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Showing posts with label Vintage. Show all posts
Showing posts with label Vintage. Show all posts

Sunday, June 23, 2013

Collection Oddities: Vintage Mario Birthday Flag Pin

Throughout the years Nintendo has been there for you if you want to let Mario celebrate your birthday with you.  In our personal collection we have centerpieces, party horns, party hats, a cake pan and a gaggle of cards.

Recently we added this pin:

Right now it looks like a typical late eighties early nineties Mario item, but if you're sharp eyed you'll notice that Mario isn't just playing his own strange game of backwards foot hockey with that black puck, it is in fact a button. Pressing the button  is where the birthday part and some confusion comes in.

Pressing the button causes a a tiny "Happy Birthday" flag to pop up. If this was a stationary item, this would make a little more sense. You give it to your Mario loving friend they push the button and delight in their birthday wishes from everyone's favorite plumber. However this is meant to be worn. So do you buy the pin and wear on your friend's birthdays and invite them to push the button? Do you wear it on your birthday and communicate "happy birthday" to the world at large, because it's your birthday and you're gonna make sure it's happy for everyone you see? Or do you wear and push the button whenever you feel like you could use some upside down birthday greetings (assuming you're wearing it right side up on your torso in some fashion).

Clearly trying to wear this is only going to lead to  fashion confusion and heartache.  Luckily for us we keep it display in our collection, making it once again a stationary item and removing all those pesky "how the heck am I supposed to wear this questions."  Implementation issues aside,  it's a pretty fun item and fun way to add even more Mario to your birthdays.

~Stephanie


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Wednesday, October 17, 2012

Collection Oddities: Vintage Mario Halloween Mask

 One of our most infamous posts was our Legend of Zelda Link Halloween Mask. It's October again, so we thought it high time we horrify with some more Nintendo Insanity from 1989.  In addition to making our little green hatted hero of Hyrule, they also made everyone's favorite mustachioed plumber for children of the 80's to horrify their friends and loved ones on Halloween or any other occasion.

It'sa YOU! MARIO!

Like Link this is an official product tagged Nintendo of America 1989, has large souless holes for eyes and is a made of the same breathable plastic. It's a little better than Link though as it actually resembles 80's era Mario rather than a demented Leprechaun, and looks a little less horrifying on a human being.


Link still edges out Mario as being our favorite creepy plastic mask, but Mario is still a pretty fun and still creeps out our friends. However given the brittleness of the vintage plastic and the general uncomfortableness of an 80's plastic mask it's probably better left as decorative item than an actual usable mask.

We display our proudly next to our Link mask and someday we hope to add any more of these monstrosities Nintendo may have made. (we know in addition to Mario and Link ,there's Yoshi, but who knows what else might be out there)


~Stephanie

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Friday, April 13, 2012

In Honor of Friday the Thirteenth: Friday the 13th NES Game Review

This was originally posted back in 2009, but we felt it should be revisited and revitalized a bit in honor this auspicious date.

Enjoy



INTRODUCTION

Nearly thirty years ago, Paramount produced a movie that would forever staple the "Summer Camp Horror" cliche into our hearts. Only a very special film company can turn a story about a vengeance-seeking homicidal mother of a dead mentally retarded boy into a never-ending series about an undead, invincible, hockey-masked super-human killing machine. It takes a very, VERY special video-game development company to turn this killing-machine into an 8-bit, blue-masked-purple-jogging-suit-wearing juggernaut squaring off against six faceless "counselors", while at the same time turning this into a zombie invasion. Can such a video game really exist? Why yes, it can. What can you do to be a part of the magic? Well, first you can read this ironically elaborate review.






OVERVIEW


Sarcasm aside, let's get this straight...it's an LJN game, it's terrible. That aside, it is actually one of LJN's better put-together titles, and one of the first-ever survival horror games. The game actually manages to "scare" you, when the masked maniac suddenly appears on screen with little to no warning, in many instances. And let's not forget the game's infamous difficulty.


Oh No! It's Jason and he's got a purple jogging suit!
Once the game is started, it goes right to a well-rendered intro sequence, which is an animated throwback to the famous cover design of the Part IV movie case, where a knife flies in from God-knows-where and sticks into the eyehole of Jason's Hockey Mask. Then the screen flashes violently. It's easily the most graphically impressive part of the game. While you sit there, noting how they must have blown their entire budget for the game on that opening sequence, the title screen will appear. You push start, and after it tells you to light the fire places, you select your first character.

Your goal in this game is to destroy Jason before getting all six of the counselors killed off. Likewise with the fifteen children, whom were looking forward to an enriching summer of hiking, rowing, singing, not getting slaughtered, and fishing. You kill Jason by using six different weapons of differing strengths and uses (and by uses, I just mean strength.) When you hear the alarm, indicating to you that Jason is either attacking a fellow counselor in their cabin, or the campers, you race to the cabin, and have one of many, many battles with the Demon of Crystal Lake, until you finally put him down once and for all (or, at least until the next sequel).

Graphically the game is actually pretty well rendered. The backgrounds even change, in the distance based on your location, IE: changing to trees when you're getting near the woods, rock when you're near the cave, and water when you're approaching the lake. They are rather simplistic, but get the job done as far as clarity of the situation, except for Jason of course...nobody's ever going to understand that.

Sound wise the effects are pretty crisp, although nothing resembles anything close to a realistic sound. All of the sound effects are your standard, classic beepy-boopy electronic sound of some sort .Though notably missing is Jason's trademark sound (if you're familiar with the movies you know what I'm talking about.) The music is like most any other NES game, it is obnoxiously repetitive yet strangely intoxicating. The music that plays while inside of a cabin is especially notable, for its distinct sound and ambiance.


GAMEPLAY


-Characters-

I could get extra analytical about this and scout each and every character's strengths and weakness. Instead, I could just put it like this - use Mark. Crissy and Laura are okay too, but Mark is who's going to do this for you. Avoid doing anything with Paul, Debbie, or George. Eventually it will become a necessity to use these three, but until that time comes, put them away in the closet, and take care of Mark and his girls. Though for those of you who WANT something more analytical, read on.

If you going to lay out a kids camp in such an unsafe fashion you kind of deserve a masked maniac


Mark - Moves fast, rows fast, jumps high, he's your guy.Take care of him so that you may make him last for the entirety of the game. Make sure he gets all the potions he wants and give him the Sweater (both of those things will be discussed, below).

Crissy - Also moves fast on land, jumps high, she's just about the female equivalent to Mark and you should also take care of her, as well.

Laura - She moves quickly, but sucks at jumping. She's still a better choice than George, Debbie, and Paul but only because of her speed.

George - A useless cretin, he excels at absolutely nothing. Also, he's also the least attractive one, so it's a pretty standard notion than you want nothing to do with him.

Debbie - She's pretty much just female George, although when he throws a weapon, she really whips that thing. Still, with a name that even SOUNDS slow, Debbie is definitely on the reject list.

Paul - Paul's only better than Debbie and George because he's black. But even so, how black is he REALLY? His name is Paul, for crying out loud and he can't run OR jump. But you have to cut him some slack - he's the one most likely to die in this situation.

-Playing the Game-

You wander Camp Crystal Lake, wondering how a place that so frequently experiences mass murders can STILL be a problem, looking out for goodies and Jason. To keep you busy while Jason's deciding who to kill, you battle yellow and blue zombies, who even walk with the outreaching arms. They are the most annoying part of the game, however, killing them will give you the invaluable lighter (which the game refers to as a "torch" ...perhaps LJN are a bunch of bloody wankers from England?) and killing enough of them may even grant you a special weapon.

Just havin' a friendly chat

Every now and again, Jason himself will appear right on the screen without warning. He has a bit of tell though, generally indicated by whatever zombies that are on screen walking off the screen and by the screen halting its scroll, as you move. When Jason appears he will throw spinning axes which are rather hard to dodge. Hit him enough times with your weapon, and he will run away. The game is slightly realistic in the sense that if you follow him you will likely end up fighting with him again in a moment. Also, if Jason leaves and suddenly the alarm sounds, it will probably be very close to where you two just battled.

Once the alarm sounds, you look to the status bar atop the screen, and see which indicator is flashing. If it is the Counselor Indicator (The one next to the potentially changing number of unhappy-looking faces) you then press start to see which cabin it is that Jason is occupying (it will be green and flashing). A timer will appear next to the flashing indicator, giving you sixty seconds to reach the cabin. It is pertinent that you get over there as fast as you can. The longer you take, the more Health the counselor inside loses and you may need to use this counselor at some point. If you're dawdling, indifferent, or more likely - lost in the woods, and time expires, Jason will slay the counselor inside, effectively costing you one life, and the use of that character. GOD HELP YOU if it's Mark. If the Children Indicator is flashing, then you've got slightly more of a chore to deal with, as the only way to reach them is to row your boat across the lake to their cabins, all the while getting attacked by zombies, birds, and  Jason himself,  who's attack you can do virtually nothing about other than wonder how it is that he's in the water attacking you while simultaneously  killing the campers. The more time you spend dawdling on the way to the campers the fewer of them there will be. Once Jason has wiped out a cabin full of children he will move on to the next cabin when he strikes again. If all your children are wiped out it's game over so as much as you might like to, you can't ignore them.

Thank goodness the quintuplets are safe

Once you've entered a cabin, the screen switches to a pseudo "3D" screen, with very limited movement and excruciatingly slow progression. If there is another counselor in the cabin, you can switch weapons with them by pressing select and choosing the "PASS" option. Though leaving them with a weapon, no matter how nice it is, doesn't seem to help them fend of Jason's wrath without your help. You can also switch places with each other with Select-CHANGE. If you having a potion, cure them with Select-CURE. If you find a weapon or note on the cabin floor, take it with Select-TAKE. If you're in an empty cabin and press start you can choose a new character and you'll start from their cabin, if you do this in an occupied cabin, the cabin's original counselor will move to an unoccupied cabin.

Occasionally you will enter a cabin that Jason is randomly occupying, even if there's no alarm. While in a cabin, you can tell if Jason is there with you because his life bar appears at the bottom of a screen. If you are attacked by Jason in a cabin, you square off with the purple-suited psycho while he attacks with either his fists, a machete, or what looks like a hair brush, but is most-likely an axe. You throw the weapon you have at Jason with the B button. By pushing down and over in any direction on the D-pad, you can dodge Jason's attacks when he steps in front of you. Sometimes Jason will attack you twice in a row without moving, so stay on your pixelated toes. Once you've hit Jason enough times, like any other NES sprite he will flash and disappear and a message will display on the screen, reading "You win...for now." Ominous, no? Meanwhile, Jason will wander off to continue his murderous rampage.Jason's Health Bar depletes over the elapse of several different battles with him, so depleting it entirely can take quite a while.

Sometimes though, if Jason's Health Bar is low enough, he will fight you until it depletes entirely, something that really sucks if you only have one of the first two weapons. Jason may also try and fight to the death when he attacks you on the path, but here, you cannot see his Health Bar, so you just have to keep fighting until he flickers.

Once you've totally depleted Jason's Health Bar, you get a less-than-congratulatory message, and you will find yourself having to kill him again - only now everything's harder.

-Days-

The game spans three "days," each new day starting when you deplete Jason's health. Each day follows a cycle, starting off in daylight, turning to dusk and then night, the progression being completely dependent on how often you enter and leave a cabin.

Day One - Everything's standard, Jason's at normal speed, takes off normal health, zombies are at normal speed...it's normal.

Day Two - Zombies are faster, and Jason is stronger and every now and again takes a snort of crack and starts really flying, making his attacks nearly impossible to avoid, completely.

Day Three - Zombies are still fast and possibly more frequent,  and crows appear on all the roads. Making matters worse it that Jason has become a non-stop speed-demon making every encounter with him a real labored attempt.

-Areas-

Aside from the cabins, there are four different areas to scroll, each of them exhibiting their own special traits and enemies.

A lovely day by the shores of Crystal Lake
Road/Path - The normal screen of the game, you can use the map to navigate this and see which cabins are where,though  often the implied distance is far from accurate. If you happen upon a new, alternate path leading into the horizon, or one at your feet, you can press up or down to travel them, which may lead you to the perimeter of the cave or lake, into the woods, or into the cave or lake.

Whoever established this camp hates kids & counselors, why are there no trail markers?

Woods - Taking on Labyrinthine qualities, it's very easy to get lost in both wooded areas, traveling up and down paths that don't always lead to the same place twice. However, the Woods do hold secret cabins housing secret items and they also yield an abundance of potions. So occasionally venturing in can be very worthwhile.

Not sealing off this cave is a lawsuit waiting to happen
Cave - Dark and...scary? This area has bats and holes for you to fall down and die in. It's a bit hard to tell where some of the alternate paths are (the ones in the backgrounds are almost invisible their location hinted only by the crumbled rocks on the ground in front of them, among the other rocks), but once you collect the flashlight, it's much brighter and the paths are easy to see.

You can tell it's a water zombie because it's blue, wouldn't want to mix it up with the land variety

Lake - Here, you row to wherever you're going, the camper's cabins being the only non-pointless destination.  While boating you try to avoid zombies jumping out of the water, birds, and Jason. It takes a little while for your character to accelerate to max boat speed, and the maximum speed is dependent on the character you're using.

-Weapons-

All weapons are projectiles. Nice that picking up just one gives you and endless supply.

Stone - Your default weapon, it takes five hits of these useless things to take off a single pellet of Jason's life...Jason having thirty-two, randomly-numbered pellets in total. (I don't mean to mention crack again...but these ARE big, white rocks...)

Knife - You get this, along with many other items, by jumping in certain areas. You are guaranteed to have at least once instance where you accidentally lose a great weapon by picking up one of these by mistake. Four hits to a pellet, it's not a whole lot better than the Stone but it's still an improvement.

Machete - You can get this either by defeating Jason's mother in the Cave, finding it in a cabin in the Woods, or killing fifty zombies. Usually when you earn this via zombie-death, you're not ready for it, and either would have to downgrade your weapon to get it, or gain nothing, having already acquired a Machete. It's too bad to see it go to waste, as it kills zombies in one hit, and takes only three to take off a pellet of Jason's life.

Thank goodness a class in advanced knife throwing was offered at the camp before things went sideways
Axe - A strong weapon, but slower compared to the others. You throw these spinning, just like Jason does on the road. This can only be acquired by defeating Jason's mother under certain circumstances, or finding it in a secret cabin in the Woods. One hit for zombies, Two-per-Jason pellet.
Torch - The most useful weapon in the game, this one can even be used to hit Jason in the Lake, making those attacks just a bit more fair. This weapon drops to the ground when you throw it, burning for a second, and killing zombies that absent-mindedly run into it. It also takes a health pellet from Jason per hit. It is acquired by lighting certain fire places and then finding it in a cabin by the lake, or by getting it from Mrs. Voorhees. It may also be available in a secret cabin.
Pitch Fork - The hardest weapon in the game to acquire, it is only available by killing Jason's mother on Day Three. It's very fast, passes right-through zombies, killing them instantly and takes off one pellet per single hit on Jason.

-Items-

Items can only be collected by coming into contact with them while jumping. It sounds dumb, but it actually makes it a little easier to avoid collecting unwanted pick-ups. However, it frequently threatens to do the very opposite for you while you're jumping to avoid an enemy.

♫ ...am I only dreaming? Is this burning an eternal flame...♪
Lighter - Use this to light fireplaces in big cabins.
Potion - You can use these to regain a small amount of health or to heal your fellow counselors in need. If you're carrying one of these when your Health Bar depletes, it will automatically be used and saving you for the time being.
Key - These are used to unlock the doors of secret cabins and the door to Jason's mother's lair. One key can open everything without seemingly disintegrating in the lock,  unlike so many other games.
Flashlight - This is found when certain fireplaces are lit. It appears inside the cabin instantly after you finish the fireplace so don't leave the area or it's gone. You can use this to light up the cave and reveal hidden paths, though it's rather useless once you know what to look for.
Notes - Random notes are left for you in large and secret cabins. They may hint on to where you may find a special item, or they may just tell you to go into a random cabin or into the woods.

-Enemies-
Zombies - The standard enemy of the game, they basically give you something to do while Jason's inactive. Easy to deal with, but you get tired of it real soon.
Lake Zombies - These jump out of the water while you're rowing the canoe. Rather annoying, but weaker than normal zombies.
Birds - Maybe it's a crow? Either way, it appears after about 10 zombies come and go, takes only 1 hit to kill, but it's pretty annoying to deal with. Seen both on the road and over the lake.
Wolves - Appearing in both the Woods and the Cave, (colored baby blue while in the cave for some reason) they're very hard to deal with. They're fast, they jump, and they're very tough, sustaining a lot of damage before being eliminated. It's recommended that you just run away from them.
Bats - A weak enemy that appears only in the cave. Not a huge problem.
Jason - The Hockey-Masked killer we all know and love is done less-than justice, in his sky-blue mask, skin of the same color, and purple jogging-suit. However, his admittedly hilarious look is no reason to take him lightly. Very strong and very fast, as is right, if someone's gonna get ya, it's him.

This looks like it's gonna be pleasant, surely nothing bad will be behind that door.

Mrs. Voorhees - Jason's beheaded mother, she floats up from her candle-lit alter and basically headbutts you with the remains of her body. You can battle Mrs. Voorhees once on all three days, enjoying her shifting of color for each. Her location is obscured, but if you defeat her, you will be granted a special reward, depending on the day it is, and/or the weapon you are carrying:

Day One Prize - Machete. If you already have one, Axe. If you already have that, Torch. Already have that? Axe again.
Day Two Prize - Sweater. In the movie series, the sweater played a notable part in Part 2. It was blue then. Here, the Sweater is a neon pink and yellow...yeah. Upon getting it, your current character will sustain only half the damage he or she receives. You will also flash from your normal color to green, making you feel extra special.
Day Three - Pitchfork. As stated earlier, very strong, very nice. Beware, though...Mrs. Voorhees is a real problem this time around.




CONCLUSION


So, there you have it, poor Friday the 13th didn't wait long enough to have its video game spin-off made...competently. But you know, thinking back to how "competently" the films were made...this seems right, in a way. It must be doing something right...I've spent hours and hours playing and beating this game over and over. It must be stressed again that this is no small feat. This game maybe bad, but it's also insanely difficult, beating it ranks you right up there with the Gods.

 

~Richard



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Monday, July 19, 2010

Retro Review: Legends of Murder 2: Greyhaven

Greyhaven was one of my favorite games as a child, I was so happy to find that my old 3rd or 4th generation floppy of it still functions after 20 years, especially as for years it was not available for download anywhere on the Internet (though last we checked a few sites had it).

Introduction

Greyhaven is a fantasy murder mystery RPG published to Big Blue Disk magazine in 1991 (though the game itself was apparently made in 1990) which was a computing magazine solely for DOS games. It wasn't one of the most notable games to ever by published in Big Blue Disk (Like Apogees Kroz series, or ID Software's Catacomb series) But it is the one I remember most fondly from my childhood.


Legends Of Murder 2 Greyhaven Opening Screen



Overview

Legends Of Murder 2 Greyhaven OKeys

Controls are pretty simple keyboard controls arrows and simple keyboard controls (IE G brings up the game menus, S searches/looks etc.). They're pretty standard for a dos game of this type. However, the controls are clunky it's easy to get stuck on things and you sometimes have to search around a stationary object 10 times before you find an item you KNOW is there.


Graphics are fine. Graphics while you're moving around the map and interacting with things are quite sparse, graphics on the closeups are better, but really nothing amazing. Honestly though the graphics are a bonus this game easily could have been a text only.

Sounds are nonexistent. I suggest listening to something like Midnight Syndicate to set your own mysterious murder fantasy mood.


Gameplay

You start the game with text explaining why you've come to the sleepy little town of Greyhaven which you've apparently been to before. You are the inspector, a crime solving mage, who's continuing mission is to seek out new life and new civilizations, to investigate the murder of a wizardry School apprentice. You make your way to the local tavern to meet with the headmaster of the school. On the way there you can investigate the town or run straight to the Tavern.

Legends Of Murder 2 Greyhaven Tavern

Honestly though if you just want to dash through and not read and/or explore this probably isn't the game for you, as it's pretty much the entire game play. When you do investigate you'll notice that things in the town are...a little off. Boarded up businesses, abandoned homes, deserted streets and naturally some unhappy creatures bent on killing you. Eerie! After you've gotten all of your exploring out of the way and hopefully not gotten yourself killed in the process you met up with Baswik the Wizard headmaster for more detailed info on the situation. You adopt the guise of a new apprentice so as not to arouse the suspicions of the other students (and likely murders) and start your investigation.

The entire game is basically you wandering around the map searching for clues, fighting in encounters, leveling up, and reading a lot of text. Without actually going into to everything you do in the game and how you solve the crime, there's not too much to discuss here. Though there are some things for better or worse that set Greyhaven apart from other games from this period.

Legends Of Murder 2 Greyhaven Telescope

First you can examine just about everything. Personally this is a big bonus for me. If there's painting on the wall (in this case a couple of blue pixels) I want to know what it looks like, if there's a shelf I want to know whats on it even if it's not useful. However this can get you in to trouble because you figure out the crime pretty organically, you don't take special note of the things that are important (or take notes at all) so actual clues can get a little muddled with random information.

Second the encounters are completely set. You can walk up and down the same patch of empty street 500 times and you're never going to encounter an enemy. But if you walk into the same trigger corner of a house and you haven't killed the enemy there it will pop up with the same text every single time. This is kind of convenient in that when you're week or simply don't feel like fighting anything you can avoid the encounters until you're ready for them. But annoying because later in the game you'll find that you're too weak to take on the enemies that are left to trigger, but you've already killed the ones you were capable of killing.  Very frustrating.

Legends Of Murder 2 Greyhaven Skeleton Demon

Third you can only carry a 9 items, this seems like it ought to be enough but it's really not. You find way more stuff than you can carry and have no real way of knowing what you're going to need to hold on to and what you won't and when you drop something it's gone forever. Not being able to pick-up stuff you've dropped is probably the biggest issue with the game play.

Legends Of Murder 2 Greyhaven 

Third as I said earlier you figure out the crime in an organic manner, the game doesn't hand you anything. This is both awesome and annoying. The clues aren't obvious and unless you have a completely photographic memory of everything you read, examine, say when you walk in a room and/or hear from someone, you're going to have to write some stuff down and sift through it. Even then though it's tough, when I got to the final showdown it was some trial and error for me to guess the name of the killer (which is a necessity). On the other hand, it's nice not to be treated like you're stupid and makes things more of a surprise at the end. Which is way better than other games where blatant clues often tell you the whole story from the beginning.

Once you've gotten all your information and drawn successful conclusions you'll have your necessary items, and can find the killer. Assuming you're strong enough take them out and not only solve a murder, but save a town in the process. 




Conclusion
I love Greyhaven, I really do but it does have a few flaws. It's short, I'll say generously an hour of gameplay if you know what you're doing. It's got very limited replay value, encounters only happen in specific areas under specific circumstances and there isn't a lot you can do to alter or change your conversations in any way. Pretty much the only time it's worth playing again is once you've totally forgotten everything that happens. That being said it's really a shame more people haven't played this game. It's really a great game considering the time period and that it was a 1 man effort. If you're a fan of the genre, Greyhaven is definitely a game worth seeking out.

~Stephanie

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Tuesday, May 4, 2010

Retro Review Tuesday: Operation C

-Introduction-

As a long time Contra fan, finding out it could be made portable for me was quite exciting news. And unlike the disappointing Gameboy port of Contra III, the MOSTLY original Gameboy title Operation C proved to be a fun and compact Contra experience, exhibiting both familiar features and charming little new ones. With pleasure, I now wish to share it with the rest of the gaming world who may be unaware of its very existence.





-Overview-

The basic idea of the game remains the same as the good old days (Not that this game could be considered new...). Run the side-scrolling course of the level, and if it moves, shoot it. And if it doesn't...try anyway. At the end of each level you will face a boss. Destroy it, and you will move on to the next area.

Graphically it is quite an impressive piece of work considering it is an early Gameboy game. There is an animation for aiming forward, upward, and in all diagonal directions (Shooting downward in normal levels is only possible when doing so during a spin jump). Enemy sprites are rather detailed and mostly easy to distinguish the identity of. Backgrounds aren't too terribly detailed in come areas but are still pretty good in others. The game is colorless played on a normal gameboy, and on a Gameboy Color or Gameboy Advance it is very basically colored.


Operation C's controls are responsive and easy to get the hang of. Their simplicity remains the same as the Nintendo originals. You jump with A and shoot with B. Using the Directional buttons is what aims, and you can aim in eight different directions. If you are used to the classic Contra games, you will certainly notice the lack of speed your character boasts, most likely in an effort of stretch out the course of the 5-level game. Along with low speed, your character's jumping is far from impressive, making several jumps in this game quite nerve-racking situations. These are the only real issues with controls.

The sounds are rather complex for a Gameboy game. A lot sounds for games of this period were basically a series of "thuds" and what not. This one however has nice, large explosion sounds, the sounds of motors in attack vehicles, the high-pitched bullet-ricochet sound indicating a hit target, a notably nice machine-gun sound effect, and many other distinct sounds.

Not only is the music none-too-repetitive, but if you're a Contra fan, you should find it familiar. All the levels play Gameboy-modified versions of the music heard in the original classic. This is with exception to Area 2, which seems to exhibit an original but energetic musical composition. Additionally, the music that plays during Boss battles is a modified version of the great music that played during the Base Boss battles of the first Contra.

-Your Operation C Experience-


The gameplay of Operation C is quite easy compared to the classic Contra and Super C games. This in mind, it is still a Contra game, and should not be taken
lightly. You are always busy as enemies are constantly running at you from every direction, a common nuisance. Like usual, you also have to destroy gun turrets, tanks, and other machinery, which take multiple shots. This makes the game more interesting, and keeps you a little more off balance. Gunshots coming at you are
reasonably slow which is good as you yourself are rather slow. However, some move very quickly and are very hard to avoid. A different array of battle styles from level to level ensure the
gameplay never gets too stale.



Battle takes place sometimes on flat ground, and other times as you jump from ledge to ledge, or even on rising and lowering elevators. The occasional mini boss or just rather large vehicle make their appearances throughout gameplay and certainly add to excitement and breaking up the usual flow of things. The slightly slower pace of this game doesn't really allow for the death-defying jumps and evasion maneuvers the classic games turned into necessity. This is good or bad, depending on how you look at it. As was said earlier, jumps ARE dramatic only because you can't jump far in Operation: C so getting over certain crevasses takes some thought and timing, but this isn't necessarily a high intensity moment.



If you're well acquainted with the second Contra installment, Super C, then these levels may seem a bit familiar, as the whole game seems based on it. Respectively, levels 2, 3, and 4 in Operation C bear notable resemblance to Super C's second, third, and sixth area. Also, parts of Op-C's  fifth and final level could be compared to Super C's Area 4. And as these levels were fun in Super C, that tells a good tale for this one's performance. Along with these similar features, the classic Konami way of changing view modes is in effect here as well, so a couple of the stages (two and four) are played in a top-down mode. This limits your maneuverability and evasion tactics to just simply walking in a different direction. You can, however, wander the screen freely in all directions adding more interest to the gameplay.



Your boss battles can still prove as epic as those found in the classic games. They are still many, many times the size of your character and are loaded with weaponry. Level 4's boss is especially notable, as its alien qualities and stressful difficulty start to really remind you just what game you are playing. Of course, you can expect the end of a Boss's life to be signified with plenty of explosions and sound. None of the Operation C bosses are exactly what you'd call classic, and aside from Boss 4, aren't terribly memorable, but they still tack on the difficulty and bring a decent enough conclusion to an area.



As with the original games, this one allows you to pick up different weapons, each with different abilities and uses. The gun selection is not as plentiful as the other games but it's still enough to make it interesting for you, especially considering how different the weapons that are here are. Along with that, all the guns are now fully automatic, meaning you can just hold the button for continued fire. And of course, the everlasting salvation that is the Spread Shot is present and more alive than ever.

Your default gun has been upgraded to a Machine Gun, which obviously is rather nice. It generally shoots in 5-bullet bursts and has enough speed to be its own best option for some situations.

Heat-Seekers or Homing Rounds are new to this game and are a very useful weapon. Basically, the gun's bullets seek out targets without you having to aim and in addition to that, have a slight Spread-Shot like quality, shooting three at a time.

Fireballs are just as they were in Super C, large balls that disperse into four others when they hit their target. Taking out multiple enemies is made easier with these. However unlike the Super C version of this gun, you can't charge it for a huge blast.


The Spread Shot is amped up in this game and is quite amazing the first time you see it. Interestingly, you have to sort of level it up first. When you first collect the universally beloved S-marked falcon, your Spread Shot shoots in 3-round belts, mildly useful. But if you collect a second Spread Shot while you still have the first, it turns into a nearly unstoppable weapon of Mass Destruction (The kind you're already aware of that doesn't act a cover story for the securement of foreign oil). It shoots the full, big, bad 5-round belts with an added rapid-fire feature that just obliterates all opposition. As it was in the early days, not all the belts are full but the initial few that are tend to take care of any issue that would cause. It's certainly worth your time to see this weapon in action.




So is portable Contra fun? Why yes it is. All the elements are there, and the difficulty is enough to keep you on edge but not too overbearing, allowing the average Joe to pick it up and enjoy it, something that can't necessarily be said for the original Contra and Super C. The action is a bit slower than its NES predecessors but it's still a pretty fast paced game for an early hand-held. You will still find yourself taking out the triple-barrel tanks, alien pods, and huge bosses just like you love. You get the classic Contra feel with the strange after taste that comes with all Gameboy versions of video games. The downfalls of this game will probably be how slowly you move and how poorly you jump, which accounts for about half of its difficulty. I personally could stand to see this game be a bit longer but I suppose I understand that it's merely a handheld. Now while the first four levels are pretty tame compared to the Contra you are accustomed to but worry not. The final level, five, comes roaring at you in true Contra spirit, with fast guns, dangerous aliens, and plenty of player death. If you wanted Contra, you're getting it now.




-Conclusion-


Your Contra experience isn't going to be exactly the same as the classic play through you may be familiar with upon turning on this game. However, as a long time Contra veteran, I can personally vouch for the quality of this game as a hand-held version of possibly the most popular shooter ever crafted. Operation C is sure to be an exciting addition to your hand-held collection and possibly your entire video game collection if you are a Contra fan like I am. It's small, it's different, it's quaint, it's Contra. Pop it into your Gameboy and love it like I do.

~Richard M.




*Scan of Operation C Box art from giantbomb.com

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Tuesday, February 23, 2010

Retro Review Tuesday: Winter Olympics: Lillehammer 94

If you read our twitter account you'll know that I've been absolutely glued to the television during Olympic coverage (and that I'm late with adding this review because of that addiction). I don't normally care for televised sports much, but for some reason all that changes during the Olympics. I suddenly become the world's biggest fan of athletes I've never heard of and sports that often seem silly. Summer or Winter, it does not matter, I simply must watch any and all televised Olympic events. Since I like to cross my weird obsessions whenever possible, it's only natural that I've been collecting video games based on the Olympics for a long time. So, I thought it a perfect time to highlight one of these gaming gems and share it with the world. This week I bring you Winter Olympic Games: Lillehammer 94.



Introduction


The year was 1993, owners of the Sega Genesis console had not yet been blessed with fantastic gaming achievements such as Clay fighter, Boogerman, and Madden 94 . They were craving some some new action. Something gritty, some real, something unlike anything else out there. Something OLYMPIC! Sure they had a chance at the summer games with Barcelona '92, but they wanted something so cool it was ICE COLD! They needed hardcore realistic sports action and they got it. It was time to strap into EXTREME WINTER EXCITEMENT!!!!!

According to this mao there was one heck of a worldwide earthquake in 1994


Overview

As you'd expect with an Olympic game you compete in Olympic events. You don't get to do all the Olympic events that were available at the time, but you do get to do 10 of them: Downhill, Giant Slalom, Super G, Slalom, Bobsled, Luge, Freestyle moguls, Ski jumping, Biathlon & Short track speed skating.

Wheee!

Controls vary from game to game. In general they're OK for everything that isn't a downhill skiing event. Fairly responsive and easy to use once you've figured out what they are. Admittedly figuring that out isn't always easy, I had to break out my original booklet for several of them. The downhill skiing events have very difficult to deal with controls, it's just the d pad, but even with the ability to change how you want your d pad to work, it's quite a feat to make it down a hill without crashing let alone making a qualifying time or even managing not to get disqualified by missing gates.

Soundwise, It's pretty meh. There are some surprisingly good tracks on a few events, but nothing really WOW worthy. The tracks are actually fairly complex so they don't get too repetitious, which is a big plus for a game of this period.


Graphics are graphics what you'd expect from a game made in 1993. They're not bad but they're not fantastic. You know what everything is suppose to represent and that's good enough. The exception being the bobsled and luge events. Those are actually pretty nicely rendered "3D" style graphics for the time period without any of the weird control issues usually associated with it.




Gameplay

Once you've gotten past the intro screen you hit the main menu. As far as the play modes go you can choose: Full Olympics and play all 10 games and will see Opening and closing ceremonies, Mini Olympics where you choose just the games you want to play with no ceremonies, or Training where you can train the events.

Before heading into any of the game modes I suggest checking out the options screen first where you'll want to put the difficulty on skill level 1 unless you're a complete masochist. Setting this game to easy does not make it easy, it makes it almost fair. You can also add another player if you feel so inclined in this screen, play with a sound test and show your international flair by changing the language. Just don't forget to adjust the difficulty for your own sanity.



These games are difficult to master even for a veteran gamer so your first stop should be to training to get a feel for them before attempting the Olympics. Once you start either of the Olympic events you can choose the country you want to represent, set your name and set the countries you want to compete against. No matter what country you choose or which name you put in for yourself you will instantly become the greatest athlete who's ever lived able to compete in EVERY SINGLE event offered in these games!

So assuming you're starting off in a full Olympics, in your role Mr. Super athlete (you can actually choose to be Ms. Super athlete but the sprites look the same) you start off on skis doing the downhill course. I really feel this was an unfortunate choice as downhill (and the other events like it, super G, slalom & giant slalom) is one the hardest parts of the game. You're very likely to run into the trees or one of the gates sending your skier sprawling resulting in what the booklet claims are "fatal injuries". It's OK though because you apparently hold on to conscious thought just long enough to see how the other skiers did as well. Very convenient.

Generally going down the mountain on your back is considered poor form

Luckily for those of us who just can't keep our dendrophilia* in check, the Norwegian Olympic committee kept necromancers on hand! So even though you may have died from fatal injuries while skiing down that first hill you can continue your Olympic dream and compete in subsequent events. Pretty much all the downhill events work this way: attempt to ski between the gates, crash into something, suffer horrific fatal injuries, see how much better every other country did, be resurrected, go to next event.

With some practice you can skip the whole crashing into gates and trees bit and just get to the bottom of the hill. However, getting to the bottom of the hill without getting disqualified and while making good time, takes quite A LOT of practice even on the easiest difficulty setting.




The other events on Skis work quite a bit differently than the downhill events and as a consequence are a bit more fun for the average gamer.

Ski jump is pretty much what it seems like it would be. You do a ski jump, that's it. It's got easy controls and is probably the event you'll be the most likely to learn to do well in. As an added bonus it's also the only one that doesn't completely disqualify you for crashing. If you fall on your first run you'll still get some distance points (though no landing points) and have the opportunity to preform your second jump.

Moguls while a little bit easier than downhill are a still hard. You jump from mogul to mogul occasionally trying to land a trick. Tricking looks cool but it often leaves you head first in a mogul. The booklet doesn't list falling into a mogul as fatal so while it will end your run and not earn you any points you can avoid the death and subsequent necromancy hopefully leaving you in a better less zombie-like state before competing in the next event.



The final event on Skis is biathalon, where you ski for awhile and then shoot at some targets. Then you ski for awhile and then shoot at some targets. After that you....well, I think you get the idea. Biathalon I think is impossible to really screw up on, you can just get a really crappy time. The cross country skiing portion controls simply enough but when shooting, your Athlete aims like he's pounded roughly 50 shots of the highest quality grain alcohol available prior to hitting the course. Each missed shot costs you a 1 minute penalty, though aiming one good shot takes about as long. On the upside it's at least not a fatal event.

Ya Dead? Yeah Mon.

But not all of our extreme winter sports are on skis, they're also on sleds! So in come bobsled and luge. Bobsled and luge are probably the easiest to master and most fun events of the entire game. They're additionally the best animated as well. In addition to the cool looking and very innovative for the time period 3d style courses, I personally am a little bit enamored with your butt in the bobsled animation. It rivals the pinky demon bottoms in the original Doom for best but detail in an old school video game.*ahem*Putting that aside, they are easier than the skiing but it's still not easy to win, and you are very likely to flip over on to your head. It's just that it's more of pleasant defeat rather than the soul crushing defeat the other events can offer.

I'm clearly not particularly good at this event

But if you don't like Skis or sleds, you've got one more chance to find your happy place, Short track speed skating. It's a fairly easy to deal with event, button mash and avoid the other skaters who can and will knock you down if you don't move out of their way. Like the others it's nigh on impossible to master, but it's one of the easiest events to successfully complete especially since the other skaters can fall down independently of you and get disqualified.




Once you've finished the competition you'll get to see your standings as compared to the rest of the competing countries and then be treated to a medal ceremony (if you did well enough in all the sports to earn one) and the closing ceremony. It's enough to bring a tear to your eye.



Conclusion


Being that I go out of my way to purchase and play games based on the Olympics I know that this isn't really a bad example of one. It's actually better than most of the vintage ones I've played. However, most people who attempt to play this game aren't going to see it that way. It's impossibly hard and doesn't really inspire you to take the time to master it's more poorly planned out games *cough* downhill skiing *cough*. That being said the not so poorly planned out games can be a lot of fun especially if you're playing head to head with a friend. While it's nice to play a sports game that isn't just a generic baseball, football, basketball or soccer clone, sadly there isn't enough going for it make this game something I'd really recommend. It is an interesting novelty title though and quite a challenge. So it's worth picking if you consider yourself a hardcore vintage gamer. Anyone earning the gold here would certainly earn my respect.

~Stephanie

* love of trees


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