Tuesday, March 10, 2009

Zaxxon (C64, 1984)



Hello! Hope you like the re-decoration. That too much white was getting on my nerves, hence the change. Anyway, check out Zaxxon, an ancient shooter from 1984. It's a 3D isometric shoot-em-up, similar to Blue Max, albeit set in space. It's plot no-doubt involves the usual sci-fi nonsense. It's pretty certain that you're the good guy and you must liberate a planet - a galaxy even - from the bad guys. But hey, if you're feeling foul today, why not take the role of the villain? It's up to you.



The gameplay consists of basically two sections, one where you fly over what seems to be a space-base, and one where you're just shooting enemy ships in outer-space. The cool thing about Zaxxon (and Blue Max in that sense) is that it works in three different axes. See, not only you have to move left to right and backwards and forwards, but also up and down - change altitude in other words. That works quite neatly, even though it can result in a few clumsy moves with the joystick. This is a kind of shoot-em-up that is more sophisticated than your average vertical or horizontal shooter. And just look at those lovely shadows and explosions. Great for an 1984 game, no?



Wait a minute, did I say sophisticated? The main problem with Zaxxon is that it doesn't have enough levels. There's basically two space-bases and two outer-space sections. Finish those and you play them again - with slightly increased difficulty. Finish those and the game loops ever after. See, that was quite common in 1984. Games just weren't that complex back then.



In that sense, Zaxxon is a bit of an oxymoron. You have quite a sophisticated structure - and it is my opinion that this is a more sophisticated game than, say, all the R-Types out there; but you don't get enough of it cause there's not enough levels.

6/10

Friday, March 6, 2009

McDonaldland longplay part 6 (C64, 1992)

Alright, so off to world-four - which offers a few imaginative environments, but not really much gameplay.

Sunday, March 1, 2009

Bobby Bearing (C64, 1986)



This time around you're a metallic ball named Bobby Bearing. Sadly, your four brothers have gone missing in the Metaplanes and you have to go and save them. That was the plot done with, so let's move on to the game. Take a look at the screenshots. That's right, it's a Marble Madness variant and it bears more than a passing resemblance to Spindizzy. And honestly, it does play like something in between these two games.



But first things first. You won't get far in this without a map. So either you make one, or you download one - here's one published in Zzap aeons ago (thanks Dohi). Now, when you start playing this you'll probably think that it's a bit pointless and there's not much happening. It's true. As you wander round the 3D landscape trying to locate your brother balls, your only worries is trying to avoid moving-blocks (that can crush you), and not getting lost. So you do need that map. All the while, it's not a bad idea to familiarize yourself with the tricky elements of this 3D world, like lifts - usually activated by floor switches, air ducts that lift you off the ground, enemy balls, magnets that can trap you temporarily etc.



The game really comes into it's own when you do find one of your brothers and you have to guide him to safety, aka to the start of the game - which is also the exit. Suddenly, it's not so straightforward choosing which route to take. Say, what do you do when you're at some crossroads of passages? You might just have to leave your brother there in the middle - with some block moving threateningly towards him, while you take some other road and join back the room where you left him from the opposite side so that you can push him and move on. All of a sudden, what seemed like a pointless exploration game turns to an intriguing little puzzler. Oh, and did i mention the time limit? That's right, there is one. At first it seems generous, with 999 seconds to spare, but you might start to panic when there's 300 seconds left and, say, two brothers left unsaved.



It all sounds like an excellent game, doesn't it? A thinking man's Marble Madness? A more easy and less complex Spindizzy? It could well be but sadly there's two big problems to deal with. Firstly, the C64's eternal malaise when it comes to isometric 3D games. Busy screens slow the game considerably. So much that it makes it a chore. Secondly, and more importantly, the sluggish controls. They're so bad that it's a nightmare having to push two balls in more difficult rooms.



What a shame! It could have been a star if only it was better programmed. But it seems that for the time being, Red LED is is no danger of being dethroned as the best Marble Madness variant on the C64.


6/10

Friday, February 20, 2009

McDonaldland longplay part 5 (C64, 1992)

..And here is part five of the McDonaldland longplay, with more levels from the ever frustrating world number three.

Sunday, February 15, 2009

Dalek Attack (C64, 1993)



I don't know why exactly they decided to do a Dr.Who game in 1993. The original TV series had ended in the late 80's anyway. But I'm glad they did! It was a brave decision to do C64 and Spectrum versions as well, seeing that their respective commercial markets were pretty much deteriorating. So, cheers Admiral Software.



Is there really any point going through the plot? The Daleks are at it again. I don't know what they've done exactly but I know that they're bad and you should kick their ass. -) Basically, apart from the first level which is a simple horizontal shoot-em-up, the rest of the levels require you traveling around the world, rescuing hostages and, well, kicking the Dalek's ass.



I have to say, I didn't really like the game at first. It seemed a bit too difficult, with complex level maps to negotiate and with Daleks that were a bitch to kill if you didn't have the right weaponry. Basically, it took me a while to get into the groove. Most of the time it's easier avoiding the enemies, all the while you explore the various doorways and passages trying to find where the hostages are kept. After you have freed all the hostages, you can proceed to where the end-of-level guardian is and get rid of him.



Dalek Attack is mostly an exploration action game: a platform shoot-em-up with arcade-adventure overtones. It is very polished. The graphics are a delight to watch and the music is lovely. Like I said, at first it didn't grab me, but once I got into the groove it became immensely fun and I didn't stop until I finished it. It's a shame that not a lot of people seem to be aware of this game just because it came out in 1993. It seems that for most retro fans, the C64 is all about the 80's, which is plain wrong.

8/10