Welcome to RTM 35 and the April 2007 edition of Apple II Incider. For this month, I will return to talking about some classic games from the 1980's. These three games were part action and part strategy. However, beyond those aspects, the games had huge replay value that made me play these games over and over again back in the 80's. Even today, in the year 2007, I
occasionally get an urge to play these games. These three games have definitely stood the test of time.
AZTEC by Datamost
Like Apple Panic, this game is a purely keyboard driven game. Just like Apple Panic, it took me a while to figure this out when I first played the game. As far as game play, this game has it all. Your character can walk, run, and jump. He has
machetes, guns and explosives at his disposal. You're up against all sorts of creatures like spiders, alligators and dinosaurs. I remember that I was frustrated initially with this game. It can take some time to get used to the keyboard controls and you will get killed many times. However, the game keeps drawing you back into it over and over again just to see if you can go a little further. |
| |
ARCHON by Electronic Arts
For the life of it, I don't remember why I asked my mom to buy this game when I was a kid. Maybe it was the cool cover that was on the Electronic Arts packaging? Now that I think of it, weren't most Electronic Arts covers pretty cool back then?
Back to the game, Archon was a combination strategy and action game featuring two sides: The Light and The Dark. Imagine if you were playing a game of chess (or even checkers) where instead of just "taking over a square", you fought your opponent for it? The object was for one side to either kill off all the opponents characters of the opposing side or take over five power points that were on the board. Sounds simple?
The catch was that each and every character on each side had it's own
strengths and weaknesses. Some were slow and had hand weapons that could only be used in close quarters. Some characters were fast and had long range weapons. The game board also played a factor. There were squares representing light or dark only. There were other squares that cycled from one color or another. Depending on what square you fight on and what cycle the board was in, your character might have a lot of energy or very little at all.
The preceding description doesn't even cover half of the strategy involved. However, to me, the
best part of the game was just the battle between characters. I played the game a lot as a kid and don't remember winning the overall battle much. Thanks to emulators, I played the game recently and had a great time. Despite being nearly 25 years old, the character battles still captivated me, even if the computer beats me in the overall battle.
|
| |
| |
BEYOND CASTLE WOLFENSTEIN by Muse
Most people probably know of Wolfenstein 3-D or even one of the
sequels, Return to Castle Wolfenstein on the newer generation of PC's and game systems. For a old timer like me, it was good to see homage being paid to two of the more well known and classic games of the 80's: Castle Wolfenstein and Beyond Castle Wolfenstein.
I was actually introduced to Beyond Castle Wolfenstein first. For those who don't recall, you were a special agent infiltrating a castle when Adolf Hitler was located. Using a combination of money, passes, guns and a dagger, you wandered down through three levels of the castle. Your mission? PIck up a bomb that is located somewhere in the castle and drop it off where Hitler is located. Dropping the bomb off won't quite suffice. You'll need to get out of the castle before the bomb explodes to complete the mission. Once you completed the mission, you got promoted and get a chance to do the same thing over again. The game play is terrific and there is tension around every corner. You never know if and when one of the guards will try to arrest you. It's something that many games lacked over the years.
The Apple II version of the game has pretty sparse black and white graphics. Everyone knows the Apple II also didn't have great audio equipment. While the graphics weren't anything to write home about, the voice synthesis was outstanding. Some have complained the voices weren't that clear. Considering the limitations of the Apple II, programmer Silas Warner did a good job.
That will do it for this month. See you
all next month!
|
 |
|
| |
| We're getting in to some awesome territory
now. For those of you who were getting a little tired of seeing one
obscure Japanese Famicom game after another, and wanted to see more games that remind them of their childhood days, you're in luck. So pop in that copy
of Def Leppard's Greatest Hits, or the Essential Journey (you know you have one
of them...) and enjoy.
The Legend of Kage released by Taito on April 18th,
1986. Released in the US by August 1987 "It's the Legend of Cage!" "No,
it's Ka-Gi." "No way, that says Cage." "I'm pretty sure
it's Ka-Gi. It's Japanese." "No way man, you're crazy,
who would pronounce it Ka-Gi?" "Well, the Japanese
would." "Why would they do that? It says Cage." That
is a conversation that I had with a kid down at the
arcade one day, nearly word for word. But no matter how
you pronounced it, this game kicked serious butt for
it's time. What other game cast you in the role of a
ninja that could effortlessly jump higher than tree
tops, all the while flinging ninja stars with deadly
accuracy at an infinite army of ninjas that included
fire breathing monks? NO OTHER GAME! This was it, and
when it came out, it assailed your senses like few games
had ever done before. Between the flashes of lightning
and crashes of thunder, and the rock influenced Asian
back ground music, you didn't care if you were winning
or losing; it was just fun to jump wildly around the
screen flinging ninja stars all over the place. When
you finally realized that the game had an actually point
and an objective (rescue the kidnapped maiden, of
course), it almost took the fun out of the game because
now you had to actually try to succeed at something
instead of being a mindless whirlwind dealer of death.
The Famicom conversion of this game comes very close to
capturing that spirit, but falls just short of it's
goal. Primarily due to the limited processing power,
the game doesn't have the same "freedom through the air"
feel as the arcade game. Instead, this version feels a
little more floaty and slow, but aside from the speed,
it's a rather accurate port, and highly recommended.
Dig Dug II
released by Namco on April 18th, 1986. Released in the
US by Bandai on December 1989 with the subtitle "Trouble
in Paradise" If you haven't visited a Namco
Museum anytime recently (say, at your local PlayStation
or Xbox), then you might be scratching your head. "Dig
Dug had a sequel?" It did in fact. But it just wasn't
quite as fun to play. Rather than rehash the original
formula of digging tunnels under the earth and dropping
rocks on enemies' heads, the same cast of characters
return on the surface of land. Land surrounded by a lot
of water. Dig Dug II's stages take place on little
islands with their own collection of fault lines. The
idea is to cut off a section of land so that as many
enemies tumble into the ocean with the land as possible.
Sure, Dig Dug still has his trusty pump, and can pump
his enemies full of air until they burst, but it's a
riskier gamble with a playfield that's much more wide
open, making Dig Dug more susceptible to attack from any
direction. Despite the first games popularity over the
second, it was this version that Bandai chose to convert
and release in the United States. The gameplay from
both versions made a simultaneous return in the Nintendo
DS title "Dig Dug: Digging Strike" where Dig Dug (who
has been officially named as Mr. Driller's father)
appears both above and below the surface.
 |  |
|
Legend of Kage |
Dig Dug 2 |
Mighty Bomb Jack
released by
Tecmo on April 24th, 1986. Released in the US on July, 1987
When the original Bomb Jack was released in the arcades, I loved it. So when I
saw this game, I was a little puzzled. Scrolling levels? Secret rooms in a
pyramid? What's going on? Mighty Bomb Jack is more of an evolution of the
original game than a sequel. Case in point, it contains the levels of the
original game as bonus screen between pyramid sections. So what does Mighty
Bomb Jack bring to the table? Well, Jack can still jump extremely high, usually
the height of the screen, and he is still collecting bombs from mid-air
(although with no real apparent purpose, they're not lit or anything), and
enemies still appear out of thin air in some lesser mummy form until they
transform into something more deadly. What the game introduces into the mix are
coins. Coins, and greed. Because if you happen to take too many coins (more
than 9), you are sent to the Greed room for punishment where you must try to
survive while jumping frequently enough to serve your penance. OK, fine, but
what do the coins do? They power you up, at four different levels, which may be
activated anytime you choose. At the highest level, all of the enemies will
turn to gold. So by now you're probably thinking that this game is a
light-hearted side scrolling romp through a pyramid. But I haven't told you
about the evil side of the game. In order to truly beat the game, and see the
real ending, you have to find and collect these incredibly well hidden crystal
balls and S coins. And figure out the bizarre method to trigger the royal
families appearance when you reach the correct room. And there are no
continues. Ultimately this game feels fun to play at first, but breaks down
with the incredible amount of information needed to successfully beat the game.
Find a FAQ. Gradius released by Konami on April 25th,
1986. Released in the US on December, 1986 Shmup fans around the world hold
the name Konami in high esteem. The Gradius series has always served as a
shining example of a shooter honed to perfection. It's remarkable
playability combined with it's occasionally blistering difficulty has lead
to large amounts of lost time as players attempt to beat Gradius over and
over again. This game, the one that started it all, has resulted in four
official sequels and no less than five other spinoff titles. What's
remarkable to me about this title, is that I believe that most American
players are more familiar with this version of the game than the original
arcade version from which it was ported. Konami had to make quite a few
sacrifices in order to implement the game properly on the Famicom, and yet
so many players that I know think of this as the defacto version, they
hardly notice that it's a port. It only becomes obvious when you look at
the later titles in the series and see how much the Famicom version strayed
from the original formula. Nevertheless, Gradius has it all: great
controls, well animated graphics, and that unique (often imitated, but
rarely successfully) power up system that you control. Want more speed?
Collect a power up and select it. Want lasers or double shots? Take your
pick, or even alternate between the two. Need more defense? Save your
power ups for the Shield. If you've got a Wii and 5 bucks burning a hole in
your pocket, pick it up for the Virtual Console.
 |  |
|
Mighty Bomb Jack |
Gradius |
Spy vs. Spy released by Kemco on April 26th, 1986.
Released in the US on October, 1988 The truth of the matter is, I
am more familiar with this game through the Atari 800 version than the NES
version, but from what I've seen, everything is the same except for some
control schemes. This early 80s attempt to capture the charm and humor of
the macabre black and white duo from the pages of MAD magazine is well
remembered in its own right. The game design was so strong for it's time,
that it does not rely on it's licensed star power in order to be fun.
Nearly any duo would work just as well, but the cut-throat life long enemy
angst that the two titular spies share make them all the more fitting
subjects for the game. The goal is collect a satchel and all of the pieces
of a plan from the building, and make it out to the escape airplane before
your opponent does. In a more eventful game, players will run into one
another and constantly stab one another until one croaks and the other walks
away with the collected goods. That is until the dead player comes back to
life and starts the cycle all over again. However, players can be just as
deadly to one another from far away, as they can be up close, by laying any
one of six traps on a door or piece of furniture that you suspect your
opponent might unwittingly check. But be careful. Once the trap is set,
you better remember where it was or you will be the victim of your own
misdeeds. Since both players' views are visible on the screen, you can
literally spy on your opponent, and find tools that can undo the traps laid
by your opponent. But you will often find yourself so absorbed with
your own mayhem that you might not be paying attention when your opponent is
setting that gun trap up on the door your about to open. The game's
computer A.I. can be set from mind numbingly dumb, to mind blowingly
devious. If you've never tried this game out, give it a shot, not just on
the NES, but on any platform you can find it for.
Seicross released by Nihon Bussan on May 15th, 1986.
Released in the U.S. by FCI on August, 1988. Seicross is well remembered by some,
but I was never able to get to into it. Seicross was ably reviewed by RTM's own
David Lundin Jr. last August, and much more favorably, so I defer to his
fantastic review of the game, along with his comparison of the NES and arcade
versions. I don't think it's a bad game, it's just not my cup of tea. So...
here's my one short entry for the month ;)
 |  |
|
Spy vs. Spy
|
Seicross |
|
|
|