- The passing game is unforgivably sloppy. You have to aim in the general direction you want to send a pass and pray that the puck goes tape to tape.
GAME REVIEWS
Thursday, February 26, 2009
TV Sports Hockey
- The passing game is unforgivably sloppy. You have to aim in the general direction you want to send a pass and pray that the puck goes tape to tape.
Tuesday, February 24, 2009
TV Sports Football
I was actually psyched for this game when it first came out. The PC version had a good reputation, and VideoGames & Computer Entertainment magazine gave the Turbo port high scores (this was before I realized that VG&CE regularly gave console ports of popular computer games generous grades). As I quickly discovered, and as everyone now knows, the game is a dud.
Everything on offense is busted. The passing system is the most unintuitive that I've ever experienced in a football game. You need to "aim" the quarterback's arm in the direction that you want him to throw the ball. Cinemaware had good intentions with this system (they wanted you to "lead" your receivers just as real quarterbacks lead theirs), but it feels absolutely awful. Rushing isn't a valid alternative to throwing, as your running back can't create his own holes at the point of attack. You have to wait for your offensive line to create a gap, and even if you manage to sneak through said gap, you won't get far before a linebacker decks you.
All aspects of defense actually work well enough, and I like how the players grunt and growl with every tackle. But the computer-controlled offenses are inept, so there isn't much you actually need to do on "D." And the gameplay is far too slow to be much fun anyway.
Cinemaware cut some corners in a fashion that was typical of them. You don't get to kick the ball off, just like you don't get to participate in tip-offs in TV Sports Basketball. Electronic Gaming Monthly claimed that the game has a good halftime show, but I don't recall ever seeing a halftime show. And while I'm certainly not the kind of gamer who demands real players and teams in his sports games, I do like there to be some individuality among a fantasy league's players. TV Sports Basketball has its speedy guards, deadly shooters, and slow benchwarmers, but the players in this game just seem like generic bums waddling around a field.
The one thing that's handled extremely well is field-goal kicking. In fact, the way to have "fun" with TVSF is to shun the regular game modes entirely and head to practice, where you can stick to attempting field goals. The close-up field-goal screen actually looks pretty good, and the attempts the game has you make can be tricky. Doing nothing but kicking will get boring relatively quickly, of course, but it really is about all the chip has to offer.
There isn't much to the playbook, but on offense you should stick with just one play anyway: the Pro-set crossing pattern.
With that play called, you can leave your QB's arm pointing straight ahead. Your receiver will cross over the middle...
Kicking is definitely the coolest-looking and most enjoyable part.
Monday, February 23, 2009
Timeball (Blodia)
HuCard

"Well, at least it's better than Blodia."
"That game sucks worse than Blodia! A rare achievement indeed!"
Etc.
And for what? Is Timeball really the epitome of all that was awful and putrid during the 16-bit era? In a word: no.
Those out there who know me know that I'm a sucker for a good puzzle game. And while I'd be going out on a limb by saying that Timeball classes with the best of 'em, it's many times removed from the worst of 'em.
So just what is it about Timeball that evokes such raw hatred from everyone? I've observed a definite correlation in the video game universe that ties a given title's difficulty with how much the average schmuck dislikes it. The harder the game, the "worse" the game. Case in point: Altered Beast. Deep Blue. Shape Shifter. Ghost Manor. I could go on and on. I've come to the conclusion that people in general like games that stick to a preconceived "norm" and any deviation beyond that realm just plain befuddles these clowns.
If this is truly the gauge of a game's greatness, then Timeball is guilty as charged. The goal of the game is to allow a glass ball to succesfully navigate a pipeline from beginning to end. Sounds simple enough, and it is. Except.... every pipeline has been "shuffled" so that you have to put it back together in the correct sequence or your ball will fall and shatter on the ground. The puzzles start out very simple but it won't be long before you're scratching your head.



Timeball's biggest (only?) pitfall is the monotony that will inevitably ensue after you've been playing it for extended periods. Timeball is best played occasionally, in relatively short spurts. This should be no problem since the game will save your progress and high score table as you advance. There are 100 different boards total, and believe me, it will take many hours to see them all.
If you're like me and puzzle games appeal to you, or you're the kind of person who likes to sit down with a crossword or mind puzzle book every now and then, you'd probably do OK to nab a cheap copy (and it is cheap) of Timeball and give it a spin. You sure could do a lot worse.

Ninja Spirit
Ninja Spirit is part of a remarkably rare breed: it's a TurboChip that even the most adamant TG-16 detractors typically credit as being extremely cool. I'm going to go out on a limb and assert that its good reputation isn't attributable solely to the score of "10" bestowed upon it by Electronic Gaming Monthly's Sushi-X. I think we can ascribe the accolades to the dark, somber manner in which the game sets up and presents its hack-and-slash-and-jump-really-high action: the opening sequence is a scene of tragedy; and once the gloom sets in, it's never shaken. Well into the night, heavyhearted Moonlight makes a vengeance-driven trek through murky marshes and dimly lit temples as hordes of blade-hurling ninja, sneaky spear wielders, and solemn-faced giants look to deal the blow that evokes his death howl.
While exhilarating, the kill-heavy proceedings are hardly deep. It's as if Irem took the few alluring elements that old Legend of Kage has going for it (most notably the ridiculously high jumps Kage is capable of performing) and placed them in a context where the fundamentals are actually sound. Some of Moonlight's end-level adversaries are embarrassingly easy to beat, but most of them are memorable design-wise, and the music that augments the showdowns is wonderfully fast and intense. In fact, the moody Far Eastern-flavored soundtrack is superb on the whole and establishes a very appropriate sense of unease.
Multiple always-in-hand weapons, gravity-defying ceiling jaunts, and recruitable Moonlight-mimicking spirit-allies are other aspects that contribute to Ninja Spirit's high fun factor, which renders its lack of difficulty forgivable (note that its "Arcade" mode is significantly tougher than its "PC Engine" mode and does feature an extra ending scene). As far as old-school ninja games go, I'd say NS doesn't come close to the amazing Shinobi III but can hold its own against any of the rest.
The tragic opening.
NEC was very proud of this big boss back in the day. He appeared in lots of ads and preview/review screens.
You can defeat some bosses with the powered-up bomb weapon before they even have a chance to attack you.
Moonlit Stage 3 has its fair share of challenging parts. Musketmen try to sneak up on you while you concentrate on ghost warriors who can kill with a single slash...Gate of Thunder
Gate's reputation as one of the greatest PC Engine shooters precedes it, and the list of merits to note in its favor is indeed a long one. The virtue that takes to the fore at once is the unforgettable audio. The game boasts spectacular music, from the heavy opening number and the tense Stage 2 track to the rockin' Dark City theme and the badass boss tune. Note that hard rock isn't all that's on offer here; reference the rhythmic Stage 3 tune and the somewhat eerie sixth-boss track.
In addition to featuring one of the best shooter soundtracks ever, Gate boasts some of the genre's all-time coolest level concepts. Few other blast 'em ups put you in as tight a situation as this one does in its very first strip, where you find yourself caught between the surface of a planet and the hull of a ten-screen-long starship. While many lesser shooters contain a typical "blow up a big ship piece by piece" stage, Gate has you mutilate a giant sea monster instead. And I can't think of another 16-bit sidescroller that at any point even comes close to having as much action as the insane Dark City stage, a level augmented by Megadethian riffs that make the experience of playing through it even more exciting.
With sharp visuals, dynamic explosions, bold guitar riffs, and a shades-sporting hero, Gate goes beyond "stylish" and seems to carry itself with an air of cockiness. Featuring flawless mechanics and a relentless enemy armada, it's a brash, fearless shooter that backs up its attitude with quality and substance. I've beaten the game about a million times, yet it's still lots of fun to play. A remarkable title just as enduring as it is intense, Gate has earned itself a spot among my five favorite shooters.


While I use the earthquake weapon in most levels for its sheer destructivity, the wave beam boasts greater range and really comes in handy during the famously chaotic Dark City stage.







































