Category Archives: RETRO GAMES

Throwback Thursday: Deja Vu

Many of us have played and enjoyed the games of The Uninvited and Shadowgate, whether it was for the original Apple Macintosh platform, or in most cases, the original NES format. However the third game, “Deja Vu”, always seemed to get the short end of the stick in the trilogy, even though a sequel was made (alas only for various computers, not until later would it see a portable version). So why does Deja Vu always get the shaft? Well, this reviewer doesn’t think so, and he’ll show you why…

Deja Vu takes place in 1941, in Chicago, on a late December day. You play the part of Theodore “Ace” Harding: A professional boxer (and rather successful at that), who has taken a complete 360 in his life and began working as a private investigator. (I know, not terribly original, but that’s quite alright.) The game starts with you waking up from unconsciousness, unsure of your exact whereabouts, in a lovely bathroom stall, which turns out to actually be at a place called Joe’s Bar. You make your selections of what you want to do, examine, or speak to, using a point and click system very similar to Maniac Mansion. (If you’ve played the other games in the MacVenture series, you know exactly how to play the game.) You realize that you have absolutely no clue who you are, or how you ended up in the bar, and it is up to you to put the pieces of the mental puzzle together, to discover your identity.

Later on in the game, you learn that you are going to be framed for a severe kidnapping and murder. You will also notice a puncture wound on your arm, and you come to the conclusion that your amnesia is actually caused by an inflicted drug inducement. As the game progresses, you will discover that your memory, mentality and health will get gradually much worse, so you will have to find some kind of antidote to get back on your feet. You’ll learn clues as you play that make you realize of you taking the heat for the murder, and your goal in the game is to find out various clues to unchain you from that link, as well as discover who the actual murderer is. You will do this by visiting various areas throughout the game. As you find pieces of evidence, you will find yourself having flashbacks, that can usually help you in the assistance of coming up with all of the necessary clues to get your name cleared. That is, if you even remember your name!

 

Throughout the game, you will see (in the typical 40s-style gangster movie manner), various people and characters. Very few of them you’d want to meet; Most of them you’re prefer not to. You’ll find muggers that want to rob you of your belongings, or even worse, want to kill you for no apparent reason at all. The police are always looking for you, at least until you are able to provide enough evidence that you were not actually the one responsible for the murder. Of course, there is the typical 40s style prostitute that is always looking out for her own good. Not to mention an old acquaintance that seems to really have it out for you. All the while, you are trying to avoid death by various ways such as falling down an open manhole (seriously), exploding cars, getting eaten by alligators, and of course, the drug that is present throughout your bloodstream. Add to that the various ways of getting arrested, such as shooting the mugger in self defense, or going to the police before you have gathered enough proof of your innocence.

You will find yourself going through the various parts of the bar and surrounding areas, including visiting the wine cellar, going through sewers, visiting various offices inside the building, and even finding a casino like element which will help you with things where you need cash, for example, taking a cab to other areas. (What, you thought the entire game all took place on the same block?) You’ll learn as the game goes on about the evidence of the plans to kill Joey Siegel, and kidnap Mrs. Sternwood. It is important that you have ALL evidence in your possession (and make sure you destroy other parts of evidence that would link you to the situations), before going to the feds. Otherwise, it’s game over.

 

The graphics for game were not bad for an NES game of this style, however, the computer based versions seemed to have better graphics, even on the original Macintosh platform. (And that’s even with the fact, that when the game was released, all Macintosh systems were monochrome.) The Windows version of the game also has a lot of fantastic graphics. I know that it isn’t fair comparing slightly modern computer graphics with the original NES, but the computer graphics just seemed to be a lot more crisp. Also, the consistent “typewriter” effect that the NES uses to display what the outcome is with every action you take, is slow and not required at all, while on the Macintosh and Windows platforms, everything that needs to be shown to you, is shown instantly. (If you are a fast reader like I am, this feature alone will make the game go by a lot easier.) The computer versions by default just all around run faster, and I think part of that is obviously the power of the systems when compared with the hardware of the original Nintendo console.
The music is another aspect of the game that is kind of interesting. You remember the old saying, “If you have nothing nice to say, don’t say it?” Well, the computer platforms certainly agreed. While the NES music is very upbeat and mysterious at times, it gets quite repetitive, and VERY fast. It’s basically a continuous loop that lasts about 30 seconds, with the occasional change in beat and style when something bad is about to happen or be witnessed. The computer versions have for the most part, no music at all, just sound effects. You have to realize that back then, CD-ROM was not invented yet. (Even with the Windows 3.1 version, CD-ROM was just starting to become commonplace, but just not “quite”.) So simple music was still being made, and in the computer versions, they decided that background music was not necessary. Personally, I prefer it without the music. For the NES version, an option to turn the music off would have been a nice fixture.

 

Deja Vu was originally released in 1985 for the Macintosh, and was released for other systems as the years went on. (The NES version got released in 1990.) During the time that the game was originally created, old style gangster movies were a big rage. Scarface had been released a few years prior, the first two Godfather movies were still quite popular, especially since home video had taken off, even comedy spoofs of them such as Harlem Nights had been released shortly after the original game was released. So it was not surprising that a game based on the old time criminal pictures was in the works and eventually released. But it makes you wonder this: If a game based on those classic films was going to be made, you would think that the games would have been made so that you were the criminal and not the victim. (Remember, the original game was released for computers, not the NES, so there really wasn’t any kind of “family” or “moral” standards that had to be kept.) It’s really a thing that makes you go, “Hmmm”.

Deja Vu wasn’t like today’s gangster and underground world games like “Scarface” and “Grand Theft Auto” where the criminals are embraced. You would also think that a game based on what is basically action movies, would be an action platform game and not a point and click (and read a lot) format. But that is what I like about it. At the time that I first purchased the game, I was absolutely terrible at sidescrollers and action packed games. (I was probably the last person on my block to beat the original Super Mario Brothers, even with hints!) But games of this nature very much appealed to me, which is why the slower pace worked well for me. The game is a combination of detective skills and good creative thinking, as well as the occasional violent act, which is just flat out inevitable. While the other games in the MacVenture series are quite good, I feel that Deja Vu is the most realistic since all of the situations at hand could actually happen, and there were no ghosts or supernatural occurrences happening, so if you like the other games that used this engine (The Uninvited and Shadowgate), and want a little change of pace, give this title a try.

 

 

 

 

Throwback Thursday: Mario’s Tennis (Virtual Boy)

 

It’s time for an all-new edition of Throwback Thursday! For this episode, I decided to review a launch title. As we all know, it’s launch titles that can certainly make or break a consoles success. The other launch titles for this system at hand were Red Alarm, Galactic Pinball and Teleroboxer. For those that are still having a mental block (which may be a good number of you), I’m talking about the other launch title for the ill-fated Nintendo Virtual Boy, it’s original pack-in game, “Mario’s Tennis”.

Obviously, Mario’s Tennis is the sport of tennis, played Virtual Boy style, pain in the eyes and all. I assumed that the reason that a sports game was packed in with the console, was because the concept of the Virtual Boy console was to be able to dab in the experience of Virtual Reality. It would be very easy to pick up a simple game of tennis, and be able to play it with the supposed virtual reality controls than a platformer game would have been. If not this particular game, I think any kind of sports game would have been a good choice. If some people may remember, back when the Intellivsion and Atari 2600 first came out, there were a lot of sports games made available. This was because sports games for the most part were very easily to recognize and understand without the need for a lot of instructions. This concept was probably what Nintendo had in mind when they made this decision to include a sports game as a pack in, and on the aspect of the reasoning behind Nintendo’s choice, I could honestly say, a better title could not have been selected.

However, as many of us know by now, the Virtual Boy was a far cry from the real deal. Remember, this was the mid 1990s when the console was released. This was a time period when a lot of movies based on the technology were out in theatres, and how quickly we forget how everyone wanted “the virtual reality chair” that seemed to be in all of the expensive catalogs and home shopping networks. (I actually asked my mom and dad for a VR chair for Christmas that year, and I got the Virtual Boy instead. They even wrapped the box in a large chair and let me bust, so when I opened the gift, it was a Virtual Boy sitting on a desk chair. How cruel!)

 

Mario’s Tennis allows you to play as one of 7 different Mario franchise characters: Mario, Luigi, Princess Peach, Yoshi, Toad, a Koopa or Donkey Kong Jr. The game supports both singles and double matches, both casual play and tournament modes, and three levels of difficulty. What’s a real shame about the game is that there is no two player option. When the Virtual Boy was released, there was an EXT jack underneath the head of the console, which was eventually going to be used for a connection link for 2 players to play titles at the same time, similar to the Game Link cable used for the original Game Boy systems. However, this link never came to be, and the games that were slated to use the said cable, which were this title, Faceball and Waterworld, had all multiplayer features removed from the code before they were released.

The view of the tennis court was done as well as it could have been done with the console. With a lot of red! Visuals of the now famous Mario pipes in the background, with a tennis court (somewhat of a small size when compared to the game sprites), that, guess what? Is red. The viewpoint is directly behind the character that you are controlling. This was done so that you could see exactly when you would swing your serves and returns. While these days, sports games like those for the Kinect would allow you to not need a character on screen, you could say that on Mario’s Tennis, it is done in the same way as Nintendo Wii sports games are done. (That’s the best comparison I could give.) The game takes a few interesting ways of using the many buttons and D-Pads on the controller to make it seem natural. Even a control as simple as using the left D-Pad when serving from the left and vice versa were well produced.

 

The one major problem that I do have with the game is the actual controls from the hardware to software point of view. On many times, I had found the controls to be very slow in response time and more than a tad bit sluggish. And when you are playing a sports game like tennis, a situation like that is simply not acceptable. There were other games made for the system in which the controls were super quick and accurate, such as Teleroboxer and Tetris. (Even Red Alarm was accurate, but it suffered from projectile speed, but that’s for another day.) The fact that the game’s control response time is screwed up is really a shame, because the game is not all that bad-looking, especially for a launch title. It’s graphics aren’t as good or crisp when compared to games such as Wario Land or Mario Clash, but for an early attempt, they are quite good.

Another part where the game fails is with the music. However, part of that is due to the technology behind it. (Kinda funny how a “virtual reality” machine could only display a single color and have the music chip like the original Game Boy, isn’t it?) The music is very simple, and in some cases, not existent depending on your level of gameplay, and the sound effects are literally nothing more than basic “beeps, bops, and blips.” No fooling. Which makes me wonder if there was a lot of thought about the music and sound effects (or lack thereof), mostly when considering that some great music was made with the Game Boy Classic sound chip. It’s almost as if they didn’t even try for this title, almost like they knew that the title was either going to be a pack in (thus who would care since it was a free game), or that they didn’t have confidence in the system from the start, so why bother spending a lot of time on the programming?

 

The fact that there is no 2 player mode, and no way for your friends to see how good or bad you’re playing, it really makes the game much more of a solitaire experience than a party game, which is a shame because I think that if these two items were added, it would have been a lot more fun to play. Even though the game is not one of my favorites for the Virtual Boy, I have to admit that I spent many hours playing the game when I first got the system, and long after the fact. I enjoy games of simplicity most of the time, and this game certainly delivers. For a good time waster when you are laying in bed, trying to relax, Mario’s Tennis delivers. (For the record, I discovered that is the best way to get around the terrible design of the console. Laying in bed with the system laying on your body. Seriously. Try it if you still have the system.)

The Rokko Chan Soundtracks

If you haven’t had a chance to play the awesomely deep and surprisingly difficult flash game Rokko Chan, based off the classic MegaMan series, now is the time. Rokko Chan is a fan-made MegaMan game, with key change: the protagonist is a girl. Battle robot masters, gain new abilities, jump, shoot and dash your way to victory. What’s cooler? An epic, 64 track soundtrack/arrangement album with an all-star lineup.

Names like USK, Derris-Kharlan, FantomenK, Inverse Phase, Descendants of Erdrick, Zef, and even myself with help from Spamtron all lended their talents to remixes of Asagen’s original soundtrack for the flash game. Directed by the team at Nubuwo, this mega-sized 64 track Name-Your-Price album is not to be missed. Rokko Chan Soundtracks

Listen on the player below and click through to Bandcamp to purchase or download for free.

Throwback Thursday: WarGames (Colecovision)

Hey there everyone! This past week, I downloaded a new game that was released for iOS called “WarGames: WOPR”. I’ve been a fan of the original film for most of my life, and since it’s release in 1983, there have been a handful of video games that were published, that are based on the movie, made for a variety of systems. ColecoVision, TI 99, Commodore 64, the Atari 8-Bit family, Playstation, modern computers and now the iOS have had games released, some with completely different gameplay. The version that I will be reminiscing about today is the version that I grew up with: “WarGames” for the ColecoVision, originally released in 1984.

For those that have never seen the movie, it is the story of a high school student named David Lightman, who uses his home computer to break into his schools computer to change his grades, while at the same time, trying to impress a fellow student named Jennifer Mack. While reading a computer gaming magazine one night, he learns a company called Protovision is getting ready to release a slew of new video games in upcoming months, but he doesn’t want to wait. He instructs his computer to call every telephone number in Protovisions district, in hopes of gaining access to their system. After finding a computer system with lots of various games stored on it, he begins to research the creator of the source code in hopes of discovering the password to gain access. He succeeds, and begins playing a game of “Global Thermonuclear War”, and while playing the part of the Soviet Union, begins to nuke various cities in the United States. The only problem? He didn’t access Protovision at all, but rather NORAD, who uses the games on the computer to play various war simulations to prepare for WWIII. This causes havok at NORAD, because their system is showing that a massive nuclear attack is approaching, and it is up to David to try to convince everyone that it is not a real attack, but just a simulation, which wasn’t easy.

 

 

In the ColecoVision version of “WarGames”, the object of the game is to intercept missiles, bombers and submarines with the help from the civil defense computer (the “WOPR” in the movie). If you are successful, you will prevent the computer from launching a counterstrike. However, if you fail, an ICBM counterstrike will occur, and the game will be over. What is uncertain about this program, is whether or not the game is an actual nuclear attack prevention senerio, or if the game is true to the movie, where if you lost the game, the “counterstrike” would actually be first strike. The manual hints around briefly that it is a simulation, but it’s so vague that it gives this writer enough uncertainty. But regardless, it’s simply fun!

In the game, the lower 48 states are divided up into 6 different zones. (Why not Alaska and Hawaii, especially since there was a part of the movie that took place specifically in the Alaskian Defense Zone?) At any time you can look at a map of the entire lower USA, as well as attacks that are arriving, by pressing button 8 on the keypad. You will see the various missiles coming from above. Buttons 1-6 zoom into the various parts of the country for a closer look, while buttons 0, pound and star will select your weaponry. Only when you are zoomed in to a specific zone can you defend the country by firing your own missiles and bomber aircraft, and if you are on a coastline, submarines. There is also a satellite that will randomly appear in the zones that you can use to nearly intercept everything on the screen, but that only shows up sparingly. (But it works so well!) The game runs in real time, so after you give your commands in one zone, you can immediately go to another zone to continue your defenses.

The game is timed, and the amount of time you have to keep intercepting depends on which skill level you select at the start of the game. While the game is being played, you will want to take note of the DEFCON meters that are to the right side of the map. This is where it counts. Each zone has its own DEFCON level, and there is an averaged DEFCON status reading below that. At the start of the game, each zone starts you off at DEFCON 5, which means complete peace throughout the country. As the enemy attacks continue, the counter will slowly begin to drop to DEFCON 1. As you intercept enemy fire, the status can always return to DEFCON 5, but as more and more attacks occur, and as more and more of the United States gets struck, the DEFCON status will continue to drop, and drop rapidly it will. As soon as the total DEFCON status reaches DEFCON 1, that is when the countdown to counterstrike begins. You will then have 60 seconds to bring the total DEFCON status back up to at least 2. If it doesn’t happen, it’s nuclear armaggegon. If you can get it back up to DEFCON 2, the counter stops, but if the DEFCON status drops again to 1, the countdown starts over. If you have less than 60 seconds remaining in the game when the countdown to counterstrike starts, just relax. You’ve made it!

 

The game is very much often compared to the Atari program “Missile Command”. And with that type of comparison, I have to admit that it is a pretty accurate way of putting it, although the charm is something a little different. It’s one of those situations that while “Missile Command” was very fast moving and intense (both the arcade and home versions), “WarGames” tends to run a lot slower. But what it lacks in speed, it makes up for the fact that the game is played on 6 different screens simultaneously. At any given time, there could be something happening on screen A, but you wouldn’t know it because you would be looking at screen F at the time. You have to constantly be checking the view of the complete map to see where enemy fire is in the air, and you have to decide which cities you are going to sacrifice in order to intercept a more massive attack elsewhere. It actually gives you an extra challenge twist to the basic Missile Command, which makes this game one that I highly recommend. (Just don’t use the game to intensionally make your 4 year old brother freak out… My brother used to force a counterstrike when I was 4 years old to make the air raid sirens go off, which used to make me lose my mind. I’m still traumatized.)

Over the years, additional games were released that used the “WarGames” title, however it’s one of those situations where each game is almost completely different. For example, there was “Computer War” which was “based on the film”. (Why they couldn’t use the actual title, I don’t know.) This was the most similar, but also incorporated shoot-em-up elements to the gameplay. Then there was “WarGames: DEFCON 1”, which was released for the original Playstation & PC, which while it uses certain names from the film like WOPR, it is nothing more than a vehicular combat game. Then there is the new iOS game that I talked about at the beginning, which ironically, is a clone of “Bejeweled” with WarGames images and sounds. (Which I have to admit, even though it has nearly nothing to do with the movie, it’s a lot of fun to play with the various sound effects and screens.) The only game that came close to the original, is a game called “DEFCON” which was released in 2006 on Stream, PC, Macintosh & Linux.

 

“DEFCON” takes the original “WarGames” title and concept from the Colecovision days, and punches it in the nuts. Graphically, it’s superior to the already supurb graphics that the original offered. The music is stunningly haunting, complete with mellow music, sounds of crying from the impact, and coughing from inhaling fallout. And the best part of it all? It’s multiplayer! You can play as any country in the world (minus Antarctica), and others play the other countries. Chat with the others playing with you, and try your best to save who you can. The main difference is that in “DEFCON”, there’s always fatalities. In fact, the moniker of the game is “Everybody Dies”. So if you are more into modern gaming, yet like games like “Missile Command”, enjoy war based games but want something different than first person shooters, or have a thing for online multiplayer experiences, “DEFCON” is another one to try out.