Too Much Free Time

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

Archive for the ‘Good’ Category

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 »

First Impressions: Super Scribblenauts

Posted by Tracy Poff on April 9, 2011

Super Scribblenauts is a puzzle game for the Nintendo DS, developed by 5th Cell Media and released on 2010-10-12.

The gameplay is fairly simple: write words in Maxwell’s notebook to create objects, and use those objects to solve the puzzles. Sometimes the puzzles are simply of the ‘think of a word that fits’ variety, and sometimes they require a little more effort. I should say here that I’m not very far through the game, yet, so I suspect the later puzzles will generally be more challenging and less ‘name a part of car’.

You enter each puzzle from the constellation map screen. Having selected a constellation, you’re presented with a list of puzzles contained in that constellation; later puzzles are unlocked by completing earlier ones.

The stars with crowns are intended to be replayed: if you solve the puzzle three times in a row, each time with a different solution, the crown turns from silver to gold, as you see above. This is a pretty great feature, because a lot of the fun is in thinking of outlandish ways to solve puzzles, and the developers clearly knew this. I only wish I could see a list of my previous solutions, but that’s unfortunately unavailable. Probably, it would have been too difficult to make it meaningful–not only the selection of objects but also their placement and what you do with Maxwell can be important.

The puzzles are often amusing, even when they’re not difficult: you can kill the dinosaurs in the above screenshot in any number of ways–I particularly enjoyed using a black hole.

A surprisingly large number of objects are implemented, so feel free to let your imagination go wild. Super Scribblenauts keeps track of how many distinct objects you’ve created, and how many distinct adjectives you’ve used, too, so you can measure just how creative you are, if you’re so inclined. Personally, I’m keeping a list of my solutions for each level, just to see how many ways I can solve them.

Not all of the puzzles are particularly inspired, and some seem a bit obtuse to me, but in general, the game seems to be great fun. I definitely plan on finishing this one.

Posted in 2010, First Impressions, Good, Nintendo DS, Puzzle | Tagged: , , , | 2 Comments »

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 »

Alabaster

Posted by Tracy Poff on June 15, 2009

Alabaster by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton,  and Ziv Wities is an almost-entirely conversation-driven interactive fiction game based on the tale of Snow White.

According to the teaser on the game’s web site: “The Queen has told you to return with her heart in a box. Snow White has made you promise to make other arrangements. Now that you’re alone in the forest, it’s hard to know which of the two women to trust. The Queen is certainly a witch — but her stepdaughter may be something even more horrible…”
Read the rest of this entry »

Posted in 2009, Freeware, Full Review, Good, Interactive Fiction, Platform Independent | Tagged: , , , , , , , , , , , , , , | 1 Comment »

Excitebike

Posted by Tracy Poff on March 30, 2009

Excitebike, released by Nintendo in November 1984 in Japan, and October 1985 in the US, is a classic racing game for the NES.

Two modes are available, Selection A and Selection B. In Selection A, you race against the clock, alone on any of five tracks.

You play the red motorcyclist, and must pass the required number of laps on each obstacle-strewn track before time runs out. If you fail to beat the third place time, you lose. Since you can select which track you want to play on, this isn’t such a big deal,though, and the early tracks are pretty easy.

The track consists of four lanes, which you can switch among with the up and down buttons. In addition to changing lanes, you have the choice of the slower or faster gear for your bike. The faster gear has an obvious advantage, but also a disadvantage: as you use the faster gear, your bike heats up, and if you keep it up too long, your bike will overheat, forcing you to wait on the sidelines until it cools off again. Using the slower gear will allow your bike to cool, as will running over arrows that appear on the track. As a result, much of the strategy involves knowing when to use the faster gear and when to take it slower. Use the right gear and avoid or manage the obstacles, and you shouldn’t have much trouble until the last two tracks.

In Selection B, you still must beat the clock but there’s an additional difficulty: other racers appear on the track.

The other racers don’t seem to be intelligent–they don’t seem to try to block you intentionally, but they do get in the way, and running into them can cause a crash, costing you precious seconds. This mode is a little more interesting than Selection A, because of the added difficulty, but play is basically the same. I’d suggest playing Selection A if you’re trying to get the best possible times, and Selection B if you just want to race.

In addition to the two play modes, there’s a design mode, which lets you select from the available obstacles to make your own track.

You can try to make some interesting tracks this way, and it’s a little amusing, but the inability to save means that it’s a bit of a waste to spend much time trying to make a really good track, since it’ll be gone when you power off the console. It’s not that there isn’t a save option–it’s right there on the menu, and will happily spend a few minutes claiming to save, but it’s intended for use with the Famicom Data Recorder, a cassette attachment which was never released outside of Japan. The rest of us are out of luck.

AI: 6/10
The computer-controlled racers provide a little extra challenge, and a little extra scenery, but it would have been nice if they were aggressive and tried to keep you from passing.
Gameplay: 8/10
The game controls smoothly, and it’s really quite fun. If it had more tracks and supported two players, it might get a perfect score. Even without these, Excitebike is an excellent racing game.
Graphics: 8/10
Ordinarily, I say you should never to anything 3D on the NES, but Excitebike pulls off the 3D obstacles very well–it’s easy to see how tall they are and what slope they’re at, which is the most important thing for this game. I can’t score this any higher, though, because the tracks are pretty bland, and the most variation we get on different tracks is a palette swap. Not bad, but they might have done a little more.
Sound: 4/5
I’m only counting this half since there’s no background music during the races, just sound effects. That said, what sound exists is not bad, but a little repetitive. Like Indy 500, the main sound we hear during the race is the constant roar of the engine. Unlike Indy 500, that is actually useful since you can tell how hot your bike is by the sound of the engine. It still gets a little old, but at least it’s functional.
Personal Slant: 10/10
Whatever shortcomings Excitebike has, it’s still quite a fun old game, and I have very fond memories of it. Especially given it’s age (it was one of the first NES games, 25 years ago), I can’t really find fault with it.
Total: 8/10
Fun fact: Excitebike fit on only 24K of ROM. By comparison, this review, together with the five screenshots it contains, takes up about 23K–just about the same size as the game that is its subject! There’s certainly a lot of excellent gaming packed in such a small size. This is one game that’s absolutely worth playing, and since I understand that it’s available on the Wii virtual console we all have the good fortune to be able to play it, even if we can’t find a working NES.

Posted in 1984, Driving, Full Review, Good, NES | Tagged: , | Leave a Comment »

Achievement Unlocked

Posted by Tracy Poff on February 15, 2009

Achievement Unlocked by Armor Games, published in 2008, is a flash platform game and parody of metagaming.

The player controls a small blue elephant on a single screen, which can run and jump and fall and die and not much else. The goal of the game is to unlock the achievements listed on the right, for which only the titles can be seen until they are unlocked.

By my count, 15 of these achievements can be unlocked simply by starting the game and standing still, although it looks like one of them shouldn’t be unlocked that way and is a bug. Most of the achievements can be unlocked just by stumbling around, and the way to unlock most of those that remain can be divined pretty easily from their titles and the nearby achievements. The last few that I got I had to look at the hint page for, but fortunately that’s an achievement, too.

The game ends when all 100 achievements have been unlocked.

Achievement Unlocked can be played here.

Gameplay: 8/10
The controls do what you’d expect. More importantly, achieving the achievements is pretty nice. I spent about fifteen minutes on it, which wasn’t long enough for me to get bored with it, so I’d say that the game is a success.
Graphics: 3/5
Even as flash games go, the graphics aren’t so good, but since that’s not really the point, only half weight.
Sound: 7/10
The music isn’t really annoying, but it is a bit repetitive. The sound effects are okay.
Personal Slant: 8/10
I enjoyed this, especially since I’m a spade, and it didn’t go on too long. Nice.
Total: 7.4/10
This game doesn’t take long, and it’s pretty amusing. We need to laugh at ourselves, so why not give it a shot?

Posted in 2008, Flash, Freeware, Full Review, Good, Platformer | Tagged: , , , | 1 Comment »

Indy 500

Posted by Tracy Poff on January 7, 2009

Indy 500 for the Atari 2600 is a racing game, developed by Atari and published by Sears, Roebuck and Co. in 1977.

 
 

The cover boasts “14 video games”, though, as with most Atari games, these were mostly small variations. Indy 500 contains three or, generously, four distinct games. Three of the four game types have both one- and two-player modes available. For these, the object in single-player mode is to obtain the highest score in one minute, and in multiplayer to outscore the opponent.

The first game, “Race Cars”, is just what it sounds. Two tracks are available, with the cars moving faster on the second. This game is pretty good with two players, but quite dull for solo play.

The second mode, “Crash N’ Score”, involves catching a dot that appears on the map. Once caught, it relocates itself randomly, rather like a snakes game without the growing tail. As before, the cars move faster on the second map. This is the best game for solo play.

Third, we have “Ice Race”. This is like “Race Cars”, except with different tracks, and the cars continue moving as though they were on ice, making it very difficult to turn. I just found this one frustrating.

The final game is “Tag”. If you’re ‘it’, you try to touch your opponent and then run away. Points are scored for each second while your opponent is trying to catch you. This one is two-player only.

Gameplay: 7/10
The controls work pretty well in “Race Cars”, though I found the turns a little too tight to manage on the second track. “Ice Race” was entirely too difficult to control–once you got to full speed, you would slide across half the screen before stopping, even if you turned the car to accelerate in the opposite direction. The controls in the other modes are as in “Race Cars”. Minus a point for “Ice Race” having such horrid controls, but otherwise not bad.
Graphics: 8/10
Though it was possible to do nicer graphics on the 2600, Indy 500 doesn’t look bad. The only real problem is that the blue car didn’t show up well on the ice background, making it difficult to tell which direction you were facing.
Sound: 7/10
The only sounds I noticed were the hum of the engines and the crash of cars hitting walls. Those effects were fairly well done, though the engine sound did get a little old after a while.
Personal Slant: 7/10
“Race Cars” in two-player mode is pretty good fun, and “Crash N’ Score” is similarly fun in single player. That’s a pretty good value, really.
Total: 7.3/10
Indy 500 may not exactly deliver the 14 games it claims, but “Race Cars” and “Crash N’ Score” are good enough by themselves to make this a worthwhile cartridge. Some later games of each type were better–I like R.C. Pro-Am for racing, and pretty much any snakes game–but for 1977, Indy 500 wasn’t bad at all. I’d definitely give it a go for the nostalgia, even if you shelve it in favor of newer games afterward.

Posted in 1977, Atari 2600, Driving, Full Review, Good | Tagged: , | 1 Comment »

Mines

Posted by Tracy Poff on January 6, 2009

Mines by Ian Heath is a Minesweeper variant for Windows 3.1, released in 1990.

At first glance, it seems very much like Minesweeper, but the goal is somewhat different: rather than finding all mines on the playing field, your task is to find a mine-free path from the upper left corner to the lower right. You can walk any direction including diagonals in order to reach your goal. The game includes the same marking functions that Minesweeper had, allowing you to mark a square as mined or possibly mined, but these are only for your reference in Mines.

Although you can’t change the size of the playing field, you can choose the number of mines on it. The default, 30 mines, is quite easy, but the difficulty grows quite a bit as the number of mines increases. The maximum, 160 mines, is very difficult indeed.

Every generated playing field is solvable: some path exists through the mines, though, as with Minesweeper, it may not be possible to determine for sure where the mines are. In the above screenshot, for example, the mine on the third column of the first row could have been moved down one without changing the numbers shown when the game started–it’s not possible to be sure any move is safe, though the square down-right of the 3 was definitely mined.

Mines can be downloaded here.

Gameplay: 8/10
The concept is great–it’s definitely one of the best Minesweeper variants I’ve played. Most ‘variants’ only change up the size of the board, or something equally tiny. The only reason this didn’t score higher is that the game lacks keyboard controls, which seem like the natural input method for a game like this, and has no timer.
Graphics: 7/10
Mines looks basically like Minesweeper, which is to say plain but not bad. The feet that represent the player blend in a little too well for my taste, but it’s otherwise fine.
Personal Slant: 8/10
The addition of a timer, keyboard controls, and maybe the ability to change the board size would have made this a 9 or even 10, but it’s still quite good even without these things.
Total: 7.7/10
Mines is a fairly original variant on Minesweeper, and a pretty well-done one at that. Anyone who likes Minesweeper ought to give this one a try.

Posted in 1990, Full Review, Good, Puzzle, Windows 3.x | Tagged: , , | Leave a Comment »

Qix

Posted by Tracy Poff on January 5, 2009

Qix for the Atari 5200 is a straightforward port of the arcade game, developed by Taito America Corporation and published in 1982 by Atari.

There have been ports of Qix for most systems, and other games, such as JezzBall, have been inspired by it. The premise is simple: you must draw lines across the playing field in order to fill in areas. After a certain percentage has been filled in (in this version, 65%), the level is complete, and bonus points are awarded for any additional area filled in beyond the required percentage.

It’s not as simple as it may seem, however. You begin with a totally empty playing field–empty, that is, except for you, the Qix, and the Sparx. The Qix moves about in the unfilled area, and if it touches you or a line that you are drawing, you lose a life, and the line you were drawing disappears. The Sparx travel around the edge of the filled area, like you do, and touching them similarly ends your life.

You can draw two kinds of lines in order to fill in territory. Fast lines, which are blue in this version, give fewer points, and slow lines, which are orange in this version, give more points. Of course, there is more danger in drawing the slow lines, so you must certainly earn the extra points.

It is possible to take the screen slowly, by drawing small boxes around the edges, thus avoiding leaving long lines exposed to the Qix, but this carries its own danger: a timer at the top of the screen is constantly counting down, and each time it runs down two new Sparx are created. Too, on higher levels, the Sparx will chase you up the lines you are drawing once the timer runs out.

By cleverly creating lines, it is possible to trap the Qix in a very small area, and fill a large percentage of the screen. This can be quite valuable, since each extra percent filled is worth 1000 points. Too, trapping two Qix in separate areas multiplies your points on following levels.

Gameplay: 9/10
I found the controls a little difficult to use accurately, but it may have been my joystick rather than the game. Of course, the 5200 had a notoriously bad controller as well, so perhaps I should consider it to be a part of the ambiance.Control issues aside, the gameplay is essentially perfect. It is simple, easy to understand, and challenging as you progress. It’s not without good reason that this game has been ported so often.
Graphics: 8/10
The graphics look as good as can be expected for a 5200 game. The movement of the Qix is a nice effect, and a mostly-filled screen actually looks sort of nice, with the orange and blue areas separated by the white lines you drew. Qix loses a couple of points, though, since I found the text somewhat hard to read (which I suspect could have been improved), and I don’t quite like the orange color for the slow fills.
Sound: 6/10
There’s no music, although that’s not uncommon for contemporary games, and the sound effects are acceptable. I think this could have been improved somewhat–Pitfall, released the same year, or especially Pitfall II, released two years later, had rather nice music, and it would have been nice to have something in the background to listen to.
Personal Slant: 8/10
I enjoyed playing this quite a bit. There are certainly better versions available–I prefer the arcade original, in fact–but this is still fun.
Total: 7.75/10
Qix is a well-done port of a good game, which has endured throughout the years and inspired other interesting games. It looks a little primitive now, but the gameplay is still solid. I might choose a different port to play, but if I had to pick my top four or five Atari 5200 games, this would surely be in the list.

Posted in 1982, Arcade, Atari 5200, Full Review, Good | Tagged: , , | Leave a Comment »

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 »