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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Thu Sep 12, 2019 7:44 pm

1. Ys III: Wanderers from Ys (Famicom)
2. Dragon Scroll: Yomigaerishi Maryuu (Famicom)
3. Ninja-kun: Majou no Bouken (Famicom)
4. Hello Kitty World (Famicom)
5. Galaxian (Famicom)
6. Esper Dream 2: Aratanaru Tatakai (Famicom)
7. Ninja Jajamaru-kun (Famicom)
8. Jajamaru no Daibouken (Famicom)
9. Front Line (Famicom)
10. Field Combat (Famicom)
11. Portopia Renzoku Satsujin Jiken (Famicom)
12. Mississippi Satsujin Jiken: Murder on the Mississippi (Famicom)
13. Space Harrier (Famicom)
14. Geimos (Famicom)
15. Attack Animal Gakuen (Famicom)
16. Sky Destroyer (Famicom)
17. Ripple Island (Famicom)
18. Oishinbo: Kyukyoku no Menu 3bon Syoubu (Famicom)
19. Bird Week (Famicom)
20. Baltron (Famicom)
21. Yie Ar Kung-Fu (Famicom)
22. Challenger (Famicom)
23. Ikki (Famicom)
24. Dough Boy (Famicom)
25. Atlantis no Nazo (Famicom)
26. Bio Senshi Dan: Increaser tono Tatakai (Famicom)
27. Yume Penguin Monogatari (Famicom)
28. King Kong 2: Ikari no Megaton Punch (Famicom)
29. Congo Bongo (Atari 2600)
30. Coconuts (Atari 2600)
31. Arcade Archives: Donkey Kong (Switch eShop)
32. Dragon Quest V: Tenkuu no Hanayome (Super Famicom)
33. Johnny Turbo's Arcade: Super Burger Time (Switch eShop)
34. Fire Fly (Atari 2600)
35. Fire Fighter (Atari 2600)
36. Space Jockey (Atari 2600)
37. Airlock (Atari 2600)
38. Makai Hakkenden Shada (PC Engine)
39. Squeeze Box (Atari 2600)
40. Lagoon (SNES)
41. Atlantis (Atari 2600)
42. Xak III: The Eternal Recurrence (PC Engine CD)
43. Blue Blink (PC Engine)
44. Ys IV: The Dawn of Ys (PC Engine CD)
45. Cally's Caves 3 (Steam)
46. Planetarian: The Reverie of a Little Planet (Steam)
47. Contra (NES)
48. Arcade Archives: Vs. Super Mario Bros. (Switch eShop)
49. Arcade Archives: Moon Cresta (Switch eShop)
50. Johnny Turbo's Arcade: Joe and Mac Caveman Ninja (Switch eShop)
51. Ice Hockey (Atari 2600)
52. Indy 500 (Atari 2600)
53. Video Olympics (Atari 2600)
54. Fast Eddie (Atari 2600)
55. Muv-Luv (Steam)
56. Air-Sea Battle (Atari 2600)
57. Combat (Atari 2600)
58. Street Racer (Atari 2600)

59. Food Fight (Atari 7800)
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Though ostensibly a "third generation" console, the Atari 7800 lacked the killer limit-pushing exclusives that characterized the NES, and instead became known as a dumping ground for "enhanced" versions of previously-released Atari arcade and console titles. Enter the 7800 launch game Food Fight, an arcade port of a 1983 title, which was also released on Atari's line of 8-bit computers.

Food Fight is a single-screen action title, starring a boy named Charley Chuck. All he wants is a simple ice cream cone, located at the screen's edge, opposite to where he begins each stage. Attempting to thwart his efforts are a gang of chefs, who hurl food (mostly fruit) in Charley's direction. Said chefs are apparently sewer-dwellers, as they emerge from manholes. Coming into contact with a chef, weaponized foods, or stumbling into a hole results in one life lost. As does the melting of ice cream, which is the game's clever de facto time limit. Of course, Charley isn't left completely defenseless. He can also grab food, found scattered about in piles, to give the chefs a taste of their own medicine. A defeated chef remains off-screen for but a brief moment, before respawning and emerging from the underground dwelling. There is a sliver strategy to the game: knowing when to collect ammunition vs. simply running/weaving by enemies. One unique component of Food Fight is the ability to begin a stage with ammunition in tow; this occurs if Charley completes the previous area with an unflung edible. Mastering this technique is critical in the later stages, where the chefs move extremely quickly.
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As for the controls... Let me start by stating that I don't care for the Atari 7800 controller. For the unacquainted, it consists of a rigid joystick with two different fire buttons, one on each side. It's tough to get comfortable with, and while a more ergonomic alternative was released later it wasn't sold in North American. That said, many older games ported to the 7800 (including Food Fight) are "one-button" experiences. Thus, 2600 controllers can be used, as well as a large number of other nine-pin options. With a proper control scheme in place, Food Fight plays quite smoothly. Movement is eight-directional, as is firing, and Charley has a nice fluid gait. Music is scarce, consisting of little more than occasional jingles. While the sound effects are generally acceptable stock Atari stuff, each stage concludes with this dramatic (and annoying) clashing effect, as Charley's score is tallied. As for the visuals, they fail to impress. The game left me saying "wait, what Atari system is this?" as sprites are grainy and backgrounds perpetually black.

Surprisingly, Food Fight actually allows the player to continue. It's a system similar to Nintendo's black label classics, whereupon Game Over kicks one back to the title screen but with a level select option available to resume gameplay at the present point (or an earlier one). While this sounds promising in theory, it's all for naught, as these stage environments appear to just be randomly generated. While the speed of the chefs increases over time, this is the only thing that really differentiates stage 30 from 40 from 50, and so on. I believe the counter rolls over at 125, though no sane person should play for that long. Speaking of "playing," the game also showcases some replays: video playbacks that are triggered if Charley has a "close call" with a chef and/or flying food. This element is wholly unexpected, impossible to trigger intentionally, and incredibly entertaining.

Ultimately, this is a "good" game. The fact that a 2600 version was planned and cancelled seems to work to the benefit of Food Fight: this is the home console variant. And, indeed, while it does come off like a simple action game from the 2600 era, Food Fight has enough quirks to give it a leg up on competitors. Nothing mind-blowing here, but a worthy and memorable launch game.
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prfsnl_gmr
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Re: Games Beaten 2019

by prfsnl_gmr Thu Sep 12, 2019 9:06 pm

Ladies-and-gentleman-we-have-reached-cruising-altitude-and-you-may-now-unbuckle-your-seatbelts-IQ level post, Bone. You really should collect your work on Atari games somewhere.

.....

First 50
1. The Legend of Zelda: Four Swords Anniversary (NDS)
2. Reigns (iOS)
3. Castlevania: The Adventure (GB)
4. Castlevania II: Belmont’s Revenge (GB)
5. Castlevania Legends (GB)
6. Yankai’s Triangle (iOS)
7. Mega Man III (GB)
8. Mega Man IV (GB)
9. Mega Man V (GB)
10. Sin & Punishment (N64)
11. Love You to Bits (iOS)
12. Mega Man Powered Up - Old Style (PSP)
13. Mega Man Powered Up - New Style (PSP)
14. Mario vs. Donkey Kong (GBA)
15. Mario vs. Donkey Kong 2: March of the Minis (NDS)
16. Mario vs. Donkey Kong: Minis March Again! (NDS)
17. Detective Pikachu (3DS)
18. Super Fantasy Zone (Genesis)
19. Fantasy Zone Gear (GG)
20. Fantasy Zone - The Maze (SMS)
21. Fantasy Zone (Famicom)
22. Fantasy Zone (NES)
23. Kung Fu Master (2600)
24. Kid Dracula (Famicom)
25. Kid Dracula (GB)
26. Fantasy Zone (TG16)
27. Double Dragon V (SNES)
28. Fantasy Zone II (Famicom)
29. Street Fighter: The Movie (PS1)
30. Fire Fly (2600)
31. Pac Man (2600)
32. Extreme Sports with the Berenstain Bears (GBC)
33. Fantasy Zone (PS2)
34. Space Fantasy Zone (TG16)
35. Arnold Palmer Tournament Golf Fantasy Zone (Genesis)
36. Mega Man (GG)
37. Konami Pixel Puzzle (iOS)
38. Qix (Arcade/NES)
39. Congo Bongo (Arcade)
40. Phantasy Star Gaiden (GG)
41. Phantasy Star Adventure (GG)
42. Panzer Dragoon Mini (GG)
43. Spartan X-2 (Famicom)
44. BS The Legend of Zelda: The Ancient Stone Tablets (Super Famicom)
45. BS The Legend of Zelda (Super Famicom)
46. Mario vs. Donkey Kong: Mini-Land Mayhem! (NDS)
47. Double Dribble (NES)
48. Super Pro Football (INTV)
49. Indy 500 (2600)
50. Tecmo Bowl (NES)

51. Ninja Gaiden (GG)
52. SonSon (Arcade)
53. Wonder Girl: The Dragon’s Trap (iOS)
54. Minit (iOS)
55. Ninja Gaiden (SMS)
56. Surround (2600)
57. Pocket Bomberman (GBC)
58. Dr. Mario World (iOS)

Dr. Mario World is a F2P match-three puzzler for iOS that is insanely well-designed and insanely addictive. It has been my go-to time waster since its release, and I just today completed all of the puzzle levels. (There are, apparently, more levels on the way, but there aren’t any more available yet. Accordingly, I’m counting the game as beaten.) In it, as in previous Dr. Mario games, you dispatch colored viruses by matching them with pills of the same color. Instead of falling toward the bottom of the screen, however, pills float upward from the bottom. Moreover, pills only start floating when you release them, and unless you are playing one of the unlockable timed levels, there is no time limit. Rather, you must dispatch the all the viruses with a limited number of pills. This makes the gameplay much more pensive than traditional match-three or falling block puzzlers. The game also rewards efficiency, and it gives you a reason to go back to completed levels, complete them using fewer pills, obtain higher scores, earn a higher completion ratings, and in doing so, unlock additional features and levels.

This would get stale over 260 levels, but the game throws new mechanics, and new twists on old mechanics, at you at a relatively steady pace. It adds frozen viruses that must be thawed before they can be eliminated, bubble viruses that float to the top of the screen as obstacles are cleared, breakable and unbreakable blocks of different types, locks, coins, fans, and all sorts of obstacles. Moreover, you unlock additional doctors (e.g., Dr. Toadette, Dr. Wendy Koopa, Dr. Yoshi, etc,) as you progress through the game, and you can also unlock additional assistants (e.g., Bullet Bill, Paragoomba, Lakitu, etc.). The doctors each have special abilities that, once charged up, may assist with clearing viruses (e.g., Dr. Mario clears the bottommost row on the screen, Dr. Wendy Koopa breaks 10 random blocks, etc.), and the assistants provide bonus effects (e.g., some boost your score for clearing certain types of viruses, some make pills float upward more slowly, some increase the odds a power-up will appear at the beginning of the level, etc.). As the game becomes more challenging - and the challenge ramps up quickly - completing levels and obtaining high scores hinges on selecting the right doctors and assistants, technical gaming skill, strategy, and a touch of luck (i.e., the arrangement of the viruses in the levels and the pills you get to clear them are determined semi-randomly).

Oh...also...there is a very fun multi-player mode that allows you to play against your friends (or just complete random) online. I’m not that big on online gaming, but even I enjoyed this mode quite a bit.

Finally, and best of all, the F2P aspects of the game did not impede my enjoyment of it at all. You start with five hearts, and you spend one heart to play a level. You earn a heart when you beat a level for the first time (meaning that, as long as you keep beating levels, you can keep playing), and you also earn a heart every thirty minutes. You can also bank additional hearts - I once had over twenty - by completing certain tasks, but if you have more than five, you stop earning them every 30 minutes. (I never spent any money on hearts during my playthrough, and I rarely had to stop playing because I ran out of hearts.). You can purchase diamonds with actual money and spend those to buy additional hearts, buy an hour of free-play, purchase power-ups, continues in a level you almost beat, and unlock additional doctors and assistants. I only bought some diamonds, however, because I felt bad, after playing through 100 levels, for spending so much time on the game and not throwing at least a few dollars to Nintendo to show them how much I appreciated it. In other words, it is completely unnecessary to spend any money on this game, and I would actually strongly recommend against people using diamonds to buy continues, hearts, or power-ups. (You are much better off spending them on extra opportunities to unlock doctors and assistants.)

In sum, Dr. Mario World is one of the fairest, best-designed F2P games I have ever played, and I really can’t recommend it highly enough. Writing this review makes me think I should send a few more dollars Nintendo’s way just to show them how much I appreciate this fine game. :lol:
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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Fri Sep 13, 2019 2:38 pm

prfsnl_gmr wrote:Ladies-and-gentleman-we-have-reached-cruising-altitude-and-you-may-now-unbuckle-your-seatbelts-IQ level post, Bone. You really should collect your work on Atari games somewhere.


Mwhahahahaha you give me way too much credit. And every review I post here is also on GameFAQs. Actually I post there first and then copy-paste here (it's easier that way).

Nice Dr. Mario World write-up. I wrote the game off due to its f2p nature, but it's not so bad, huh?
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prfsnl_gmr
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Re: Games Beaten 2019

by prfsnl_gmr Fri Sep 13, 2019 4:12 pm

Yep. It’s a solid game. There’re some levels that people online feel are “paywall” levels, but they’re not. They’re just really hard, and paying money won’t help you with them.
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MrPopo
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Re: Games Beaten 2019

by MrPopo Sun Sep 15, 2019 1:04 am

1. Octopath Traveler - Switch
2. Dusk - PC
3. Forsaken Remastered - PC
4. Tales of Eternia - PS1
5. Resident Evil 2 (2019) - PC
6. Pokémon Trading Card Game - GBC
7. Metro Exodus - PC
8. Thronebreaker: The Witcher Tales - PC
9. Project Warlock - PC
10. Magic: The Gathering - PC
11. Ghost 1.0 - PC
12. Call of Duty 2 - PC
13. Sekiro: Shadows Die Twice - PS4
14. Revelations: The Demon Slayer - GBC
15. Mechstermination Force - Switch
16. Shadow Warrior Classic Redux - PC
17. Lost Sphear - Switch
18. Warcraft II: Beyond the Dark Portal - PC
19. Dragon Quest III - NES
20. Rage 2 - PC
21. Blood - PC
22. Harvest Moon 64 - N64
23. Battlefield V - PC
24. Sigil - PC
25. Shining Force III: Scenario 2 - Saturn
26. Shining Force III: Scenario 3 - Saturn
27. Borderlands 2: Commander Lillith and the Fight for Sanctuary - PC
28. Gato Roboto - Switch
29. Timespinner - Switch
30. Amid Evil - PC
31. Pillars of Eternity II: Beast of Winter - PC
32. Pillars of Eternity II: Seeker, Slayer, Survivor - PC
33. Pillars of Eternity II: The Forgotten Sanctum - PC
34. Bloodstained: Ritual of the Night - Switch
35. Orphan - PC
36. Project Nimbus - PC
37. Hardcore Mecha - PC
38. Grey Goo - PC
39. Giants: Citizen Kabuto - PC
40. Wolfenstein: Youngblood - PC
41. Fire Emblem: Three Houses - Switch
42. Metal Wolf Chaos XD - PC
43. Ion Fury - PC
44. Final Fantasy Adventure - GB
45. Astral Chain - Switch
46. Rebel Galaxy Outlaw - PC
47. Blasphemous - Switch

Blasphemous is the latest Metroidvania with Souls elements to grace us. What sets it apart is its aesthetic; it's heavily influenced by the flagellants of the Black Death, so the storyline is based around people getting fucked over by a capricious divine force and their goals of performing penance for their sins, real and imagined. It ends up leading to some really fun enemy designs (lots of "weight of your sins" enemies) and a unique take on the standard bleak world. It also manages to avoid being just Souls in 2D, like Salt and Sanctuary is.

The game's story is mostly delivered through item descriptions and bits of dialog with NPCs. You don't really know why your character is doing what he's doing, because he took a vow of silence. But near as I can tell, the world is a world where the divine exists and it hates people. In their despair people take to various forms of penance for their sins. One NPC is part of an order that walks barefoot, binds their arms behind their back, and face the ground at all times as they walk the world. Another NPC became a living saint by praying hard enough to take on the pain of all the people who flagellate themselves to appease the force known as the Miracle, turning into a mindless fleshbag that constantly bleeds but does not die. It's clear the everyone lives in fear, for who knows who will be affected by the Miracle next?

Your goal ends up being first unlocking the road to the main cathedral, and then climbing it and killing the main pontiff. There's no clear reason why you should; maybe I missed a breadcrumb here or there. Standing in your way is a variety of people who were changed by the Miracle and are doomed to be Castlevania-esque monsters. In order to combat this you have a sword and the ability to cast magic spells. Your sword has a basic combo to it (with the last hit dealing the most damage by far, so you want to use it), as well as the ability to parry enemy attacks. The window on the parry is pretty generous, and combined with your dash with invincibility frames you have a fairly basic combat system that requires patience and reading enemy patterns to succeed against bosses. This is where I preferred the game to Salt and Sanctuary (where I've got a save about halfway through); most enemies can be dealt with as your standard Castlevania enemy, and you only need to bust out the heavy reflexes and planning on bosses. It makes all the various bits of backtracking you'll do as you get some movement abilities or unlock shortcuts much less of a drain, as you can either take out enemies quickly or dodge them easily as you get better. The boss fights, for the most part, are at the right level of difficulty; you need to know their move tells to react to them properly, but there's enough leeway with your healing and damage numbers that you don't have to be perfect. There's one boss that just sucks due to some crappy design that makes it very heavily RNG based, but aside from that I enjoyed the bosses.

I'd say the game probably is best compared to Hollow Knight with M2R's counter, if you're looking for a one sentence description of how it plays. The death mechanic is the most forgiving of the Souls-inspired Metroidvanias; you lose some max mana bar that you get back if you go to your death spot, and that can also be recovered for some currency in some locations or by beating a boss. No other lasting effects, and the magic spells aren't that great most of the time. There's nice variety in the platforming, as well.

All in all, another really well done Metroidvania that I recommend to fans of the genre.
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Games Beaten: 2015 2016 2017 2018
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Mon Sep 16, 2019 12:37 pm

1. Ys III: Wanderers from Ys (Famicom)
2. Dragon Scroll: Yomigaerishi Maryuu (Famicom)
3. Ninja-kun: Majou no Bouken (Famicom)
4. Hello Kitty World (Famicom)
5. Galaxian (Famicom)
6. Esper Dream 2: Aratanaru Tatakai (Famicom)
7. Ninja Jajamaru-kun (Famicom)
8. Jajamaru no Daibouken (Famicom)
9. Front Line (Famicom)
10. Field Combat (Famicom)
11. Portopia Renzoku Satsujin Jiken (Famicom)
12. Mississippi Satsujin Jiken: Murder on the Mississippi (Famicom)
13. Space Harrier (Famicom)
14. Geimos (Famicom)
15. Attack Animal Gakuen (Famicom)
16. Sky Destroyer (Famicom)
17. Ripple Island (Famicom)
18. Oishinbo: Kyukyoku no Menu 3bon Syoubu (Famicom)
19. Bird Week (Famicom)
20. Baltron (Famicom)
21. Yie Ar Kung-Fu (Famicom)
22. Challenger (Famicom)
23. Ikki (Famicom)
24. Dough Boy (Famicom)
25. Atlantis no Nazo (Famicom)
26. Bio Senshi Dan: Increaser tono Tatakai (Famicom)
27. Yume Penguin Monogatari (Famicom)
28. King Kong 2: Ikari no Megaton Punch (Famicom)
29. Congo Bongo (Atari 2600)
30. Coconuts (Atari 2600)
31. Arcade Archives: Donkey Kong (Switch eShop)
32. Dragon Quest V: Tenkuu no Hanayome (Super Famicom)
33. Johnny Turbo's Arcade: Super Burger Time (Switch eShop)
34. Fire Fly (Atari 2600)
35. Fire Fighter (Atari 2600)
36. Space Jockey (Atari 2600)
37. Airlock (Atari 2600)
38. Makai Hakkenden Shada (PC Engine)
39. Squeeze Box (Atari 2600)
40. Lagoon (SNES)
41. Atlantis (Atari 2600)
42. Xak III: The Eternal Recurrence (PC Engine CD)
43. Blue Blink (PC Engine)
44. Ys IV: The Dawn of Ys (PC Engine CD)
45. Cally's Caves 3 (Steam)
46. Planetarian: The Reverie of a Little Planet (Steam)
47. Contra (NES)
48. Arcade Archives: Vs. Super Mario Bros. (Switch eShop)
49. Arcade Archives: Moon Cresta (Switch eShop)
50. Johnny Turbo's Arcade: Joe and Mac Caveman Ninja (Switch eShop)
51. Ice Hockey (Atari 2600)
52. Indy 500 (Atari 2600)
53. Video Olympics (Atari 2600)
54. Fast Eddie (Atari 2600)
55. Muv-Luv (Steam)
56. Air-Sea Battle (Atari 2600)
57. Combat (Atari 2600)
58. Street Racer (Atari 2600)
59. Food Fight (Atari 7800)

60. Galaga (Atari 7800)
61. Donkey Kong (ColecoVision)


Galaga
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Though Pac-Man was Namco's biggest 80s hit, I was always more of a Galaga man. This is a game that needs little introduction, but allow me to do the honors anyway. Galaga is a "fixed shooter" (the type of classic shooter modeled off Space Invaders) that initially appeared in arcades in 1981. The game's a sequel to Galaxian, which was released two years prior. Galaxian received a nice helping of console ports early on: to the Atari 2600, 5200, plus an Atarisoft ColecoVision variant. Home conversions of Galaga took a bit longer to trickle out. The SG-1000 port (renamed Sega-Galaga) arrived in 1983, but only in Japan. Meanwhile, the 1985 Famicom release existed for three years before being localized. This left the Atari 7800 Galaga as the one and only home console option, at least initially. A system launch title, it fares relatively well.

Gameplay is outrageously simple. The player controls a spaceship that can only move left and right. Pressing the fire button blasts lasers at the invading aliens. Destroy all aliens to advance to the next stage. Note that this is a "one-button" 7800 title, and ill-suited for that console's default controller. I'd stick to the 2600 stick or something that's comparatively comfortable. While Galaga does feature autofire, it's that crummy sort that's significantly slower than timed button taps. This is because the player's ship can only emit two bullets at a time, so proper aiming and positioning is crucial. One unique element found in Galaga is the "capture system." Certain enemies don't just blast the player's ship, they outright steal it! This deducts a life, naturally. However, it's possible to get the ship back by defeating the offending alien. The player's ship then transforms into a mega-ship: two ships linked horizontally, with the ability to blast two columns of bullets. One common strategy in Galaga is to purposefully allow a ship to be captured early on: though a life deduction is a harsh penalty in a game that only divvies out three, the extra offensive power is well worth the price. Possessing the mega-ship is also invaluable when it comes to the game's occasional bonus rounds, where the player can rack up points by blasting a series of swooping (but non-hostile) alien spacecraft.
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This particular 7800 port was developed long before its actual retail release, and is noticeably compromised in some departments. The graphics look a bit washed-out, and the tougher "boss" aliens aren't as large or distinct as they should be. Everything feels smaller and more compact overall, which makes dodging enemy attacks a bit easier. Thankfully, the fantastic iconic tunes survived the conversion; they sound great on the 7800.

So, out of the plethora of space shooters released in the olden days, why is Galaga still talked about? Well, because it rules. It's the subtle things that make the game superior to its peers. Most important is the behavior of the enemies themselves. The aliens of Galaga don't approach in a massive "hive" (like Space Invaders), nor do they show up piecemeal in a series of "waves" (like Moon Cresta). It's more like a combination of these two formations. A mass of aliens may hover overhead, but it will also break off into dive bombing groups. Enemies swirl around the playing field, looping both horizontally and vertically. Some are particularly fearsome, taking multiple shots to vanquish. All said, the alien fleet comes across as smart and adaptive, as opposed to a group of mindlessly charging drones. Also, unlike its predecessor Galaxian, there's a real sense of progression to Galaga. While it is a score-chaser at its core, Galaga showcases stages that truly feel distinct, with a smoothly increasing difficulty curve. The game doesn't just get arbitrarily faster as one progresses, but more elaborate and intelligent as well.

All told, Galaga 7800 is both a solid port and one of the console's stronger titles overall. Is there any compelling reason to play this particular variant today? Maybe... The NES port undoubtedly turned out better (and more faithful to the arcade original). Speaking of which, playing an officially emulated version of the arcade game is incredibly simple as well: it's even shown up on Steam! Galaga 7800 is best suited for lovers of the Atari 7800, a group that I'm proud to be a member of.


Donkey Kong
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Strange to think that this Nintendo classic was in fact also a launch title for a non-Nintendo system. When Coleco grabbed up the rights to release home versions Donkey Kong they created a cart for their own system, and subsequently developed ports for the 2600 and Intellivision, as well as a mini-arcade tabletop cabinet. Donkey Kong was in fact the ColecoVision's pack-in game, and it made a huge impact. Gamers were looking for "arcade perfect" ports, and while this is still way off, it's miles ahead of what was seen on the 2600 or Intellivision. The existence of Coleco Donkey Kong buoyed sales of the ColecoVision, and an entire generation of (slightly) older gamers seems to revere this the same way I revere Super Mario Bros. on NES.

The core platforming gameplay is retained from the arcade. The player takes control of "It's a me" Mario, is his pre-Super days, as he attempts to rescue the fair Pauline from the brutish ape Donkey Kong. One obvious alteration from the arcade game is the fact that only three stages (not four) are present here. Every old console port has the conveyor belt stage excised: it was just too tricky to recreate. Of the three remaining stages, two (barrel stage and elevator stage) are completed when Mario ascends ladders to reach the screen's top, while the rivet stage is over once Mario has walked over a series of (you guessed it) rivets.
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At its core, this is a competent and rather fun port. The controls are functional, though not ideal due to the ColecoVision's laughably excessive keypad controller. Only a single button is required, one for jumping, which leaves thirteen buttons unattended. Movement with the controller's joystick is fluid, however there's a famous glitch present while climbing ladders. If one begins to climb a ladder, releases the joystick, and then resumes climbing, Mario moves at a much faster pace than normal. It's amusing to take advantage of this oversight, on some of the game's taller ladders. Enemies can be defeated if Mario grabs a hammer. The programming here is a little off. First, even acquiring a hammer requires a very precise collision between Mario's sprite and the hammer's. It's all too easy to simply sail right through one by accident. Next, once Mario gets a hammer he's completely invincible, and isn't thwarted by sneaky side hits. As far as the enemy roster goes, Mario's old foils are back: barrels tossed by the big DK and sentient flames.

Graphically, the game's quite impressive for a second generation title. The colors are striking and bold, and reminiscent of the arcade, though the developers got a little lazy with the specific color choices. Every stage features the same reddish hues that characterize stage one. Stage environments have been modified a bit (to be specific, the long horizontal girders have been cut down from six per stage to five). This makes the game feel roomier than the arcade original, and chops overall difficulty down somewhat. Sprite work is crisp and utterly fantastic, and the game's iconic sound effects shine through nicely. Some specific animations are missing, and of course the "cutscenes" are gone.

Today, we have officially emulated the arcade version of Donkey Kong. And we have the time and tools needed to dissect these old ports to find their specific shortcoming and idiosyncrasies. Make no mistake though, this is a decent port of a very good game. While ColecoVision consoles are getting harder to acquire, this particular cart remains extremely common. Anyone with even a passing interest in the system owes it to themselves to try the pack-in game.
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prfsnl_gmr
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Re: Games Beaten 2019

by prfsnl_gmr Mon Sep 16, 2019 3:16 pm

Midtown Manhattan penthouse apartment IQ level post, Bone.

Galaga is just a rock-solid game, and your post does it justice. Also, I’ve been tempted to run all of the Nintendo ports on non-Nintendo systems, and I appreciate you DK review.
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noiseredux
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Re: Games Beaten 2019

by noiseredux Mon Sep 16, 2019 3:40 pm

Galaga rules.
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PresidentLeever
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Re: Games Beaten 2019

by PresidentLeever Tue Sep 17, 2019 1:46 pm

MrPopo wrote:[url=http://www.racketboy.com/forum/viewtopic.php?p=1141702#p1141702]
I'd say the game probably is best compared to Hollow Knight with M2R's counter, if you're looking for a one sentence description of how it plays. The death mechanic is the most forgiving of the Souls-inspired Metroidvanias; you lose some max mana bar that you get back if you go to your death spot, and that can also be recovered for some currency in some locations or by beating a boss. No other lasting effects, and the magic spells aren't that great most of the time. There's nice variety in the platforming, as well.


Thanks, will probably check this one out after I beat Monster Boy.
http://minirevver.weebly.com/ - Mini-reviews, retro vgm tribute, rom hacks, chip music, mockups, misc. lists
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BoneSnapDeez
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Re: Games Beaten 2019

by BoneSnapDeez Tue Sep 17, 2019 3:21 pm

MrPopo wrote:Souls-inspired Metroidvanias


Oh dear, is this the new thing in indie gaming??
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