Tuesday, October 25, 2022

Game #005 | CASTLE OF ILLUSION STARRING MICKEY MOUSE Review (1990) | Not Beaten

CASTLE OF ILLUSION STARRING MICKEY MOUSE (November 21, 1990)
Genre: Platformer
Platforms: Sega Genesis, Master System, Game Gear, Sega Saturn
Developer: Sega (AM7)
Publisher: Sega

Started: October 25, 2022
Finished: October 25, 2022
Beaten: NO
Playtime: 1.5 hours
(Score on the spreadsheet) 

Quick word on the challenge I'm doing:

The Sega Genesis obviously launched in Aug 1989 in NA already, so it's not like Castle of Illusion starring Mickey Mouse is the first 16 bit game to come out since I started this, nor is it even the first Sega Genesis game I've played. So far I've played Batman and Michael Jackson's Moonwalker for the system. 

But we're now in November 1990, and this game actually released on the same date as the Super Nintendo Entertainment System, which would be November 21st, 1990. That console, as is well-known, is the best-selling 16-bit home console, so that's why we're starting to really get into 16-bit territory here, and I am incredibly excited to try out a bunch of classics for the first time from an era many still call the best for console games - if not games in general.

Is this game, developed and published by Sega for the Sega Genesis, the highlight of the era already? Some say it's right up there with Super Mario World as one of the best platformers of this time (SMW also released on November 21, 1990) but to spoiler my conclusion a little bit, I don't really think it's close. This game is fun but has plenty of flaws, so let's get into it.

____________


STORYTELLING

The story is explained at the beginning and in the manual. Minnie is kidnapped by the evil witch Mizrabel (great name btw), because she is jealous of Minnie's beauty. So Mickie makes his way to the Castle of Illusion to save Minnie. An old man there tells him that he needs seven gems of the rainbow to rescue her. Why? Who knows.

There will be an epilogue as well but no other form of storytelling in between from what I can tell, so nothing worth talking about here. 

GAMEPLAY

The gameplay is very simple and basic. You move from side to side in this 2D platformer and can either jump on enemies or shoot projectiles (often fruit) at them. If you jump on them, it catapults you up and enables you to reach otherwise unreachable platforms. That's definitely the most unique part about this game's gameplay.

Levels are heavy on platforming and the likelihood that you will fall to your death increases with each level you pass. One cave level where the next platform was so easily miss able if you jump a milli-second too early was especially frustrating.

The game starts you off with three health, 3 lives per continue and 2 continues. Your i-frames after taking a hit only last a second or so, so it's very easy to die within seconds. Since hit frames are sometimes too big, enemies sometimes just pop out of the ground with almost no forewarning and a jump on the enemy's head doesn't get recognized properly (you get damage for missing it), you often lose health unfairly. This is precisely where any comparison to a game like Super Mario World is just not reasonable. I'm playing Super Mario World as we speak and the difference in quality is so high that it actually surprised me quite a lot to see people actually comparing the two.

I've also encountered a bug where I somehow jumped over a tree during a boss fight and couldn't go back to the other direction, meaning that I was stuck. 

Gems are acquired by beating bosses after the end of each level, which aren't too difficult, but I failed the second one twice because my jumps on his head just didn't register for some reason. I decided to abandon the game some time after the third boss because while I was doing platforming on tiny tiny platforms, I realized the game didn't immediately register that you let go of the forward button, which made me slip off the platform and fall to my demise. 

Apart from these issues it's not a very difficult game, but there is also nothing really exciting about it. There is plenty of stuff you can argue for here apart from its gameplay, and I'll likely agree with you, but I must say that this was not that fun to play.

 

MUSIC/SOUND/VOICE

No voice acting. Sound design was mostly pretty good and I liked how a lot of actions actually got a sound to accompany them, like even jumping or throwing stuff, which doesn't happen in a lot of platformers I've played recently. The music was fine overall but I can't say I liked it that much. My favorite track definitely was the one used for the boss fights but the soundtrack just didn't get me into a playful/whimsical kinda mood like I would have expected.


GRAPHICS/ART DESIGN

Lots and lots of colorful, bright worlds are present in this game, with plenty of variety between them. To mention something a little more lowkey, I liked how the clouds outside kept moving even if you were standing still and how much detail was put into the horizon, even if it's not something a player will really focus on a lot. 

But simply graphically, this is definitely one of the best one's you will find from this entire year.


ATMOSPHERE

I didn't always feel like the music used for a particular level necessarily fit the mood, but overall the colorful levels and their overall designs managed to do a solid enough job of putting me in the mood of playing a Mickey Mouse platform adventure. If someone is reading this: Sometimes I feel silly seriously critiquing a game like this, at the end of the day it's a game for children that isn't meant to be taken apart this way. Right? I don't know, I'm definitely going to be glad when a lot more mature games start coming up on the playlist.


CONTENT

There is some fine content here for platformer enthusiasts. This game should take about 3 hours for your average gamer and lead you through a variety of different worlds. But the game overall has pretty basic gameplay and plenty of frustration to come with it, even if there certainly is much worse out there in that regard.


LEVEL/MISSION DESIGN

Mostly the levels are designed pretty much as you would expect. The difficulty is definitely lower than for many comparable platformers. Most of the time you just go into a specific direction and are offered with very little choice in how to deal with the dangers. Move, kill or avoid, beware of gravity, find the exit at the end of the screen.

Some levels also include underwater sections, and these just frankly sucked. A piranha would usually wait for you in there and I couldn't for the life of me figure out how to move past it without taking damage.


CONCEPT/INNOVATION

The worlds are definitely lookers here, and there even is one part where you have to trigger a button to flip the level over. Your character can then still walk upside down, while all others fall down. Nothing major but a nice changeup. Other than that, this is a pretty basic licensed platformer, though it does look pretty good graphically for its time.


REPLAYABILITY

Apart from trying to beat your high score, there also are some secrets to discover, which might warrant a second playthrough for you.


PLAYABILITY

The game works well at pretty much all times, but I did encounter one bug and I disliked how letting go of the forward button would only register like a second later. 


OVERALL

The game looks great for a 1990 game, and certainly it was a big deal when it released. You'll be hard-pressed to find a review below 9/10 back in the day. But in today's day and age, we have a game that simply shows its flaws and can't wow in the same way with its strengths. And turns out, its flaws, at least to me, are worse than in many other games I've played from this year recently. And if we just compare to Super Mario World, we can also see that a big difference in quality exists on pretty much every level. Castle of Illusion starring Mickey Mouse is fine and should probably be played if you're looking to go through gaming history like I am, even if in a much more condensed way. Why? Because the ratings tell me you shouldn't look into my thoughts too deeply. But at the same time, I've played too many comparable games to really feel bad about standing where I do on this game. 


WHAT THEY SAID AT THE TIME

  • J. M. for VGCE, Issue 24 (Jan 91): "Castle of Illusion is, quite plainly, one of the most fabulous run-and-jump games ever created."
  • Sushi-X, Issue 17 (Dec 90): "Music... a 10+!"

Sunday, October 23, 2022

Game #004 | STUNTS Review (1990) | Not Beatable

STUNTS (October 5, 1990)
Genre: Racing
PlatformsMS-DOS, Amiga, NEC PC-9801, FM Towns
Developer: Distinctive Software
Publisher: Broderbund

Started: October 23, 2022
Finished: October 23, 2022
Beaten: Not Beatable
Playtime: 1.5 hours
(Score on the spreadsheet) 

It's milestone time. Stunts is a 3D racing game developed by Distinctive Software and initially released on October 5th, 1990 for IBM PC compatibles. It's also the 25th game I've beaten for this challenge and the 1st racing game.

It's by the same devs as for The Duel: Test Drive II, which is a very similar game to Stunts, but the big difference is that Stunts focuses on, well, stunts during its courses. I had some fun during my short time with this game, and I can confidently say that for better or worse, Stunts is a game ahead of its time.

____________

STORYTELLING

No surprise that there is no actual story here. But there are 6 characters in total that you can choose as your opponents for a race. I gotta give the game credit here, they could have have phoned it in here but the devs actually did much more than necessary. Characters have clever names and strengths and weaknesses to go with it. For example, there is Joe Stallin, who is slow on straightaways. Next to that, there even is a little bio on each of them that often explains their weaknesses. With Stallin, there is speculation that he "rear-ended another car on a straightaway" and has therefore developed a restraint. Pretty neat stuff, and they all perform differently during races based on their strengths, weaknesses and the track you choose, not to mention the car you choose to give them. Ahead of its time.

GAMEPLAY

Before a race, you pick an opponent (one of the characters or the clock), your own car and the track. Then the race begins. You gotta beat your opponent (you can see the opponent's car as well) and you gotta try to survive. Because once you crash, it's game over.

You can use mouse, keyboard or a joystick for controls. I used my mouse, which was pretty simple to use. You click the right mouse button to accelerate and just move it to turn. The control of your vehicle seems pretty fair. Drive too fast and you'll lose control. Pretty straightforward. And yet, I've crashed more often than I can admit, and that's mainly due to how tracks are designed.

There are tons of stunt pieces on each track, and not only did I find myself flying out of a loop, but I often was driving too fast into a jump while I couldn't keep my car straight, so I'd fly off to the side. 

It never really feels unfair, but it also shows its age at the end of the day. Turning feels stiff, the motion is not really smooth. This is to be expected, but it's hard to hide that one is spoiled by racing games of today, or even of the late 90s. 

That's a complaint that will pretty much make or break this game for you. Do you need a fresher experience? Then look a few years ahead. Do you enjoy old school racing games? Then you should have already given this game a try. Because here comes the best part.

You can build your own tracks! Yes, seriously. Did I mention that this game is ahead of its time? You can change road surfaces, you can add road pieces like ramps and crossroads and you can add a bunch of stunt pieces to your hearts content. You can do some pretty wild stuff and I can only imagine how hilarious it must have been to build tracks for yourself or especially friend back in the day. 

And finally, the game actually saves your replays! That's right, you can actually re-watch your performance. I don't know if this stuff is a first for racing video games or not, but it's definitely pretty advanced stuff either way. 

MUSIC/SOUND/VOICE

No voice acting. Cars sound pretty good for a 1990s racing game I'd say, though I don't really have any comparison as of now. The sound's a bit weird on curves, but otherwise it doesn't sound too bad. There isn't much music here but what is there is... alright.

GRAPHICS/ART DESIGN

I like the design of the cars and there is some detail to the scenery during races. The world is drawn with 3D polygon graphics and it translates speed pretty well. 

ATMOSPHERE

Not necessarily the game's strength. I would have liked a bit more of an aggressive atmosphere for a game focusing on risky stunts. As it stands, this is a pretty basic racing game's atmosphere.

CONTENT

There is no career mode or online play, and almost no car customization. Naturally, there is only so much you can expect from a 1990 racing game, so none of this is a big deal. What you do have are about half a dozen pre-made tracks, an ability to make some of your own, and races that can be tweaked by choosing opponents with different abilities, not to mention all those test drives you can make to familiarize yourself with tracks, where you can take multiple routes and have a bunch of obstacles to overcome. It's a good racing game for the time.

LEVEL/MISSION DESIGN

Really impressed with how the game managed to add variety to races by adding unique strengths/weaknesses to opponents. I know I mention it a lot but it really is impressive and it's funny to see opponents crash when the track is unfavorable to them.

CONCEPT/INNOVATION

A replay system, opponents with strengths and weaknesses and a damn track builder are all in this game, which is pretty impressive.

REPLAYABILITY

Lots of replayability thanks to multiple different opponents, multiple tracks, multiple cars and the ability to create your own tracks. 

PLAYABILITY

The game works well at all times.

OVERALL

The theme of this review was "ahead of its time", because the game had some really fun ideas, and plenty were executed well, but with more technical leeway, the features could have really been fleshed out. As it stands, this is a game that shows its age but is pretty fun anyway.

WHAT THEY SAID AT THE TIME

Couldn't find anything.

Game #003 | YO! NOID Review (1990) | Not Beaten

  

YO! NOID (March 16, 1990)
Genre: Platformer
Platform: NES
Developer: Now Production
Publisher: Capcom

Started: September 2, 2022
Finished: September 2, 2022
Beaten: NO
Playtime: 3 hours
(Score on the spreadsheet)

Yo! Noid, released in March 1990 in Japan and November of the same year in NA, is a side scrolling platformer developed by Now Production and published by Capcom for the NES. Well, that's a lie. The game that was actually developed was called "Kamen no Ninja Hanamaru". Pretty much the same game then simply got a visual overhaul in "The Noid" style, The Noid being a Domino's Pizza mascot at the time.

So instead of the game being about a Ninja, it's actually about a Mascot stopping his evil twin to get some pizza as reward. 

With that, let's talk about what Yo! Noid is about.

As established, you play as the Noid, a long-eared red rabbit-like creature that likes pizza a lot. He is equipped with a yo-yo and has to fight two obstacles. The first? Platforming through a variety of different levels like the icy and slippery second stage. Or how about the first stage, which takes place along a wharf. The land moves up and down and the water rises and falls, so the Noid has to avoid falling into the water when this happens. The second obstacle? A large variety of random enemies. In the first stage for example, you have to worry about flying birds, random humans and also fishes that jump out of the water. In later stages, there are bats, wasps, flying bullets, falling icicles and more. 

The re-skinning of the Ninja game to fit the Noids "universe" falls awfully flat and while it may be a minor complaint, the stages just feel incosistent and random. In the first level, the humans that attack you are just random pink men with a harpune in hand. There is no meaning to the color they wear and their attack is simply walking into your character. In addition, it's a water level but you got both fish and bird attacking you. Why are the birds flying so low? I guess I'm looking for logic unnecessarily here and it probably is a weird complaint, but there isn't much else this game offers apart from world & level design, gameplay and its soundtrack.

The music in this game is typical 8 bit music, but it doesn't sound as catchy as I'm used to from other games. Plus, music is reused for two consecutive levels, even if they are thematically very different from each other, so there doesn't appear to be much thought given there. 

Gameplay in this game I would describe with one word: Frustrating. The hit box of both the Noid and enemies is very inconsistent and simply stretches many inches away from the character models. Even though you jump above and past an enemy, the game sometimes still says you hit the enemy. You only have one life before a stage resets, so this exacerbates the frustration there. Sometimes, hit detection is really just completely random, especially in a skateboard level where you are meant to hit pigeons with the back of the wheel. The same hit two times can result in a kill or death seemingly at will of the game.

In stage 2, the ice level, the footing of the ice was also frustratingly inconsistent. You have to jump on a small, icy and slippery platform and most of the time, you would slip one way or the other and would have to try and adjust your footing before slipping off and falling to your death. However, sometimes you wouldn't slip at all and stand still. It really wasn't possible to tell which roll of the dice you would get. Not to mention that sometimes it would look like your character was slipping off, but it was actually a graphical glitch making it appear that way, and trying to adjust against the "phantom slip" would result in falling to one's death as well.

But later stages do kind of make up for the frustration of the earlier levels with the use of pogo sticks and even some levels where you are flying and have to avoid spikes in a level that is designed in a way that reminds be of Floppy Bird. But getting to these stages takes a high frustration tolerance for many hours and also is mired with what I have to call the "worst boss fights in video game history".

Or at least as far as I have experienced so far, the experience through 1990 and beyond should lead me to valleys far darker than what Yo! Noid has to offer. But this game will undoubtedly be a first ballet worst boss fights Hall of Famer if for nothing else. Because the boss fights in this game are ... PIZZA EATING CONTESTS.

After every odd numbered stage, you face your evil twin in a pizza eating contest. What does this entail? Both you and him have a deck of cards with numbers from 1-5. The evil twin, Mr. Green, makes the first selection at random, let's say 2. Then you can choose one of your cards. If you select 3, which is your highest numbered card in the earlier stages, then you win the round and get 1 point to your total. You need to get a specific amount of points before your opponent does to win the boss fight. There are also power up cards, so you can double your 3 to 6 and get 5 points to your total. That's literally it. These fights can take up to 2 minutes and throw you out of the action completely. They are boring and it's only a matter of time before you win, not a matter of skill, unless you think 2 is higher than 3, in which case you will lose. In Kamen no Ninja Hanamaru, you have to prove that your "Ninjutsu" is higher in what is essentially the same game, simply thematically different. But in both instances, boss fights suck. 

I checked the Internet Archives to find reviews of this game in Magazines way back when and I found it listed in the "Video Games & Computer Entertainment issue of December 23rd, 1990". It's very positive about the game, maybe too positive, but even it denotes the boss fights as "the only area that's not fun for gamers of all ages". If you didn't play this back in the day and aren't wrapped in a nostalgia bubble for it, you likely will find that most areas of this game are not fun for gamers of all ages.

P.S.: Did you know that this game sold for $49.95 USD at release? No, seriously. We give gaming companies shit for their business practices these days, and rightfully so, but selling a re-skin of a game that you already made and one that has so little content for 50 bucks would surely cause a shit storm or two if a similar thing happened in the age of social media. I loved seeing this price because it made me appreciate how spoiled we are with incredible indie games going for barely half the price at release and offering a hundred times more. Is it weird to compare this random game from 1990 to indie games in 2022? Maybe. But maybe not.

To top it off: According to the VG&CE magazine, "the hilariously exaggerated look of concentration that replaces his buck-toothed grin" when The Noid whips out his yo-yo "is worth the price of admission". How liberating it must have been to have such low expectations that an animation is worth $50. I'll definitely take this positivity over "Starfield is unplayable if faces don't show 2% more emotion" any day though.

Saturday, October 22, 2022

Game #002 | CODE NAME: VIPER Review (1990) | Not Beaten

 

CODE NAME: VIPER (February 23, 1990)
Genre: Action, Platformer
Platform: NES
Developer: Arc System Works
Publisher: Capcom

Started: August 31, 2022
Finished: August 31, 2022
Beaten: NO
Playtime: 3 hours

This is the type of game I would have spent hours of time and lots of money on in the arcades as a kid. A game similar to Code Name: Viper, called Rolling Thunder, was actually an arcade game, but Code Name: Viper itself was released for the NES. 

This is a side scrolling action game where you control "Mr. Smith", a special forces operative who is tasked by "Commander Jones" to take down seven hideouts of a drug syndicate. There is a mystery here to uncover and it reveals itself bit by bit after each stage you complete, revealing that Commander Jones is "dealing drugs".

There are two weapons in this game, a pistol and a machine gun. Enemies are mostly syndicate members who are differentiated by color of their outfits. A blue member needs two shots to be killed and can only hit you by running into you, while a pink member can be killed with just one shot, but has a pistol of his own. You only have two lives, at least in the first three levels I've played, so this game can become very tricky real fast.

Not only are just two lives a problem, but you can accidentally run into an enemy that just gets into frame, you can enter a wall (to free hostages) and run into enemies or a bullet right as you exit the wall etc. Expecting a smooth experience I did not, so I'm not surprised that there were some annoyances here. 

However, the gameplay loop got me trapped for a few hours anyway and if it weren't for the fact that I will likely play dozens of games like this in the coming days, weeks and months, I wouldn't have minded trying a bit longer to finish. But the game only gets harder from here and looking at a longplay of it on YT, I doubt I'll get close to the level necessary to play through this.

But definitely worth checking out overall.