Anything that is gaming related that doesn't fit well anywhere else
elricorico
24-bit
 
Posts: 152
Joined: Wed Sep 19, 2012 11:02 pm

Re: Games Beaten 2019

by elricorico Sat Mar 30, 2019 12:26 am

1. Ni No Kuni 2 (PS4)
2. Mario Kart 64 (N64)
3. Spider-Man (PS4)

4. King of Dragons (PS2)


I recently picked up the Capcom Classics Collection Vol 2 and today I credit fed my way through King of Dragons. I didnt count how many continues I used but I feel like either I played decently, the game is on the easier side, or I've completely fooled myself and I blew my whole (virtual) allowance.

I've been a fan of this type of arcade game since Golden Axe, which is the first arcade game I remember finishing. I played through today as the elf from start to finish. I enjoyed myself quite a bit. There were times I felt like a badass, and there were times I felt I was being brutalized, but mostly it felt fair.

I would have liked a little more enemy variety, as outside of the bosses there is really only a handful of enemies and palette swaps. The bosses are nicely designed though, which does make up for it a bit.

I'm looking forward to playing more of this in co-op, and trying out other characters. So far I'd say this is well worth playing if you like the classic Golden Axe games or the Mystara D&D games.
User avatar
MrPopo
Moderator
 
Posts: 22641
Joined: Tue Aug 26, 2008 1:01 pm
Location: Orange County, CA

Re: Games Beaten 2019

by MrPopo Sat Mar 30, 2019 7:34 pm

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

I started this when I had some time to kill before my copy of Sekiro arrived, and finished it off when I was taking a break from Sekiro. CoD2 hearkens back to a simpler time, when the enemies were Nazis, and everyone agreed they should be shot. CoD2 is the point where the series really starts to differentiate itself from Medal of Honor; while the first game had the squad gameplay this game introduces the regenerating health. This actually fits better with the general gameplay loop that CoD1 had; when you have infinite health it's much easier for the player to realize they just need to charge to the next trigger point to stop the enemies spawning at the next combat point.

Like the previous game, CoD2 covers missions with the British, Americans, and Soviets. The Soviet campaign is the contractual "Battle of Stalingrad", the US campaign starts with the contractual "D-Day" before the capture of Hill 400 and a final mission crossing the Rhine, and finally the British campaign actually does interesting things. Most of it is set during the Africa front, so your terrain is a mix of rolling desert and desert towns. This also gives the devs a chance to give you a couple of missions piloting a Crusader tank against a horde of enemy tanks. Fortunately, your speed is good enough to keep you from dying.

Aside from the switch to regenerating health the game isn't too different from the previous game. All the same weapons are there, and you'll spend a lot of time using German weapons if your squad doesn't die enough for you to get ammo for your superior weapons. One thing I noticed is that a scoped version of a rifle (such as the Gewehr) is considered to be different from a non-scoped version ammo-wise, which is dumb. I don't know if it was the same in the previous game or not.

There's not really a whole lot more to say about the game. If you liked CoD1 you'll like this. If you didn't like CoD1 because you kept having to budget health for the charges then you might like this, due to the regeneration.
Image
Games Beaten: 2015 2016 2017 2018
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
User avatar
prfsnl_gmr
Next-Gen
 
Posts: 10280
Joined: Mon Jun 01, 2009 10:26 pm
Location: Charlotte, North Carolina

Re: Games Beaten 2019

by prfsnl_gmr Mon Apr 01, 2019 10:29 am

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)


I wrote a lot about these in the March TR thread; so, I won’t write much here. I will say, however, that Mario vs. Donkey Kong 2: March of the Minis (NDS) and Mario vs. Donkey Kong: Minis March Again! (NDS) are both really solid, and surprisingly different, puzzle platformers. They borrow a bit from Donkey Kong, a bit from RTS, and a bit from Lemmings to create charming, challenging experiences. I played both of them obsessively, completing one and achieving 98% completion for the other. (The precision touch controls required to beat the penultimate bonus level in Minis March Again! are just too much for my tiny original 3DS touch screen, and I want to hold on to both my sanity and my pleasant experience with the game.)

I’m half way through this series now, and I may try to finish sh it up before the end of the year. I am very happy that the March TR inspired me to play these, and I highly recommend them.
User avatar
BoneSnapDeez
Next-Gen
 
Posts: 19019
Joined: Mon May 02, 2011 1:08 pm
Location: Maine

Re: Games Beaten 2019

by BoneSnapDeez Tue Apr 02, 2019 6:59 pm

Nice work d00d. Sounds like games worth checkin' out.

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)


King Kong 2
Image
ImageImage
King Kong 2: Ikari no Megaton Punch is a Famicom game by Konami, released in 1986. This is the first Famicom game to feature the "new" Konami logo (the swirly thing), which the developers were apparently quite proud of as it's included in King Kong 2 as a power-up. It seems odd that Konami would craft a sequel to the 1982 Atari 2600 King Kong by Tigervision, but that's not what happened here. Rather, this game takes its name directly from a film title: "King Kong Lives" was known as "King Kong 2" in Japan. Nevertheless, this is indeed the second game to star the great ape. To make things more confusing, Konami also released a King Kong 2 on the MSX2, which was a completely different beast altogether.

In a move that will surprise no one, Konami decided to (mostly) ignore the films's plot when developing King Kong 2. Instead, the game's storyline is focused solely on King Kong's rescue of Lady Kong, with Kong himself taking the role of playable character. The game showcases some relatively speedy top-down action, reminiscent of Konami's 1986 arcade release Jackal, melded with more complex action-adventure elements. Some websites describe this as an "action-RPG" though that's probably giving the game too much credit.
ImageImage
Kong is tasked with working his way through nine meaty stages. He's equipped with his fists, as well as a cache of rocks. Pressing the select button toggles between the two methods of attack. The controls are quite solid. Close range combat is satisfying, with some good weight there behind Kong's punches, and while tossed rocks travel in an arc they're still quite simple to aim given the top-down view. Kong can jump, and whenever he lands the screen shakes slightly. It's wholly unnecessary and corny as hell, and also quite awesome. Rock use is limited, though Kong can replenish his stash by collecting those dropped by slain foes. There are also upgrades that permanently increase how many rocks Kong can hold, though the game apparently houses a glitch that can cause that number to roll over from 90 back to 0. "Artificial hearts" can be found, one per stage, to boost max HP. Additional power-ups grant temporary invincibility, enhance walking speed, vanquish all on-screen enemies, and the aforementioned Konami logo summons the health-replenishing Konami Man. And since every Konami game must reference another, Gradius Moai heads serve as extra lives. Enemies include the anticipated Kong foils (jeeps, tanks, and other military equipment) but also capricious fiends like killer whales, dragons, and slimes.

The game's surprisingly non-linear. Stages can be completed out-of-order, and it's oftentimes necessary to backtrack to previously-visited venues. While each stage contains a boss battle, success does not "end" the stage but instead provides Kong with a key. Eight keys must be collected in order to unlock the final pathway to victory, in stage nine. Bosses are giant grotesque monsters, fought within claustrophobic arenas, a concept that would be reused in the two Esper Dream titles. Victory typically seems predicated not on tactical acumen, but on sheer resistance. With enough HP in stock, any boss can be defeated simply by sidling up to it and engaging in a b-button-mashing frenzy.
ImageImage
Stage environments themselves are both varied and interesting to look at. There's the expected military base scene, a sort of mecha-jungle (think Contra), and a coastal city, as well as some weird trippy areas like a disorienting "nightmare" world and a darkened cyberpunk landscape. Kong navigates screen-by-screen, in Zelda fashion, and much like Link he has the ability to obliterate scenery to unveil hidden doors and items. There's a lot to destroy, and plenty to uncover. Hidden doors may include an item, or serve as a bridge to another stage. It can get disorienting, as some doors will warp Kong ahead or back multiple stages (there's even a trollish door in stage nine that warps back to stage one), though pausing the game displays a status screen stating current location.

Graphics are of exemplary quality, as one would expect from Konami. There's a brightly-colored cartoonish look to the game, accentuated by the occasional cutscene featuring Kong pining for his lady. Later stages arguably tend to experiment a bit too much graphically, as they can appear cluttered and garish. There's a hodgepodge of musical composers listed in the game's credits, and Kong features about fifteen minutes of total tunage. Everything sounds competent enough, though this certainly isn't one of Konami's distinguishing soundtracks.

Though undeniably creative, the game is ultimately a victim of its own indulgence. It straddles genre lines in a way that isn't entirely pleasing. Kong lacks both the complexity and routine elements (experience points, inventory, etc.) of an RPG, and any semblance of fast-paced action is continually broken up by item hunts and the need to properly orient oneself. There are no continues, saves, or passwords; the game is a timesink that demands the player's full attention. Konami, being Konami, mostly makes it work, however, though anyone approaching this cold should do so with a walkthrough in tow. Lady Kong can't be kept waiting.


Congo Bongo
Image
Image
Congo Bongo (1983) is, of course, Sega's answer to Donkey Kong. The game stars a safari hunter who, rather than rescuing a fair maiden, is apparently seeking revenge on an ape who set his tent on fire. Like Nintendo's classic, Congo Bongo originated in the arcade and consisted of four single-screen platforming stages. The big difference being that Congo Bongo features an isometric viewpoint. This makes the game inherently more challenging than others, though Sega seemed quite comfortable with working manageable control schemes into games with this angled presentation (see Zaxxon the year prior).

Like many arcade titles, big and small, Congo Bongo received a slew a ports. One such variation was an Atari 2600 cartridge, also released in 1983. Unsurprisingly, the game has been severely downgraded. First and foremost, four stages have been cut down to two. It's the first and final areas that survived the transition, as the middle 50% of the game has been excised.

"Isometric" and "Atari 2600" are two terms rarely seen together. When Coleco ported Zaxxon to the system, they rebuilt the game from the ground up, with a traditional top-down 2D viewpoint. Shockingly, the Sega-published Atari Congo Bongo leaves the isometric elements intact -- almost. The first stage is pretty faithful to the arcade original, while the second (and final) has been flattened out.
Image
The hero of our tale, the Pitfall Harry wannabe, can walk in four directions and jump with a press of the Atari's singular button. Stage one is a climbing stage, not unlike that of Donkey Kong, with the goal being to reach the top of an outdoor cliff. Bongo rains coconuts down, but they're easily avoided. At one point, monkeys appear. Touching one of these does not spell instant death, but instead they act as jump-impeding weights, and must be shaken off via button-mashing. Overall, the stage handles pretty well and is dutifully crafted, though there's one cluster of closely-bunched rock formations that looks oddly blurry and ambiguous.

Next, the game transitions into a Frogger tribute. Here a river must be crossed, by utilizing hippos and crocodiles as platforms. The jumping during this segment is surprisingly competent, and the animated river waves a nice touch. Beat (or "loop") the game and the explorer gets his revenge by poking Bongo with a fiery stick. I only know this as I'm familiar with the source material; the Atari 2600 conveys this scene among a disorienting sequence of flashing rainbow colors.

To the game's credit, it does contain something otherwise missing from the arcade original: a persistent piece of music. It's a catchy drum beat, like a precursor to the infamous Battletoads pause tune. Overall, the game is playable, and passable. Those seeking the authentic Congo Bongo experience should look elsewhere, though Atari completionists are sure to be amused.


Coconuts
Image
Image
Like Apollo and Data Age, Telesys is one of those unknown forgotten Atari developers. Programming a whopping six games for the 2600 (and no other console), they folded in 1983 amid the great video game crash. The "best known" Telesys title is probably the hilarious eat 'em up Fast Food, which may also be their only game to adhere to any kind of quality standard.

Boot up Coconuts and one is greeted by some admittedly impressive sprite work. The main character, a jungle explorer named Stanley I. Presume (groan), is absolutely huge, as is his simian rival. Stanley is decked out in blue shorts, brown shoes, and a yellow hat. He's ostensibly holding an umbrella, but it appears to be growing out of his head like the accursed mushrooms of EarthBound. The monkey is suitably well-detailed; you can even see his bellybutton and the whites of his eyes! This is a mean monkey though. Real mean.

Graphical veneer aside, Coconuts may be the simplest game on the Atari 2600. It essentially plays like a reverse Kaboom! -- the object here is to avoid objects that rain from above, as opposed to collecting them. As one could garner from the game title, said objects are coconuts. They're tossed straight down by the monkey. Stanley must move left and right to dodge; note that the default joystick is still used rather than the paddles.
Image
The game plays terribly. Big sprites make for choppy animation. Neither Stanley or Monkey move smoothly. It feels as if significant frames of animation are missing, as if all the sprites are "teleporting" about rather than moving in a linear direction. While the monkey is supposed to be throwing the coconuts, they also occasionally materialize out of thin air. This is especially obvious if Stanley is placed in the gap between the two trees -- the monkey has no footing here but that doesn't stop coconuts from dropping down regardless.

As anticipated, Coconuts is a pure high score chaser with no ending sequence. Stanley can withstand three hits, if he makes contact with a coconut an article of clothing vanishes (no he never gets naked). For every 500 points gained, clothing begins to reappear as necessary. Music is nonexistent, and sound effects are pretty standard and blasé. If the monkey scores a successful hit, he "rustles about" in the trees for a short time. There no way around it, it looks like he's pleasuring himself. The game seems to be divided into "stages" but the transitions between each feel jarring and arbitrary.

Coconuts is one of those ancient Atari games that picks up speed until it becomes unplayable. Though one has to question if it was even playable in the first place.


I have a Donkey Kong review coming soon as well...
pook99
64-bit
 
Posts: 379
Joined: Thu Aug 10, 2017 11:27 pm

Re: Games Beaten 2019

by pook99 Tue Apr 02, 2019 8:18 pm

34. VOID
35. Ravva and the cyclops curse
36. Devil May Cry 5
37. Outrunner 3

Home sick today, woke up at 5am and just laid around playing video games all day. Not going to write full reviews but a quick snippit about each:

34. Void: retro mega man inspired game. Pretty fun game overall, uses a password feature instead of a save which is just dumb, and there are 2 playable characters one can shoot and one cannot, I can't imagine picking the one that cant shoot but maybe there is something im missing. The game covers every video game trope you could ever want it to, an ice level that controls horribly, a dark level where you are blind jumping everywhere, trampolines, lava, you name it and its here. Its dirt cheap so maybe pick it up if your bored, I will always remember it for having the worst last level in video game history.

So you know how sometimes the last level is a hodgepodge of challenges from old levels? Like you will play through a part similar to level 1, level 2 and so on. This game takes that concept to a new level of idiocy as the lest level is just divided into 10 levels you have already played before, thats right, you get to play one level from each of the worlds in the game with no changes. doesnt that sound fun!!! and of course they pick the most annoying part of each level so you get to relive the worst parts of every level all at once with limited lives, then the last 2 parts of the level are just random trampoline jumping. Really poorly done.

35. Ravva and the cyclops curse: I'll just copy and paste my steam review, and as a nice coincidence the game has familiars so it fits this months together retro

The game starts out with a short story cutscene, done in a very nice style and is reminiscent of games like astyanax or ninja gaiden. The story is simple and to the point, mama summoner gets turned to stone by a cyclops, so baby summoner sets out on a quest to defeat the cyclops to save his mother.

Your summoner controls nicely with a variety of different attacks. You have a standard attack, a freeze attack, a bomb attack, an attack that shoots diagonally upwards, and an eye that helps you uncover secrets. You can switch between these attacks by pressing the triggers and you will need to use all of the attacks at different points in the game, very often having to switch between attacks on the fly to deal with different situations. The control is tight and responsive but I can't help but think that rather than cycling through all the attacks using the triggers, each attach should have been assigned to a different button. Constanttly cycling through can get really annoying and there is more than enough buttons for each attack to have its own button.

The graphics have a very nice 8-bit look and would fit right at home on the NES. The levels are generally fun to play with lots of hidden secrets to look for and some solid platforming. There are only 2 bosses, one in the middle of the game and the final boss. Both bosses are well designed and I wish there were at least one more boss in the game.
The challenge level is on the easier side. You have 2 lives and unlimited continues. One hit kills you but when you die you immediately
respawn from where you died if you have an extra life, if not, back to the start of the stage. Veteran gamers should not have too much trouble finishing this game, and there is a hard and easy mode to adjust the challenge as you see fit.

I beat the game in about an hour, but for the price it is definitely worth it, if you are a fan of 8-bit style platformers you will enjoy this game.

36. Devil May cry 5

AMAZING!!! Best game in the series, one of the best action games ever made, took me about 12 hrs to beat, wish it was longer. All 3 characters are tons of fun to use and each character has so many different ways to play. This game is giving you new moves and weapons all the time and there are so many ways to use everything. Can't wait for part 6

37. Ourtunner 3:

short 35 level hard indie platformer that looks like an atari 2600 game. Took me about 25 minutes to beat, but the game only cost a dollar and I had a good time with it so it is worth the money.
User avatar
ElkinFencer10
Next-Gen
 
Posts: 7510
Joined: Fri Aug 13, 2010 8:34 pm
Location: Henderson, North Carolina

Re: Games Beaten 2019

by ElkinFencer10 Tue Apr 02, 2019 9:39 pm

Games Beaten in 2019 So Far - 18
* denotes a replay

January (12 Games Beaten)
1. Army Men 3D - PlayStation - January 1*
2. Ys I: Ancient Ys Vanished - NES - January 4
3. Mega Man - NES - January 6
4. Mega Man 2 - NES - January 6
5. Mega Man 3 - NES - January 6
6. Mega Man 4 - NES - January 7
7. Dr. Discord's Conquest - NES - January 7
8. Mega Man 5 - NES - January 26
9. Just Cause 3 - PlayStation 4 - January 26
10. Mega Man 6 - NES - January 27
11. Persona 5: Dancing in Starlight - Vita - January 27
12. Mobile Suit Gundam: Encounters in Space - PlayStation 2 - January 27


February (2 Games Beaten)
13. Earth Defense Force 5 - PlayStation 4 - February 2
14. Fallout 76 - PlayStation 4 - February 3


March (4 Games Beaten)
15. Octopath Traveler - Switch - March 2
16. Resident Evil 0 - PlayStation 4 - March 9
17. Call of Duty: Modern Warfare Remastered - PlayStation 4 - March 10
18. Fire Emblem: The Binding Blade - Game Boy Advance - March 30


18. Fire Emblem: The Binding Blade - Game Boy Advance - March 30

Image

One of the ironic things about the sixth Fire Emblem game, Fire Emblem: The Binding Blade, is that despite the fact that the inclusion of a character from the game - the protagonist, Roy - in Super Smash Bros. Melee is a big part of what got Westerners talking about Fire Emblem, it's never received an official English translation. Fortunately for SRPG aficionados likes me, Fire Emblem has a pretty dedicated fanbase which produced a high quality fan translation patch for the series's handheld debut.

ImageImage

he first game in the Fire Emblem series to get a Western release was the seventh game, Fire Emblem: The Blazing Blade (simply titled "Fire Emblem" in the West), but that was actually a prequel to this previous game. In Binding Blade, the game centers around Roy, the son of the seventh game's Lord Ephiram, as he sets out to discover why the nearby neighbor of Bern has launched a war of aggression and shattered the peace that the continent had worked so hard to maintain. Most Fire Emblem games follow a fairly similar story structure, but in typical Fire Emblem fashion, the quality of the storytelling and the absolutely fantastic character development make up for the relatively generic nature of the story itself.

ImageImage

From what I've read about the game's development, Intelligent Systems tried to make Binding Blade more forgiving than the previous entry in the series, the Super Famicom's Fire Emblem: Thracia 776. That alone makes me terrified to play Thracia 776 eventually as Binding Blade already had more than its share of challenges. The game's overall difficulty was tough but fair, but there were a few bosses and individual levels that were absolutely brutal if you didn't have a weapon that could exploit a specific weakness. I appear not to be alone in that opinion as Blazing Blade and the 8th game in the series, Sacred Stones, both saw the overall difficulty toned down a bit.

ImageImage

Binding Blade had an interesting development cycle having started its life as Fire Emblem: The Maiden of Darkness on Nintendo 64 before being virtually completely scrapped and moved to Game Boy Advance with only the protagonist, Roy, and a swordmaster character, Karel. Beyond the scrapped development of Maiden of Darkness, though, Binding Blade ended up introducing its own new spins on the series. First and foremost was the introduction of the magic triangle. Since the Super Famicom era, Fire Emblem games have had a weapon triangle; sword beats axe, axe beats lance, and lance beats sword. Binding Blade expanded that mechanic to magic in a system where anima (elemental magic) beats light magic, light magic beats dark magic, and dark magic beats anima. Binding blade wasn't technically the first game in the series to have this sort of advantage system - that would be Genealogy of the Holy War, the fourth game - but whereas Genealogy only had the dis/advantage affect accuracy, Binding Blade expanded that to have an effect on both accuracy and damage, making it much more crucial to the development of effective strategies.

ImageImage

All things considered, Fire Emblem: The Binding Blade made about as impressive a debut on the handheld scene for the series as one could want. The game isn't perfect as there are some minor quality of life things that I found annoying - the inability to use non-combat items like Speedwings and Hero Crests from the pre-battle prep screen, for example - but those are nit picks at best. The only real complaint I have is that the game's balance could have used a little bit of tweaking, but at no point does it feel unbalanced to the point of being broken. I'm not willing to say that Binding Blade is the best game in the Fire Emblem series, but it definitely is the best of the first six games that saw retail release.
Exhuminator wrote:Ecchi lords must unite for great justice.

Image
User avatar
prfsnl_gmr
Next-Gen
 
Posts: 10280
Joined: Mon Jun 01, 2009 10:26 pm
Location: Charlotte, North Carolina

Re: Games Beaten 2019

by prfsnl_gmr Tue Apr 02, 2019 10:31 pm

These reviews rule. Keep it up team!
User avatar
MrPopo
Moderator
 
Posts: 22641
Joined: Tue Aug 26, 2008 1:01 pm
Location: Orange County, CA

Re: Games Beaten 2019

by MrPopo Wed Apr 03, 2019 12:43 am

I feel the need to point out that Seisen no Keifu already introduced a magic triangle along with the weapon triangle. Fire beats wind, wind beats lightning, lightning beats fire. Light and dark beat the three elements.
Image
Games Beaten: 2015 2016 2017 2018
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
User avatar
BoneSnapDeez
Next-Gen
 
Posts: 19019
Joined: Mon May 02, 2011 1:08 pm
Location: Maine

Re: Games Beaten 2019

by BoneSnapDeez Wed Apr 03, 2019 3:02 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)
Image
Well, I personally was thrilled to see Donkey Kong appear in the Nintendo Switch eShop. Despite being arcade royalty, Nintendo has been very stingy about rereleasing the Golden Age classic. Emulation is presented courtesy of Hamster, who wanted to make sure consumers got the most out of their eight dollar purchase. No less than three separate arcade game variations are present. The 'Early Version' of the game apparently features some bugs (exploitable for high score purposes), as well as some awkward English phrasing. The 'Later Version' is much more polished, on both counts, while an 'International Version' shuffles the level order and is seemingly more difficult. For continuous play, I recommend the Later Version.

Donkey Kong is important for several reasons. First of all, it refines (or at the time, "perfects") some of the more advanced elements that had been creeping into arcade games prior. Like Pac-Man, there's a story integrated into the experience, told via post-stage animated vignettes. The hero of the tale, Mario (or "Jumpman") is hot on the heels of an ape named Donkey Kong, who has captured Pauline (or "Lady"). Rescuing her requires that Mario scale a rather eclectic construction project, in 25 meter increments. "How high can you get?" Donkey Kong asks (or taunts). Should Mario succeed at that dizzying 100 meter height, Donkey Kong plummets, the lovers reunite, and the game begins again in the olde arcade fashion: faster, harder, with the high score intact.
Image
Donkey Kong is one of the earliest arcade games to showcase distinct stages. Sounds elementary now, but the vast majority of Kong predecessors consisted a single looping "board" (think Space Invaders). And while Kong had a few stage-based contemporaries, such as Phoenix and Gorf, those games merely featured a static background with increasingly complex and varied enemy "waves." In contrast, Donkey Kong has Mario traverse a small but diverse cluster of environments. Virtually any seasoned retro gamer can instantly conjure up a mental image of the game's first challenge. Mario begins chillin' at the bottom of jumbled mass of reddish girders and white ladders. Kong and Pauline are situated up top, with Kong tossing down a series of barrels that must be destroyed or avoided. Stall too long, and Mario may also fall victim to the sentient fireballs that emerge from a flaming oil drum. A couple of hammers can be grabbed, to grant Mario some temporary attack capabilities. While hammers are useful for racking up points, they prohibit Mario from climbing ladders, and can potentially leave him in a much more cluttered and difficult situation. It's here that the player first gets a taste of Donkey Kong controls. 2D platformers were barely "a thing" at this juncture; thankfully Nintendo seemed to understand the genre nuances from the get-go. Mario walks (or waddles) at a measured pace, with the single action button executing a fixed-arc jump. Success in the game is predicated on timing, knowing when to leap or wait, when to hover in a safe zone or keep moving. There is a time limit to take note of, and Mario (and the player) must remain wary of the dreaded "fall damage."

Stage two - the one deemed too sophisticated for most home conversions - takes a different approach. Flat walkways have been transformed into conveyor belts, and ladders expand and contract at will. The sentient flames are now the main foil, though the cement pies (what?) on belts must also be dodged. The third stage introduces moving platforms into the mix, along with bounding springs tossed by Kong. This is the area where one is most likely to encounter the aforementioned fall damage, should Mario's jumps be timed improperly.

The game changes the rules for the climatic final challenge. Instead of making a simple ascent to the top, Mario must instead pull a series of rivets from the girders. Easier said than done, as the flame AI now becomes extremely aggressive. Donkey Kong begins to feel like a classic "maze game" here, requiring all sorts of tricky weaving and bobbing around foes. This can be a tough game, generally speaking. It demands that the player practice and hone their skills, but provides no shortage of rewards for those who do take up the challenge. Maybe one day you'll see me on the online leaderboards (ha!).
Image
Manage to defeat Kong and the game loops. What makes Donkey Kong such a compelling score chaser is that the difficulty increases gradually, in ways that are tangible and fair. Take that first stage, for instance. The second time around, barrels will no longer plod passively in Mario's general direction. Rather, they'll make a quick beeline towards him, sometimes utilizing ladders and other times cascading straight through the girders themselves.

Aesthetically, the game is rock solid. It has a nice clean look to it: solid black with some bright colors chosen for environmental and enemy sprites. It's a "look" that would characterize all early Nintendo arcade titles, not to mention their initial round of NES hits. Animation is excellent, with a fine attention to detail. Pauline shouts a word bubble "HELP!" periodically; flames dance around in barrels. Especially impressive is Kong himself, who, despite being massive, moves around with fluid grace. Music is predictably scarce, though integrated well into the overall experience. Now-iconic sound effects punctuate the whole thing.

At the time of its release, Donkey Kong was probably the best thing going in the arcades. Enormously well-received, it was a fixture of every pizza parlor and sub shop in my hometown. Not only is the game a fascinating glimpse into video game history, but it stands on its own as an extremely engrossing experience. Vastly superior to every home conversion, this authentic arcade experience should be grabbed up by everyone with a Switch -- rest assured, this downloadable title (along with the digital shop it resides in) won't last forever.
User avatar
ElkinFencer10
Next-Gen
 
Posts: 7510
Joined: Fri Aug 13, 2010 8:34 pm
Location: Henderson, North Carolina

Re: Games Beaten 2019

by ElkinFencer10 Wed Apr 03, 2019 7:01 pm

MrPopo wrote:I feel the need to point out that Seisen no Keifu already introduced a magic triangle along with the weapon triangle. Fire beats wind, wind beats lightning, lightning beats fire. Light and dark beat the three elements.

I mentioned that in my review; what that game didn't do was have any affect on damage with that triangle, only accuracy. Binding Blade was the first to have damage output affected by the magic match-up.
Exhuminator wrote:Ecchi lords must unite for great justice.

Image
Return to General Gaming

Who is online

Users browsing this forum: No registered users and 7 guests