Monday, 17 February 2014

Game Review: Sega Classics Collection


Game: Sega Classics Collection
Console: Sony Playstation 2
Developer: D3 Publisher/Sega
Release Date: 22nd March 2005

In 2003 Sega struck a deal to work in conjunction with D3 Publisher (who produced such titles as The Sniper 2) to produce "3D AGES" budget remakes of classic Sega titles which would sell for 2500 yen. This meant that what would have been a rather strange collection of Mega Drive and arcade classics became a series of remade games, in 3D for the PS2. Sega can't have been particularly happy with the outcome as D3 Publisher 's involvement ended after 15 of the 33 games in the series, but 8 of the games they did help to make made their way onto the Sega Classics Collection.

The 8 games that were included in the collection are; Columns, Outrun, Golden Axe, Virtua Racing, Monaco GP, Fantasy Zone, Bonanza Bros. (inc. Tant-R), and Space Harrier. Whether or not you're familiar with these titles, they had a fair amount of success in arcades and on home consoles, both in Japan and abroad. When I purchased this game, I wasn't aware of the fact that D3 publisher had been involved (although I could tell that the games were updated version), nor had I played many of the original versions of them. Having done so now, I'll be comparing these updated versions with their original counterparts and passing judgement on the collection as a whole.

Columns



The Mega Drive version of Columns was an exercise in puzzle game simplicity, with a concept loosely based on Tetris, which involved matching up coloured gems to clear them from a "well". Players could play endlessly, or solve puzzles in Flash Columns Mode to uncover a particular gem at the bottom of a well. The 3D Ages version included on the Classics Collection has Endless Mode, Vs. CPU and Vs. 2P. In Endless Mode, players are allowed to use either "classic" visuals which look less detailed and generally worse than the original game, or "updated" visuals (as above) where the gems spin so that they're in 3 dimensions.

In Vs. CPU Mode, story based cutscenes play inbetween stages, mapping the theft of the columns gems. At the end of each cutscene the player is challenged to a round of Columns by different characters, and the further the player progresses, the longer each character will last in a battle to outlast the other competitor. As the game level goes up for both players and the enemy, it becomes harder to stay in the game. Vs. 2P mode plays like a single level of Vs. CPU, with two players as you'd expect it to.

Overall there's not been much added to the game save for the storyline in Vs. CPU mode which is repetitive at the best of times. The removal of Flash Columns Mode and the apparent downgrade in graphics don't do the game many favours either. I don't see many reasons for this game to exist when the original Columns plays and looks nicer, but if you've not got a Mega Drive it's something that you can make do with.

Rating: 5/10

Outrun



Possibly the best known of the games featured on this collection, Outrun is a straightforward checkpoint driving game where the goal is to reach the end of the race as fast a possible. Originally an arcade title, the game features a timer which counts down as the player attempts to reach the end. Although beating the timer was difficult it wasn't impossible in the early versions and driving well would usually leave enough time to get to the next checkpoint.

The handling on the 3D AGES version of this game is the first thing seasoned players will notice. It's very stiff and even if set to "sharp", it feels as if you don't have full control. Where later games in the series would allow you to drift, this version simply has a tire smoke effect, should you attempt anything like that. Arcade Mode features the regular setup of one stage, branching out to reveal 5 finish lines over the course. Arrange Mode features rival cars and a diamond stage setup, and Time Attack Mode seems to be much the same as Arcade Mode, but on either track.

The music is the most enjoyable part of this version of Outrun, with both the original soundtrack and arrange versions included. Other than that, poor graphics and controls really let the game down and make it almost impossible to finish a course in any mode, even with the maximum amount of time on the clock at the start. If you're looking for a more enjoyable version, I'd suggest Outrun 2SP.

Rating: 5/10

Golden Axe



Golden Axe is one of the most famous Fantasy Beat 'Em Up games of the Mega Drive era (and there were a lot). You play as one of three characters and beat the stuffing out of lots of enemies who eventually lead to bosses. It's the classic Beat 'Em Up formula. In the 3D AGES version of the game, an introduction story cutscene has been added and the stages have been elongated somewhat.

Although the original game only had two attacks, magic and a jump button, the updated version feels like it suffers from a lack of moves from the outset, as well as difficult 3D positioning of enemies and whether or not your attacks will hit them. The stages sometimes end randomly after you defeat the last of the enemies in an area and other times there'll be bosses. While it follows the same sort of route as the original, the stages end up being so long that they're boring.

The graphics and music are pretty mediocre and give off neither the retro charm of the original game nor wonder at the improvement that an updated game should have. All in all you're better off playing the original Golden Axe if you want any sense of personality from the game.

Rating: 3/10

Virtua Racing



Using 3D polygonal graphics on the Mega Drive, Virtua Racing was ahead of its time in a lot of ways. Unfortunately though, by the time the 3D AGES version was released, games like Gran Turismo 3, Project Gotham Racing and countless other titles had taken the racing genre a lot further. The graphics on the new version have been updated to reflect the arcade version but it's nowhere near impressive.

The controls and handling feel very retro in that the car is mostly controlled via sliding around corners after braking slightly. Grand Prix Mode gives the player 6 courses to race on and some unlockables for winning although it's far too easy to win nearly every race. Arcade Mode and Free Mode offer fairly short single race/practice experiences and the Two Player Mode is a nice addition.

While this is a pretty solid version of the original game, it's nothing much compared to newer racers. There's sporadic bits of music when the player passes through a checkpoint but not otherwise, and overall it seems very thrown together. If anything this game highlights both the mediocrity and redundancy of the collection as a whole.

Rating: 6/10

Monaco GP



The term "classic" may be stretched a little when used to describe the original Monaco GP arcade game by Sega. A top down racer where the crashes would often occur between the player and racers in front of them due to lack of any sort of view ahead of the car, it also made some of the most horrendous noises to ever come out of an arcade machine. For some reason this was the second game to be released as an updated standalone version.

Arcade Mode tasks the player with accruing 20,000 points before a timer runs out. There's a choice of tracks and cars but all of them will usually find the player crashing into other cars on the track due to the lack of view and the fact that many of the CPU cars get entangled in crashes even without your help. There's a choice of classic or updated controls but both feel pretty poor and gameplay doesn't improve from one to the other.

The graphics have improved from the 1979 original arcade game, but only slightly. Overall this is a pretty baffling inclusion on the collection as a whole. It doesn't control well and even if it did, the concept isn't particularly fun. In my view this is the worst game on the collection.

Rating: 2/10

Fantasy Zone



Fantasy Zone is a brightly coloured shoot 'em up which was released in arcades and on the Sega Master System. The game maintained a high level of difficulty which could result in the player losing a life in the opening seconds of a stage, or as they came out of the in game shop. The aim of the game is to destroy all of the bases in each stage and then fight the boss.

There are two modes to choose from in the 3D AGES version; arcade and normal, although the only difference between them seems to be stages in which the player can chase the boss, once they have defeated it for coins. This means that normal mode gives far more coins than arcade mode and thus is slightly easier. The controls and gameplay are fairly good and feel close to that of the original game. The changes that have been made to the game work well and help to improve the overall gameplay.

The music in this version is also enjoyable and although the shop doesn't have as many weapons to purchase as that of the original game, the unlockables and extra features included in this version almost make up for that. While it's not an absolutely perfect version of the game, it's a good attempt and can be enjoyable even for Fantasy Zone fans.

Rating: 8/10

Bonanza Bros


Bonanza Bros. is a shooting platformer where you're tasked with stealing items from casinos, mansions and banks (if the Japanese storyline is to be believed), or tasked with 'recovering evidence' from crooked casinos and banks (if the western storyline is correct). In the 3D AGES version it's the latter, at least according to the storyline that flashes up before the game begins.

The simple controls of the original game translate well onto the PS2 and it's generally pretty fun, although only because the original concept was. The difficulty level can be a bit extreme at times (even when set to easy) but with some observations and logic skills it's not too much of a problem overall.

The graphics of the game are probably the best update of the collection as the game was in a cartoon style originally and now looks sharper. Unfortunately it does feel like only the graphics have changed and it may as well be the Mega Drive version of the game in your console, in terms of gameplay.

Rating: 7/10

Tant-R



Bonanza Bros. also includes somewhat of an oddity on the collection; the puzzle spinoff game Tant-R. Using the characters and style of Bonanza Bros. it tasks players with solving timed puzzle minigames in order to catch bad guys. Each boss is followed by an increasing number of henchmen, each of whom the player must pass 4 minigames to defeat. The final stage when the boss is reached consists of steering a plane through a steady stream of bombs to collect balloons, and possibly another life.

The minigames are varied and fun, ranging from counting the number of people on a train to stopping a speeding car from flying over the edge of a cliff. Although the games do repeat every now and then when playing story mode, if you're new to the puzzles they can still be a lot of fun. There's also a 2-4 Player Mode included to turn the minigames into competitive battles for points.

Overall this seems to be one of the most compelling arguments for picking up this game. As Tant-R was only released in Japan, its the only real completely new game to western gamers on the whole collection. It's also fun and doesn't take itself too seriously; the concept works well and the puzzles are challenging and well designed.

Rating: 8/10

Space Harrier



The original Space Harrier was a fun shoot 'em up which featured hordes of enemies flying towards you, all guns blazing. The enemies were strange characters and shapes and the levels were bright and colourful, sometimes to the point of being painful to look at. While the brightness of the levels may have been toned down a little for the 3D AGES version, the enemies are still as brilliant and wacky as ever.

The game controls nicely with the d-pad and you're allowed to fire as fast as you like with the square button. Some power-ups have been added to make things slightly easier as the original games could be punishingly difficult at times. This seems to have tipped the balance a little too far onto the easy side of things but it's fun to be able to progress further into the game.

Graphically there could have been many improvements but once everything's moving at speed it's a lot less of an issue. There's only one mode of play in the title but I can't see any other way of playing Space Harrier, so it's not too much of a problem. In terms of enjoyment, this is the pick of the bunch for me.

Rating: 9/10

Final Thoughts

I very much doubt that Sega Classics collection was ever intended to be released in this way when the project was begun; had Sega not stopped their deal with D3 Publisher, these games may have remained as budget Japanese PS2 titles only. Because of this, the collection seems to lack focus with some games seemingly more altered than others. The graphical updates are also pretty inconsistent from game to game; Virtua Racing seems to be slightly worse than it's arcade version, yet Bonanza Bros. looks great.

Overall the only reasons to pick this collection up would be having an interest in playing Tant-R, as it was never released in Europe or America, or having a real interest in the Space Harrier series and wishing to play an updated version. Otherwise you may as well seek out a Mega Drive collection and try the original games that these budget versions were based on. The term classic seems to have been applied loosely to a few of the inclusions, where other games would have been much more worthy choices.

Rating: 64/100
Grade: C

Friday, 14 February 2014

Game Review: Phoenix Wright: Ace Attorney


Game: Phoenix Wright: Ace Attorney
Console: Nintendo DS
Developer: Capcom
Release Date: 31st March 2006

Phoenix Wright: Ace Attorney is a visual novel which follows rookie defence attorney Phoenix Wright through his first five cases. Originally released as a Game Boy Advance title in Japan, Phoenix Wright: Attorney on the DS features an extra case in addition to the four from the Japanese version, as well as adding touch screen and microphone functionality. Although it's fairly easy to tell that the original game wasn't designed to use all of the DS's functions to their full potential, the final case makes far more use of the device's capabilities.

As the game is a visual novel I won't be looking too deeply into the details of the cases featured, as this would potentially spoil parts of the game for those who haven't played it. Each case begins with a defendant who seems to be almost certainly guilty of a crime and you're then tasked with collecting evidence relating to the crime and cross-examining witnesses to prove your client's innocence. The cases featured get more complex and last longer as the player continues through the game.


Of course the trial system has been somewhat simplified for use in the game; set a little way in the future, trials in Japan now have a limit of 3 days before a verdict must be reached, to prevent lengthy court proceedings from clogging the justice system. At times this can mean that events are a little harder to believe and that you'll need incontrovertible evidence to get your client off the hook but since the game basically provides you with it, it's not really a problem.

Most trials run for their full three day length and gameplay alternates between sections where you're collecting evidence and information on the case, and courtroom sections where you use the evidence you've collected to disprove testimonies made by witnesses. Controls for both parts are simple and mostly touchscreen based; when collecting evidence players can examine their current location, move between locations, talk to characters who happen to be at their current location and present evidence to them. When in court players scroll through the current testimony and can either press the witness on their statements or present evidence to show contradictions.


The timeline of events for each case slowly unravels as the trials progress and at times you'll feel more like a detective than a defence attorney. A lot of the time it's unclear what exactly has happened with regards to the crime until the case is almost over, but all plot twists are plausible and generally well written. There are some intertwining plotlines in the first four cases which form the original game's overarching story, as well as a hugely complex final bonus case which stands alone in terms of story.

One of the game's best features is its eccentric cast of characters; lawyers, witnesses, defendants and even minor characters all have interesting ways of expressing themselves and really bring the game alive. Watching a witness's demeanour change from calm to disbelief in court brings a sense of achievement in your own deductive skills despite the game's fairly linear progression.


The controls translate well from the Game Boy Advance original game to the DS; there's a choice between using the buttons and the touch screen most of the time, and while its easy to see how the controls were mapped on the original version, some things do feel easier with the touch screen function. As the final case was a DS extra, there's a lot more use of the touchscreen to rotate pieces of evidence, uncover fingerprints and undertake other forensic tests, as well as more use of the microphone which was previously only used as an alternate way to declare an objection or press witnesses.

Although there was no graphical update from the Game Boy Advance game, Ace Attorney still manages to look impressive with stylised visuals and detailed character models. Musically the game uses certain themes for specific parts of each case, but it's generally enjoyable and suitable for the situation. The only real criticisms I can find with the game are small aspects like attempting to navigate between locations in complex cases.

Overall as with most visual novels, Phoenix Wright emphasises story over most other gaming elements but manages to pull its complex and twisting cases off well. Only the most seasoned of visual novel haters could find a reason not to play this.

Rating: 84/100
Grade: B

Saturday, 8 February 2014

Mega Drive Racer Head to Head: Super Monaco GP vs Super Hang On


Game: Super Monaco GP
Console: Sega Mega Drive
Developer: Sega
Release Date: 4th January 1991

Since the release of the SNES, everything, including Sega titles seemed to have the prefix 'Super'. 'Super Smash TV', 'Super Fantasy Zone' and 'Super Thunder Blade' to name a few. The two games I'm reviewing today are no exception, adding the prefix to denote that these games are a sequel of sorts in their respective series. First up is Super Monaco GP (or Sega Grand Prix as the title seems to say) which is based on Formula 1 racing, allowing players to compete both in an arcade mode and a full season of races as well as practising on any circuit.

The racing itself  is fairly typical for the era and reminiscent of Outrun with harsher corners and higher speeds. It can be difficult to steer through slalom corners and small mistakes are punished heavily. There are three types of control which increase in difficulty but also affect the car's performance. The easiest and worst performing allows the player an automatic gearbox, a four speed manual gearbox and better performance is afforded to players who choose 'Type B' controls, and 'Type C' gives brave players a 7 speed gearbox and a significant performance increase.


Arcade mode takes place on the Monaco track and after a short qualifying lap pits the player against 14 CPU opponents in a knockout race. After each checkpoint is passed, the required position increases until either the player is knocked out, or has achieved a podium finish. Overtaking opposing cars is fairly easy although the type of controls chosen also makes a big difference as the CPU racers can also vary in performance.

World Championship mode sees the player compete for two seasons; gaining the best car and winning the championship through good performance and outperforming rivals in the first year, and beating the seemingly unbeatable rival based on Ayrton Senna in the second year. With 16 tracks to race in each season, the game does a good job of simulating the real F1 championship of the time. Not only are the tracks based on their real world counterparts but there's some nice scenery on the horizon on most circuits too.


Graphically the game isn't bad at all; whilst you can see a lot of pixels, it makes a vast improvement on the racing games of the previous generation and features some nice 3D style effects, despite everything being technically 2 dimensional. There's not a lot of music in the game and most of the time, the car sounds are the only thing you'll be listening to. They're pretty good although tyre squeal could use a little improvement and the voice over the radio is in terrible quality, with more white noise than actual speech.

Overall Super Monaco GP is a mixed experience; there's a decent arcade mode featuring fast paced gameplay and Championship mode simulates the experience of the Formula 1 season pretty well for the time, but small mistakes can ruin an entire season or arcade race and the rival mechanic is innovative but flawed at times.

Rating: 62/100
Grade: C



Game: Super Hang-On
Console: Sega Mega Drive
Developer: Sega
Release Date: January 1991

Hang-On started life as an arcade game complete with tilt controls which the player sat on a motorcycle shaped seat to play. Super Hang-On, its sequel was also an arcade game before coming to home console. On the Mega Drive version of the game there are two game modes; Arcade Mode and Original Mode. Arcade mode gives players a choice of 4 different courses; Africa, Asia, America and Europe, which ascend in difficulty and length. Original Mode allows players to upgrade a bike from scratch and get sponsors whilst racing against a rival.

The overall racing view is fairly similar to that of Super Monaco GP, save for the fact you're on a motorcycle; the road appears to come at you, rather than your bike moving along the road. Falling off your bike can have the same disastrous consequences as crashing too, if not even more so as its almost impossible to get to the next checkpoint in arcade mode once you've fallen off the bike.


The arcade mode is by far the most enjoyable as players are given a decent bike and can jump straight into the action, speeding through entire continents in a matter of minutes. While the gameplay is fairly simple and only really consists of steering your bike along the roads whilst avoiding opponents it can get addictive, and with tight time constraints there's no time to waste. Of course one mistake can spell failure but it doesn't take long to get back to where you were, even on the longest stage.

Original mode starts you with a slow and heavy bike which handles terribly, on which you must beat a rival to progress. As you win races, you gain sponsors and are allowed to upgrade the bike, which is a slow process. Personally I got too tired of the bike's poor handling when compared to the bike in arcade mode to want to continue.


Graphically Super Hang-On isn't as impressive as Super Monaco GP, especially at high speeds when the sides of the track seem to flicker by. The bikes and details on the horizon are nice from a distance, but can seem a little strange up close. The selection of music is good with a choice of 4 tracks to accompany racing, and a few other themes here and there. The engine noise and other effects are also of a good standard.

Overall Super Hang-On is more fun to play than Super Monaco GP due to its pick up and play arcade style and simplistic tracks. Riding through different locations is fun in the arcade mode and although challenging, it has a good difficulty. Original mode is less enjoyable although it does give the game some replay value and depth. With good music and fun gameplay this arcade classic is definitely worth a look.

Rating: 68/100
Grade: C

Friday, 7 February 2014

Game Review: Super Mario 64


Game: Super Mario 64
Console: Nintendo 64
Developer: Nintendo
Release Date: 1st March 1997

The first 3D platformer in the Mario series, and one of the earlier 3D platformers in video gaming, Super Mario 64 introduced a lot of new concepts to the series and to gaming as a whole. The most immediately noticeable of the additions, aside from being in 3D is the camera control mechanism. Players can rotate the camera and zoom in and out on Mario using the C buttons and R button respectively. This gives players far more freedom when exploring courses and trying to complete objectives.

Instead of having worlds and levels as featured in previous Mario games, Super Mario 64 has courses which feature objectives, the completion of which earns players a star. There are 6 objectives for each course, as well as a star for collecting 100 coins in any given level. Counting bonus stars that are hidden around the castle there are 120 to collect in total, however only 70 are required to fight the final boss of the game.


At the start of the game Mario receives a letter from Princess Peach informing him that she has baked a cake for his consumption. Upon arriving at the castle however, Princess Peach is missing and Mario is told that he must collect stars to restore power to the castle. All of the true boss fights in the game are against Bowser and as plots go, it's pretty thinly held together in the same way the original Super Mario Bros. was. Perhaps it'd be nicer to have an incentive that's more appealing than cake to spur Mario on through 15 courses.

As more stars are gathered by Mario, more courses as accessible. With 7 stars available on each main course, it's not particularly difficult to amass the required number of stars to beat the game (in fact it's possible to win without even entering 5 of the courses). This isn't to say that the objectives given are easy but there's certainly no shortage of them.


The courses themselves are nicely varied featuring water, snow, lava and more complex concepts such as time passing inside of a clock at differing speeds, enemies and items of differing sizes, and a few others. On each of the 15 main courses there's a lot to explore and gameplay feels far less linear than that of the 2D platformers in the series. To access each course the player must jump into paintings around Princess Peach's castle, some of which will take a little finding.

Objectives are given a title on the pre-course screen which can help the player get an idea of what needs to be done. In some cases it'll be obvious and other objectives will take a little more searching. In the same way, the amount of time and skill needed for each objective can vary greatly; from climbing to the top of a simple mountain to reaching and defeating a mini-boss. An impressive feature of the objectives is that hardly any are recycled from course to course, save for finding the 8 hidden stars.


Mario is controlled via the analog stick only on the N64 controller which gives far more control over his finer movement than a d-pad would be able to. Combined with the camera controls, this gives the player far greater scope to explore the levels and tackle platforming challenges put before them, especially in three dimensions. While the camera control doesn't always work as needed, it's not very often that you'll find yourself in a tricky situation camerawise.

In addition to the analog control, Mario also gains some new moves in this game. Wall jumping, backflips, and long jumping are just a few of the new manoeuvres which not only make good use of the N64 controller but are easy to pull off and compliment the level design to bring new challenges to the player. By the time you're ready to face the final battle, it'll feel as if you're able to see Mario through any parkour based challenge imaginable.


Unlike previous games of the series, Mario can take a decent amount of hits from enemies before losing a life. The power meter drains different amounts depending on the enemy you take damage from, and proving it's not something that can kill you in one hit Mario is able to collect coins to nurse himself back to health. One situation in which this system is a little weak is the water levels, as the power meter doubles as an air meter. Rising to the surface to breathe can cure any damage that Mario has taken, making water levels much easier.

Many enemies from previous games feature in Super Mario 64; Goombas, Shy Guys, Boos and others all make an appearance and work in a similar way to previous installments. There are even friendly Bob-ombs who will prepare canons to help you on your way. Power-ups also return in a way; once certain switches have been pressed Mario is able to get a new cap and turn into a flying, metal or "vanish" version of himself. Certain stars require the player to have unlocked these caps to reach them.


Graphically the game is impressive for the era and feature nicely styled 3D designs of previously 2D parts of the Mario universe. From a modern standpoint some of the textures can look a bit pixellated or blurry at times but overall it's bearable. Musically Super Mario 64 excels with many different course themes and variations on previous themes from the series. The voice acting is also generally good, although its mainly Mario's clips that you'll be hearing.

Overall this is a great example of a 3D platformer, even 17 years after its release. With many courses and secrets to explore and discover, imaginative objectives and level design and a great soundtrack, there's only a few minor issues which can be counted against it. Perhaps a little to easy in places, with occasional camera issues and a sense of a game that's finding its feet in a new world of games it's still well worth a play.

Rating: 87/100
Grade: B

Thursday, 30 January 2014

Gaming History: Controllers

This is a new, hopefully monthly segment where I'll be looking at hardware and issues surrounding video games. While consoles and games are hugely important to the gaming experience, there's another major factor which can change gameplay dramatically and that is the controller. There was a lot of speculation recently before the announcement of the PS4 and Xbox One controllers, as to their shape, size and features which shows that even in an era where the consoles and their specs are hugely important to gamers, the controllers are still a large part of the experience.

Before I get to the controllers of the present day however, I'd like to go through controllers generation by generation. For each, I'll be posting a picture of the controllers I own from said era but I'll be discussing ones that I've experienced and even some that are just too interesting not to mention.

(Controller for the Binatone Colour TV Game Mk. 10 - 1977)
As with a lot of the controllers for first generation video game systems, the Binatone Colour TV game (which is essentially a pong console) gives the player an analog knob which can be rotated about 360 degrees in either direction. As most consoles of the era played pong and its variants, this was a good way to control the paddle, and feels a lot more precise than a digital input. If you've ever tried playing pong on any sort of "Classics Collection" you'll understand.

The Magnavox Odysey controller is the only real odd one out of the well known controllers of the time. Released in 1972 it may well have been the inspiration for a lot of the controllers that followed in the first generation, with its three analog knobs; one for horizontal movement, one for vertical movement and a final one which would change the direction of the "ball" in sports games, allowing players to cheat as much as they liked.

(Controller for the Commodore Plus/4 - 1984)
The second generation of controllers was split almost equally between joysticks with a single button and numberpads with joysticks or control knobs. The classic design of the era is that of the Atari 2600 which featured a joystick with a single button at the side. Although the original versions of these were stiff and not always reliable, it allowed players to play a far greater variety of games such as adventure games, arcade games and sports titles. The Plus/4 joystick pictured above is the only controller I own from the second generation although I have experienced the Atari 2600 and 2600 Jr. controllers also. Compared to those, the Plus/4 controller is a lot more responsive and reliable.

As for the controllers which featured numberpads, the best known of these are the Intellivision and Colecovision. Both of these had a 9 digit numberpad with a control knob at the top. This layout made certain games easier to play (having only one button does have its downsides), but most games of the era only required one button, so nine seemed superfluous.

(Left: NES Controller - 1983   Right: Master System Controller - 1985)
With the arrival of more complex games in the third generation came more complex controllers. The NES controller featured two action buttons, a d-pad and start and select buttons. Several games featured combinations of the two buttons and a direction to increase the amount of actions a player could achieve. The start button also made for a handy pausing tool, a function only seen before on the Atari 5200. Compared to the joysticks of the previous generation, and the controllers of today, these are very small.

The Master System controller is essentially an NES controller without a start or select. To pause a game on the Master System, the player must get up and press the button on the console itself which can prove difficult in the middle of an intense game such as Fantasy Zone. The only other major console controller in the third generation was the Atari 7800 which went back to the roots of the 2600 controller and featured a joystick with two buttons eitherside. While this could achieve the same results as the Master System controller, the rectangular options must have seemed more of a space age choice at the time.

(Top Left: Sega Mega Drive Controller - 1989, Bottom Left: Sega Mega Drive 6 Button Controller - 1989,
Right: SNES Controller - 1990)
The SNES and Mega Drive were the main focus of competition in the fourth generation, and for competing systems their controllers had far more differences than in the previous generation. Sega had decided to go with a 3 button approach, with a D-pad and start button, while Nintendo decided on a 4 button controller, with L and R shoulder buttons, D-pad and start/select buttons. With this giving the SNES controller 3 buttons more than the Mega Drive (4 if you count a select button), fighting games and anything else that required more than 3 buttons suffered on Mega Drive. A 6 button version of the controller was released, although it wasn't compatible with every title.

Other controllers released in the fourth generation included the Turbografx16 controller which was essentially the same as an NES controller with added autofires for both buttons, and the Neo Geo AES controller which gave players a full arcade style joystick with four buttons. The AES didn't enjoy much success due to its large price tag, but was a system which attempted to bring full arcade games to the home console market that gave gaming one of the most interesting controllers around.

(Left: Sony Playstation Controller - 1994,   Right: Nintendo 64 Controller - 1995)
With the fifth generation of video game consoles came even more variety; no two controllers of this era even resemble eachother. The two most classic designs are pictured above; the Sony Playstation controller which, with the addition of dual analog sticks later in its life has remained pretty much the same up until the modern day. Its four face button, four shoulder button, d-pad, start and select layout was inspired by the SNES controller (from the days Sony were going to partner with Nintendo to build the SNES CD). The Nintendo 64 controller is often derided for "being designed for people with three hands" but was the first controller to offer players a choice between using the d-pad and analog stick comfortably. Every controller in the next generation allowed players to do that, and so it's only fair to give credit to the N64 controller for that, as well as featuring camera control and extra functions with the yellow D-pad.

Sega's effort for the fifth generation was much like the 6 button controller for the Mega Drive with shoulder buttons. A later revision added an analog stick at the cost of the controller looking like a pancake. The 3DO controller was somewhat of a cross between the SNES and Mega Drive controllers, with 3 buttons, start and select and shoulder buttons, but with the console at $699.99 it didn't catch on. The final notable controller of the fifth generation is the Atari Jaguar which to my mind is probably the worst designed controller ever. Not content to choose between a 9 digit numberpad and a regular controller, Atari forced both into the design, making it a large, difficult to operate mess.

(Top Left: Nintendo Gamecube Controller - 2001, Top Right: Sega Dreamcast Controller - 1999
Bottom Left: Sony Playstation 2 Controller - 2000, Bottom Right: Microsoft Xbox Type S Controller - 2001)
Possibly the best known video game consoles, the sixth generation brought 4 main controllers with similar, but not indistinguishable designs together. The first to be released was that of the Dreamcast; featuring 4 face buttons, a left and right trigger, analog stick, d-pad and a start button, as well as somewhere to put a memory card. The concept of triggers on consoles may seem familiar to gamers now, but the Dreamcast was the first to show the way. Whether they were used for racing games, guarding in fighters or doing a Crazy Boost in Crazy Taxi, the triggers proved their worth as an addition. The PS2 controller had the least changes from the previous generation, in fact apart from being black it's hard to discern any changes save for a rumble feature. If it ain't broke, don't fix it.

The Gamecube seems to have a much more standard design, when taking the N64 controller into account. The C-stick is the main defining feature, alongside new X and Y buttons and triggers which can also be used as buttons. Personally I find these to be a little awkward when compared to the simple triggers of the Dreamcast and Xbox, but with concepts like Super Mario Sunshine they work well. The final controller of the sixth generation is that of the Xbox. Originally a huge circular monstrosity, Microsoft quickly realised that it needed a redesign. The Type S controller integrates all of the features of the original controller, although the Xbox's only real bit of individuality are the white and black buttons.

(Left: Sony Playstation 3 Controller - 2006, Right: Nintendo Wii Controller - 2006)
The seventh generation of video games is possibly one of the strangest; the PS3 once again featured a very similar version of the previous generation's controller, this time with wireless capability and triggers instead of R2 and L2 shoulder buttons. The Xbox 360 also features a controller without much changed; removal of the white and black buttons, an Xbox button in the centre for online options and wireless capability seem to be the only modifications from the Type S.

The Wii introduced the world to motion control gaming with its revolutionary new controller. As can be seen from previous controllers, Nintendo weren't afraid to change things up a bit, and while everyone may have their opinion on the Wii and its games, the fact remains that the sensor bar is responsive and the first party games make good use of the Wiimote and Nunchuck. So much so in fact, that the Wii's sales inspired the Playstation Move and Xbox Kinect controllers which brought a sense of unity to gaming experiences in that whatever console you were playing, there was a motion control option for you.


So finally we come to the current generation; the WiiU is the only console I currently own but its controller is of extreme interest. I can't imagine what an NES gamer would have said, if you'd shown them this in 1985, but it'd have probably given them a heart attack. Featuring a large touchscreen, dual analog sticks, a d-pad, four face buttons, two bumper buttons and two shoulder buttons, +/- buttons, home, power and TV control as well as an accelerometer, camera, speakers, microphone and gyroscopic something or other, this is the most complex controller ever released. Some might say too complex, or too gimmicky, but the simple fact that this exists is amazing, especially in a time where the other major companies have released essentially the same controller for the past 3 generations.

The PS4 controller (which I've had a little go on) has been streamlined and is a slightly different shape to previous generations. With the start and select buttons renamed and moved up to the top of the controller, and a new touchpad, it retains most other features of the PS3 controller. The Xbox One controller appears to be the most similar to its previous iteration, this generation. There are changes but mostly subtle ones and I've not had a chance to try one out yet, so I can't say whether it's improved at all. Still, its amazing how far controllers have come in 20 years and with talk of this being the last console generation perhaps this is a definitive look at them.

(Top Left: Logitech Steering Wheel for PS2, Top Right: Joystick Controller for Gamecube
Bottom Left: Flight Stick for Sega Mega Drive, Bottom Right: Light Gun for Sega Dreamcast)
There have been many first and third party control accessories, some better than others and too many to even begin to describe. Light guns, steering wheels and joysticks are among the most common, but the PS1 and Dreamcast both got Fishing Rod controllers, and I'm sure there are even crazier add ons out there. My proudest Mega Drive achievement to date was completing Streets of Rage using only the Flight Stick above which took some doing. Personally unless a game requires an accessory, I'll use the controller but with systems such as the Wii, there's the possibility of using the controller as all kinds of things, so perhaps we'll see less accessories in future.

If you play any kind of video games you'll probably have a favourite controller, whether that's just because you're used to it, or it stands out above the rest with cutting edge features and design. Personally I'd have to list my top 5 controllers as follows;

1. Playstation 2  - Classic and in my view, the best of the Playstation controllers
2. Wii                - Responsive and the first console to really get the motion controls right
3. Dreamcast     - With good triggers, and a place for your memory card, this is a solid controller.
4. Nintendo 64  - Classic design, which works well for most N64 games
5. WiiU             - Tons of features, including being a remote for your TV and console

I'd be interested to hear what your favourite controllers are, and why. Feel free to disagree, but be glad that you've had the choice of so many. After all we could be stuck in 1972 twiddling knobs and keeping our own scores.

Tuesday, 28 January 2014

Game Review: Harry Potter and the Philosopher's Stone (PS1)


Game: Harry Potter and The Philosopher's Stone
Console: Sony Playstation
Developer: Argonaut Games
Release Date: 15th November 2001

If you're a frequent visitor to my blog, you may notice that I reviewed a game of the same title as this for Game Boy Colour recently. Having done a little research whilst reviewing that game, it came to my attention that there are four different versions of this title. The Game Boy Colour, Advance and PS1 games came out alongside the film in 2001 and were three completely different titles in gameplay and in many parts of the story. In 2003 remakes of the PS1 game followed with vastly changed gameplay for PS2, Xbox and Gamecube. I intend to play each of the versions of this game in an effort to assess which approach worked best and highlight EA Games laziness as a producer to license out the game to 4 different companies to make.

Having started with the Game Boy Colour game which follows the plot of the film almost perfectly, I expected the PS1 version to do basically the same but in a simple 3D setting. Upon starting the game, there's some narrated story which skips along to at least page 91 of the 223 page  book. There's no letters from Hogwarts, no shopping in Diagon Alley and no Hogwarts Express. I understand the limitations of the PS1 but when playing a licensed game based on a film, much of the enjoyment comes from being able to re-enact scenes from the film. In keeping with completely ignoring most of the content of the book and film, only 3 or 4 of the things you're asked to do in the entire game feature in the book or film.


The game itself is incredibly short and it only took around 5 hours to complete. You're thrown from one mission to the next without much time to think, and the action appears to take place over the course of a single day, as Harry doesn't sleep at all and there's no indication of any time passing. Originally I was going to list all of the inaccuracies between the game and film/book but by the end of it I'd lost count. This isn't to say that it needed to be completely accurate to be enjoyable, but resembling the film that it's based on would have been an advantage.

The controls aren't too bad; the analog stick is used to move, R1 to target and X casts a spell while the triangle button is used to look around and free aim. More complex spells can involve button pressing minigames on which the timing can be severely off in some instances. Moving around the castle isn't too difficult as long as you're not required to jump, as this is handled much like in Zelda games; when Harry reaches a ledge, and the player is still pressing in the direction of the gap, he will jump. Unlike Zelda games though, the game decides not to jump sometimes and sends Harry to his death.


Most of the tasks that Harry is required to do require either simple platforming, use of his spells, some puzzle logic, or a combination of the three. With the aforementioned jumping problem, the missions where Harry must get to class on time, or race Peeves become much more frustrating. The game seems to guide players through the easiest parts of it and leave them to work out what to do in harder parts, which can also be a source of annoyance.

The final mission of the game follows the basic story of both the book and film, and makes the best use of the controls and gameplay styles. Personally I found this to be the most enjoyable part of the game besides Quidditch which plays like a flying minigame where Harry navigates through rings until the game allows him to reach out and catch the Snitch. Although it could have been less repetitive there are no major problems with the Quidditch part of the game, and there's even a standalone mode for it.


Graphically, the game's textures are very low resolution and the faces of characters are almost unrecognisable at times. It can be difficult to see where to go due to the poor graphics, in platforming challenges. With different voice actors to the film, it's hard to imagine the characters as who they're supposed to be too. The music of the game is fairly enjoyable, it seems to be mainly orchestrated versions of the Game Boy Colour soundtrack.

Overall with little resemblance to the film or book, unsatisfying platforming stages, and collectables which are so well hidden that I went through the entire game without even finding one, Harry Potter and the Philosopher's Stone for PS1 should be well avoided. If you've read the book or seen the film you'll be shouting at the TV to correct the game's continuity errors and if you haven't you'll be thoroughly confused as to what's even going on, as it's not well explained at all.

Rating: 39/100
Grade: E

Monday, 27 January 2014

Game Review: Grand Theft Auto IV


Game: Grand Theft Auto IV
Console: Sony Playstation 3
Developer: Rockstar
Release Date: 29th April 2008

This should technically be Part 4 of my Grand Theft Auto series review, but as with San Andreas I feel that this game has such a large scale and choice of things to do that it's only fair to give it it's own review. The first main series installment since San Andreas, IV is set in Liberty City which is based on New York, complete with its own "Statue Of Happiness" and other famous landmarks. Just like other games in the series you're set a series of missions which see you transform from a low status thug to a rich (former) gangster.

New additions since San Andreas include a phone and internet system through which you get most (if not all) of your missions. Acquaintances will ring and ask to hang out as well as giving you missions by phone, and the internet is used to set up appointments, dates and to make a couple of missions easier. Police now have a search area, outside of which you're able to escape from them. The more stars you attain, the larger the search area is and the more force the police will use to arrest you. There's also a new subway system and a lot of interiors which can be accessed without a loading screen popping up.


The story follows Niko Bellic, an Eastern European immigrant who has been told of the wonders of America by his cousin, Roman. Upon arriving he finds that not everything he has been told is true and has to work for various small time gangsters and friends in order to find someone from his past, who betrayed him. The storyline itself can seem to drag on during the middle parts with 88 storyline missions in total, however the two endings are worth getting to.

Controlwise, the game is similar to other titles in the GTA series; shooting features a lock-on mode (although this can be disabled) and there are a selection of weapons available including pistols, shotguns, rocket launchers and grenades. Driving is slightly different with acceleration and braking set to the R2 and L2 triggers. The viewpoint whilst driving and handling of the vehicles are both very different to previous games and take a lot of getting used to. Missions which involve driving and shooting at the same time are extremely difficult due to the controls.


Most missions get the player to drive somewhere, shoot something or a combination of the two, but the most impressive missions in this game are those which think a little outside of the box. There's a mission where you're asked to set up a job interview via the internet and then kill the interviewer, as that's the only way to get to such a busy businessman. There's another mission where you're allowed to execute someone Hitman style and change into doctor's clothes to turn the life support machine off. These, along with a few other selected missions (including the complex final missions for each storyline) redeem the mostly typical GTA style ones.

The police don't seem to be as concerned with arresting you as in other games from the series, as I managed to complete the game without ever being busted. Instead, I was killed quite a few times by the police even with a simple two star wanted level. Luckily as a new addition, hospitals don't take away your weapons unlike police stations, so I was able to hold onto my best ones. It did seem a little unrealistic to have such violent police though, especially with other areas of the game focussing on realism.


At a few key points in the plot, the player is given moral choices to make such as choosing whether or not to kill a particular enemy or who to kill out of two choices. While these do give slightly different results, only the final decision matters particularly in terms of gameplay and missions. These decisions seem to enrich the characters and plot, however and you feel as if you are really in control of Niko and his actions.

One new system which was only used once in the game is the ability to throw objects, such as bricks. This could have been incorporated into more than one mission and perhaps used as a way to deal with enemies from above. The cover based shooting system in the game is used quite a bit throughout the missions, and for the most part it works well. A lot of enemies also use the same type of movements and so things can get into a bit of a stalemate at times, but the only real problems are when Niko won't get behind cover, or comes out of it without the player meaning for him to.


A minor addition to the driving experience in the game is the GPS system which shows you the fastest legal route to waypoints and mission locations. This can help immensely when you want to travel between islands as there's no confusion as to where to go. Also added since San Andreas is the ability to hang out with friends and acquaintances. They'll call you from time to time and ask if you want to go bowling/drinking/for a meal etc. and through becoming friends you can use their special skills. Roman for instance owns a taxi service which can take you anywhere for free, once he likes you enough.

The final minor addition to gameplay is the hand to hand combat system which now includes the option to block and kick as well as push your opponents to the ground or down a flight of stairs. Whilst targeting them, the player also may counter an attack if their timing is good enough. This adds more realism and difficulty to street fights as previously they were fairly one sided. Of course this system isn't handy for long as weapons make fair more efficient killing machines.


Graphically the game is much improved from San Andreas and the "Stories" sidegames as you'd expect with the move to seventh generation consoles. There's a lot of detail on almost all of the locations, vehicles and people in the city. My only real complaint is the amount of grey that is used in the city's colours; sometimes it can feel like a very large, dreary place. The sound in the game is fantastic with superb voice acting and effects; explosions and gunfire sound pretty much spot on. The in-game radio also offers a large selection of genres and music with some notable highlights.

Overall GTA IV is a highly enjoyable and engaging experience with many highlights and good new features. Although the driving feels a little off at times, some missions near the end can feel extremely demanding and the city is grey and not as much fun to explore as the areas of San Andreas, there's still plenty to enjoy. With deeper characters than ever before, far more interactivity between the player and them, and a stellar storyline this game only really falls short of San Andreas on location and the ability to fly fixed wing aircraft.

Rating: 87/100
Grade: B

Wednesday, 22 January 2014

NES Puzzle Game Double Header: Dr. Mario and Clu Clu Land


Game: Dr. Mario
Console: Nintendo Entertainment System
Developer: Nintendo
Release Date: 27th July 1990

Having grown tired of plumbing, Mario decided to try his hand at being a doctor (despite an obvious lack of qualification) in 1990. The aim of this puzzle game is to eliminate viruses by lining up rows of 4 pixels of the same colour, as Mario tosses pills down into the gameplay area for the player to position. Available options on the menu screen include the number of viruses onscreen at the start of the level, the speed of the game and the type of music played.

Although a lot of puzzle game have elements similar to that of Dr. Mario, it has enough unique gameplay elements to be distinct. Gameplay is simple as all the player controls is the movement and rotation of the pills being thrown by Mario into the play area. Unlike like Tetris, Dr. Mario does not feature naive gravity when blocks disappear which means that blocks overhanging a drop will fall once disconnected from their other half.


Once the player clears a level of all viruses, they move onto the next level which has more viruses. When there are a lot of viruses on screen, gameplay requires more strategy as to the placing of pills and letting blocks drop after making a successful block of 4 same coloured squares. While there's not a lot more to the game than progressing through the levels, the concept is fun and engaging with a decent difficulty curve between levels.

Graphically the game is nicely stylised and looks for the NES era, with a fairly detailed sprite of Mario throwing the pills and well animated viruses under the magnifying glass. Although there are only two songs to accompany gameplay, both are catchy and of good quality. Overall Dr. Mario is a great concept for a puzzle game, which perhaps didn't need to feature Mario and only really has one play mode, but plays nicely nonetheless. I wish I could give the game a higher score as the only real drawback is the limited amount of gameplay it offers, however this impacts quite heavily on its replayability and comparison of the game to more modern titles.

Rating: 46/100
Grade: D


Game: Clu Clu Land
Console: Nintendo Entertainment System
Developer: Nintendo
Release Date: October 1985

Five years before Dr. Mario hit the shelves, a puzzle game based on uncovering shapes made out of coins with a hero named Bubbles, that the player controls. It's only possible to turn using turning posts on the screen, between which the coins appear when the gaps are passed through. There are also enemies onscreen called Unira, which can be neutralised by a sound wave from Bubbles and then pushed to the edge of the screen to score points.

Once all of the coins in a level have been uncovered, that level is complete and the player may move onto the next. As the levels progress some coins take two trips to uncover and rebury themselves if passed over multiple times. This increases the difficulty without changing the gameplay too much. Although it can be difficult to work out what shapes the coins are making unless you've uncovered most of them or played the game before, it's easy to uncover them randomly until you have a clearer idea of what shape is being made.


Graphically the game features basic sprites and shapes for everything it portrays and although its usually easy to see what's going on, a little more detail would help in recognising the shapes. In terms of sound there's not a large selection of music to accompany gameplay, but the main theme is lively works well with the game. Controlwise, once players get the hang of using the sound wave to attack, and swinging around the turning posts there's not too much to fault.

Overall Clu Clu Land is a simple puzzle game with an interesting concept and gameplay. While it can be difficult to make out the shapes featured in the game and get used to the control system, the difficulty increases in a timely fashion and it's impressive for the time of its release. As with Dr. Mario, the game's main fault is the lack of replayability and different gameplay modes. There is however a two player option in Clu Clu Land which plays similarly to one player mode for both participants.

Rating: 42/100
Grade: E

Friday, 17 January 2014

Game Review: Harry Potter and The Philosopher's Stone (GBC)


Game: Harry Potter and the Philosopher's Stone
Console: Game Boy Colour
Developer: Griptonite Games
Release Date: November 2001

While there were Xbox, PS2, Gamecube and PS1 games based on the first book/movie in the Harry Potter series, it's interesting to look at a handheld version. Although there was a release on the Game Boy Advance, I'll be looking at the Game Boy Colour version as that's the one I owned as a child. If my recollections are correct, not only was this the first game I ever bought with my own money but I also have a savefile with 67 hours of gameplay on it and Harry at level 99. That's not to say that this is an amazing game by any standards, it's more of an indication that I didn't have very many games to choose from as a child.

The story of the game is based on the events of the first book/film in the Harry Potter chronology with some slight changes so that certain game mechanics work better. The gameplay itself is in the style of an RPG with battles occuring regularly and 24 quests which guide Harry through the story to its conclusion. Although the set story makes for quite a linear experience, there's still room for some exploration of the fantasy world with collectables and secrets scattered around the map.


Quests are usually fairly simple and obvious when given to the player; not only will important characters tell them what needs to be achieved, the current objective appears on the start menu and NPC's will give hints as to what must be done. A lot of the gameplay involves travelling around Hogwarts and completing objectives by defeating bosses or retrieving items. In the 7 lesson based quests, the gameplay resembles that of a minigame with tests of memory, fetch quests and a broom flight minigame which appears a few times throughout the game.

Battles are conducted in typical RPG style save for the fact that the players appear on the right with the enemy on the left side of the screen. Harry is able to use spells as well as items and card combinations to defeat enemies, and levels up as he progresses through the game. Upon completion of the game, Harry retains his level and the enemies are pegged to his ability when a new game is started.


For an RPG the game is rather short and whole months pass between in-game events where a calendar is shown to signify the passing of time. While nothing happens plotwise in these periods it does rather feel as if the game is rushing you onwards toward completion. The money is somewhat incidental after a certain point in the game and there's not a whole lot of things to buy. There's a loose strength/weakness system with spells and enemies but it's never completely explained so it's up to players to guess as to what spells will work well.

Harry travels somewhat slowly on foot and this can be irritating when moving up and down the seven floors of Hogwarts (although there are secret passages which can be used as shortcuts). Enemy battles appear as blue creatures which move about on screen; when Harry touches these then a battle is initiated. Sometimes these appear fairly unexpectedly in your path and slow your progress down.


Graphically the game somewhat resembles NES era RPG games with basic sprites and animations. Buildings and interiors look good and even accurate to the books at times. There's never any difficulty in telling character sprites from one another; in fact the only time I had a hard time seeing things was in the night time quests as the Game Boy Colour screen isn't particularly bright. Musically there's a variety of themes and sound effects used in the game, which are generally of good quality.

Overall this is a somewhat simple RPG style Game Boy Colour game which works well to incorporate the story of the first Harry Potter book. Battles are easy to understand and there's not many times where grinding is necessary. It's a shame that party members aren't allowed to battle alongside you at any point in the game however. I'd recommend this to hardcore fans of the Harry Potter series as an interesting relic, but it falls a little short as a game in a general sense.

Rating: 73/100
Grade: C