resolution during combat, which was a pain, but probably my fault.

One thing I didn’t care for was the Planechase mode. It’s a multiplayer (up to four players) mode, which is fine, but the use of the plane cards just made the game confusing–I saw a card that made players mill seven cards at the end of each turn, then draw one of them randomly back out of the graveyard, and another that made non-werewolf creatures deal no damage, plus some ability that sometimes made creatures into werewolves, and yet another that had some other odd combat ability which benefited one player dramatically more than the others. Honestly, I’m not totally sure how the plane cards work–they seem to act like global enchantments, and there’s some die rolling mechanic that goes with them. They just seemed to complicate and slow down the game. I gave up after many minutes and only three turns of play in that mode. I’ll stick to the more traditional game, thanks.

Well, DotP 2013 won’t replace the real game, but I think it’s not a bad buy at $10, and if I can get it for half off some time, I might pick it up.

Posted in 2012, Card Game, Decent, First Impressions, Strategy, Windows | Tagged: , , | Leave a Comment »

Towers of Hanoi (1987)

Posted by Tracy Poff on June 2, 2012

Towers of Hanoi by Daniel Miller is a 1987 update of his 1985 Tower of Hanoi game of the same name.


While substantially the same, this game is much improved compared to its predecessor. The animation of the discs is much quicker, which cures the major problem with the previous game, and it also registers when you’ve won, rather than just going on forever. The game also beeps when moving discs, though that sound effect is quite primitive for 1987.


Towers of Hanoi was published in Loadstar #39, as well as Best of Loadstar #4. Hard to imagine a simple game like this being included in any kind of ‘best of’ compilation, but there it was.

Posted in 1987, Commodore 64, Decent, Full Review, Tower of Hanoi | Tagged: , , | Leave a Comment »

Hanoi (1984)

Posted by Tracy Poff on May 30, 2012

In 1984, a final (to my knowledge) update to Glen Fisher’s Hanoi was released, also called Hanoi.


The gameplay is identical to its predecessors from 1978 and 1980. The only difference is that this 1984 version includes color–quite a bit more than the 1980 version, and in contrast to the monochromatic 1978 version.


I suppose that this version is the best of this lineage, which isn’t really saying much. Of course, for a Tower of Hanoi game, there isn’t much to say.

This version was released as a type-in game in Commodore 64 Fun and Games by Jeffries, Fisher, and Sawyer.

Posted in 1984, Commodore 64, Decent, Full Review, Tower of Hanoi | Tagged: , , | Leave a Comment »

Die Türme von Pompeji

Posted by Tracy Poff on May 30, 2012

Die Türme von Pompeji is a 1983 Tower of Hanoi type-in game found in a German magazine, CPU (Computer programmiert zur Unterhaltung).


Though not, in my opinion, as visually appealing as the earlier Pharaoh’s Needles, Die Türme von Pompeji includes some features not found in the earlier Tower of Hanoi games I’ve played. Namely, sound effects and a timer. The sound effects are very primitive–just beeps to indicate successful or unsuccessful moves. The timer counts the number of minutes and seconds it takes to solve the puzzle, a nice addition.


Unfortunately, Die Türme von Pompeji supports only the six disc puzzle, has a rather unattractive red background, and, like D. Buckeye’s Tower of Hanoi, it is harder to tell at a glance how many discs are on a stack. Also, it has no animation, though whether that is a drawback may be a matter of opinion. Upon winning, however, the screen flashes through an exciting display of colors, which is nice.

Displaying the incremental and unpredictable nature of video game development, Die Türme von Pompeji is in some ways superior and in others inferior to its contemporaries.

Posted in 1983, Commodore 64, Decent, Full Review, Tower of Hanoi | Tagged: , | Leave a Comment »

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 »

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 »

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 »

Bastet

Posted by Tracy Poff on March 7, 2009

Bastet, written in 2004 by Federico Poloni, is a Tetris clone with a twist.

It seems like an ordinary game of Tetris at first, allowing you to choose the level you start at to determine the game speed, and with the usual controls–left and right to move the piece, up to rotate it, down to drop it. That “Won’t give you this one!” thing seems a little odd, though…

After a few pieces have dropped, you might begin to suspect that something is wrong, or at least that you’re having a very unlucky game.

As the game progresses, you’ll see that Bastet does live up to its name: “Bastard Tetris”. The AI in Bastet calculates how useful each piece would be to you if it were dropped next, and then refuses to give you the few most useful pieces. In fact, it has a high chance of giving you the piece it computed would be least useful. As a result, getting even a single line can be quite a challenge, and getting more than a few lines is very hard indeed: the author noted on his page when he released it that his friends hadn’t even managed to pass twelve lines.

When the game ends, your score will be saved to the high score list. As you can see above, my first attempt yielded a high score of zero points. Challenging indeed.

Bastet was originally written for Linux, but a Windows port (by Salvatore Meschini) is available, which is essentially the same, though the colors are a little different, which I’d attribute to the change to PDCurses for the Windows port. You can download either or both from the author’s web page.

AI: 9/10
Bastet absolutely lives up to its name. The AI will consistently give you the worst, most annoying pieces, just as it should. If you want to compile it yourself, you can modify the difficulty, too. Minus a point for requiring recompiling to do that.
Gameplay: 8/10
The game behaves as it ought to, though the high difficulty makes it probably a little less fun that it would be if it were somewhat easier. That’s the goal of the game, though, so I can’t penalize it much.
Graphics: 4/5
The game looks nice. I’d prefer it in a graphical game so I could see the edges of the pieces I’ve already placed, but for a text-mode game it looks fine. I’m counting this one half since it is a text-mode game.
Personal Slant: 6/10
I like Tetris, and this is a competent implementation of it, but the difficulty stops me wanting to play it very much. Perhaps some people looking for a real challenge will like a little more.
Total: 7.7/10
Though you probably won’t want to play Bastet for long, owing to its difficulty, it’s worth a download just to see how hard Tetris could be if the game were really intentionally giving you bad pieces.

Posted in 2004, Decent, Falling Blocks, Freeware, Full Review, Linux, Windows | Tagged: , | Leave a Comment »

Lucas’s Problem

Posted by Tracy Poff on January 6, 2009

Lucas’s Problem is a Windows 3.1 implementation by James Curran of a puzzle created by the French mathematician Édouard Lucas, who also created the more famous Towers of Hanoi puzzle.

The object is to reverse the positions of the colored blocks, so that red fills the right, and blue the left. Each color of blocks can only move in one direction (indicated by the arrows on these blocks) one space, or jump over a block of the opposite color.

There is, I think, only one way to solve this puzzle (up to reflection), so there’s not much to say. The puzzle isn’t hard to solve when you realize what situation leads to an unwinnable game, so this hasn’t got any replay value.

You can download Lucas’s Problem, or play a web based implementation, at Novel Theory

Gameplay: 8/10
The game works and responds to clicks as expected. The puzzle is pretty clever, though not an invention of the game’s creator. There’s nothing wrong with the game, but there’s just nothing to it, so 8 is the highest score I can give it.
Graphics: 6/10
The graphics are very simple, but acceptable given the scope of the game. One can imagine a more visually pleasing implementation of the puzzle, even in 1990, so minus a few points for not really trying there.
Personal Slant: 5/10
Although I really do think that Lucas’s puzzle was quite clever, Lucas’s Problem has no replayability and offers no value beyond the satisfaction of solving a nice, though simple, puzzle.
Total: 6.33/10
The lack of replayability in this one was a killer for the game’s score. I’m not sure what could have been done to alleviate this–perhaps if the scope of the game had been larger, implementing several similar games, like Towers of Hanoi, it might have made the game worth a second look. As it is, though, even if the puzzle is worth remembering, the game will be soon forgotten.

Posted in 1990, Decent, Full Review, Puzzle, Windows 3.x | 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 »