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Showing posts with label 16-bit. Show all posts
Showing posts with label 16-bit. Show all posts

Thursday, 2 May 2013

The SNES-CD

   In the early to mid ninety’s Nintendo and Sega were going head to head with their respective 16-bit consoles for the hearts of gamers across the world as they each sort to dominate the market. In 1991 Sega released the Mega CD add-on which took advantage of the new medium of the future the CD, as they sort to expand upon and widen the Mega Drives range.

   Nintendo already had previous experience with add-ons as they had already ventured down this well worn path with the Famicom Disk System for the Famicom (NES.) This add-on was never released outside of Japan because it wasn’t a resounding success amongst other factors, such as piracy and unreliability to name a few. But Nintendo wanted to compete and take advantage of this new storage medium that offered so much more potential to gaming, and so they approached Sony to produce what would be dubbed the SNES-CD.

   Sony, having experience with this new CD-ROM technology, and Nintendo having used the Sony SPC-700 processor for the SNES sound output, it seemed like a natural fit for both companies. But it was mostly thanks to the relationship built between Nintendo and Sony through engineer Ken Kutaragi that such a processor was created and used in the SNES, and that there was even an open channel for dialog between the two companies at all, as Sony management didn’t like being bedfellows much with other companies at the time. So it come to pass that with a prior business deal, and a mutual business relationship (of sorts) well established, the two companies agreed on a deal.

   Where things fell apart, essentially dooming this add-on never to see the light of day on a production line, is essentially when the powers that be at Nintendo HQ realised that the contract they had signed off on with Sony for the SNES-CD, also handed complete control of all software produced on it to them, freezing Nintendo out of retaining control of the software. With the Nintendo top brass less than happy with this seemingly one sided venture, they secretly formed a deal with Philips and put a stop to any further work on the SNES-CD with Sony. At the 1991 CES (Consumer Electronics Show) Sony announced that it was working with Nintendo on the SNES-CD add-on. But the following day Nintendo announced that they wasn’t working with Sony on the CD add-on for their 16-bit console, but instead had formed a deal with Philips. Sony was left red faced with embarrassment at their announcement the day before as Nintendo had neglected to tell Sony that the SNES-CD deal was dead in the water.

   Sony could have killed all further work right there and left the video games industry to itself, but with a few different prototypes of the CD add-on produced, they decided to further research and develop the project and release a standalone CD-based console themselves. They eventually ended their on-going tumultuous relationship with Nintendo and went onto release the PlayStation, and the rest they say is history.

   Although it can be said that if Nintendo had read the contract they had signed with Sony properly, then it might not have been signed in the first place. Or perhaps it would have been amended to allow Nintendo to retain control and rights over all the software for the add-on, there for it would have been signed, and the SNES-CD would possibly have been produced. Both these could have kept Sony out of the console hardware business that it ended up being the dominant leader in, but the truth is, it was Nintendo backing out and backtracking on their original agreement that caused Sony to further its development into a standalone console that would become the PlayStation. If they had honoured their contractual agreement with Sony for the SNES-CD, their decision to pull out and embarrass Sony (whether intentional or not) wouldn’t have come back to bite them, as they would slip into second place in the console market with the N64, and then third place with the Game Cube, all as Sony remained at the top spot with its PlayStation consoles.

Wednesday, 11 July 2012

Tin Toy Adventure



   Tin Toy Adventure was released in 1996 for the Amiga, so it was released quite late in the day, and by that time all but the most hardy and dedicated of the Amiga hardcore were still enjoying the fruits the system was able to offer up. So as you would expect with such a late Amiga game it’s an AGA (Advance Graphics Architecture) title, and honestly it really shows.

   This game has some beautiful looking graphics that are well drawn, well animated, with plenty of parallax scrolling. But what really shows off that this is an AGA game more than anything else is the sheer amount of colours displayed on screen; the game is very colourful with a diverse range on screen all throughout each level. The only other AGA title that I have come across that can match and equal this game in its graphical detail and amount of colours on screen is Simon the Sorcerer.


   Tin Toy Adventure is toy themed with each stage taking part in a different stage of a house, and each being differently themed in terms of design to coincide with each different room. Each stage consists of three levels with a boss fight at the end. The levels are well designed with interesting layouts and a good use of imagination for each one, but what really becomes obvious about the game is the fact that it is a tough platformer, and as a player you really have to know the levels inside and out if you want any hope of reaching the next level.


   The difficulty of the game is perhaps the most addictive thing about it, as the incentive to keep playing is the sheer sense of satisfaction you will be rewarded with when you have managed to get to that next level. The difficulty is quite reminiscent of a lot of the old 8-bit home computer games of the 80s, yet the game isn’t infuriating and impossible to complete like those games of old.

   You have quite a few different abilities at your disposal, you can jump on enemies to kill them, though they will take quite a few hits, which is something that will steadily increases the further you progress through the game as enemies get tougher to eliminate. Pressing down on the d-pad will scroll through a number of different abilities, that when selected will only last several short seconds, but can be more than useful when faced with a tough part of a level. You can select a tornado, and much like Taz from Taz-mania, it lets you wiz around the level really fast, knocking out enemies as you go. There is a power that inflates your characters body which will let you float above the level for a short distance, but the drawback of this is that when the ability wares off it can easily drop you onto spikes and enemies. There is even a magical top hat that will appear and walk in front of your character, knocking out any enemies that get in its way and it also doubles as a platform for you to access those hard to reach areas.


   Overall I honestly think that this game is a little jewel in the crown of the Amiga’s library, it won’t be everyone’s cup of tea due to the steep difficulty level, but it is certainly a top quality title high up there with the Turrican series, Fire & Ice, James Pond, Super Frog et al. To me this is a platformer that managed to stand out from the crowd of 90s platformers, yet I reserved judgement until I had played the game proper, and it turned out to be an amazingly addictive and fun game, but don’t take my word for it, go and play Tin Toy Adventure.


Saturday, 30 June 2012

Sonic the Hedgehog - Master System Memory’s



   The 16-bit Sonic games are held up as some of the finest platformers the 16-bit era had to offer, and I would totally agree with that, the games are fantastic, graphically a visual treat, with a cool mascot, well designed levels and fast paced and engrossing gameplay. Though I don’t doubt there are those out there that don’t like the Sonic games for one reason or another, which is fair enough, but it can be said that they (Sega) certainly hit the right spot with the games at the time. As I remember back to my youthful days, Sega’s mascot was never far from people’s lips whenever the Mega Drive (MD) was mentioned, and there were few who hadn’t experienced the Sonic games first hand. But I never knew at the time how Sonic came to be, I never knew why he was created, or the pretext for his creation? But nor did I care, or even care to think about such things, though I find it really fascinating now.

   The fact that his existence is tied to that of Nintendo and Mario, and that without them and their success, Sonic would have been a proverbial no show is something that just makes me wonder, would Alex the Kid still be Sega’s unofficial mascot? Well doesn’t bother me so much as I like the Alex the Kidd games ‘he says in a quiet hushed whisper,’ though it would be a loss for gaming without Sega’s cool blue blur. But for a corporate mascot created by designer Naoto Oshima, to become such an icon of cool to so many, when he created Sonic in response to Sega’s management challenge to its designers to create a rival to equal and top that of Mario, is some feat by everyone involved in bringing the games and the hedgehog to life. Sonic was the perfect corporate construct, created as a response to its rival, and to serve the companys specific aims of having its own recognisable mascot to associate with its brand, its own must have platformer, and to drive the MD forward being its killer title. How they pulled this off and made all the elements work and feel natural, instead of forced and artificial has to be one of the biggest marketing achievements in gaming and popular culture history, as Sonic and the games he appeared in become seamlessly woven into the fabric of 90’s brilliance. The corporateness of Sonic and the way in which he came to exist is not in anyway demeaning, nor does it make him a shallow corporate construct, but rather shows how a company and those within it can produce something with passion and meaning, that in turn brought joy and happiness to the lives of many millions across time and continents.

   I consider myself privileged to have been a youthful kid during late 80’s and early to mid 90’s, oblivious to the wider world and its intrusive problems and only concerned with my own immediate small part of it, hell, even the late 90’s was a pretty great time long since gone. The 8-bit and 16-bit era was the special time period in gaming for me, I got to experience a lot of games, few were easy, and many were hard. Sonic managed to captivate me in the early 90’s, he and his games stood out amongst the crowed of titles I had played before he swept me off of my feet, maybe some would say I just hadn’t played the right games before then, but I wouldn’t say so. Nothing said cool like Sonic did to me and my friends and no other platform games bar Earthworm Jim managed to come even remotely close. Nobody on the playground of petty school arguments and whimsical fallings out would dare argue differently, no not in my school, not for fear of ridicule and mockery, bullying or of being outcast, but because everyone thought the same. Sonic and all of his MD games were cool, they were the best platformers, it was an unspoken, unwritten law, Sonic was ‘in,’ and we all damn well knew it! Even those of us that owned Nintendo systems, myself included, and even those that didn’t own anything Sega, and yes, even those that owned home computers, all at the time, at least at my School, knew Sonic wasn’t a cheap trick fad, we all knew the Sonic games were a must play must own experience not to be missed out on.

   I never owned a MD at the time, but that didn’t stop me from experiencing what the console had to offer, thanks in no small part to my friend and his deep cash filled pockets that kept a constant stream of games flowing his way. I was always around his house playing on the latest game he had acquired, and he would do the same when I got a SNES. In those early days, you experienced other platforms and different types of games through your friends, as next to no one had the luxury of owning multiple systems of that particular generation, as is now the norm these days. So it was at my friends house that I first played Sonic 1, and I honestly couldn’t quite believe what I was seeing, the levels were so detailed, filled with vibrant bright colours, tons of enemies, with different routes Sonic could traverse through the levels, and it was all seamlessly fast paced with some excellent sound. My friend was pretty smug in the fact he owned Sonic the Hedgehog, and a MD for that matter, especially now he had a game that finally showed off just what the console could do and what Sega represented. All I could think while watching him play the game was when is he going to shut up talking and give me the bloody controller, it was a joyous mesmerising thing to watch the game run, but I couldn’t have snatched the controller from his hands fast enough when he decided it was finally my turn. So that’s how I got to experience Sonic for the first time and was able to join in with the growing banter at school about each game, and how I managed to become acutely familiar with the 16-bit versions of Sonic 1 & 2 over time. I never got the chance to play Sonic 3, which was one game that managed to escape me, although I do remember my friend having it in his possession. However I was fortunate at some point to play a considerable amount of Sonic & Knuckles, though it was only for a brief period and never long enough to work up an affinity with the title like the first two.

   But I have a confession to make, and its one that’s quite niche and controversial that when uttered, would either make you laugh and point, thinking I’m some kind of crazy, or reach for the nearest pitchfork and quick dial for the inquisition to sentence me for my heresy. Although I became very familiar with the MD versions of Sonic 1 & 2, and the MD version of Sonic the Hedgehog being my revolutionary experience of that title, introduction to the series, Sonic and helped cement Sega as the definition of ultimate cool in my mind. The truth of the matter is all these years I have had to keep this under wraps, for fear of ridicule and rejection and the lack of others willingness to understand from my point of view. I actually prefer the Master System (MS) version of Sonic the Hedgehog over the MD version any day of the year, and as much as I had a rocky love/hate relationship with the 8-bit Sonic 2 because of its steep difficulty level, again, I still prefer that version over the 16-bit one. I’m sure any Sonic and Sega fan will probably be shocked at the mere thought of this, and most within the mainstream would have me down as a nutter for choosing what some would see as the lesser games over the obvious (in their eyes) superior ones.

   Maybe it’s just me, who knows? Because I have never found another kindred soul that has felt the same way about the MS Sonic titles, but then I have never had cause to mention the fact either, or had the strength and willingness to. I came close once, i told the very same friend who had introduced me to Sonic that although I had a SNES (at that point in time,) I still loved playing on the MS and would never get rid of it because I had too many awesome games on it that the SNES didn’t have, and quite frankly couldn’t beat in terms of playability, like Operation Wolf for example. Well that didn’t go down well, as he laughed and joked at my expense all the way to the shops about it, ‘the MS,’ he scoffed, ‘the MD and SNES have far better graphics, and the games are better than anything on the MS,’ he continued, so I knew then that there was no point in trying to continue with that argument.

   In the early 90’s when a scuffle broke out between friends on a certain matter, it would then lead the issue to be taken directly to the ‘higher ups,’ as was the customary law of the playground. The ‘higher ups’ were a handful of your most popular friends within your circle who would form a small group, or council to settle delicate matters like this. Each party in question would argue the finer points of their cause, once they (the council) ruled on a matter, whatever it was about, it was passed into law and everything was considered settled, even if later they were proved wrong. Go against their ruling and you were punished by being outcast for a certain length of time, destined to wonder the school yard alone, I was witness to this form of justice countless times over, and it was never easy to accept, I think everyone had to suffer it at least once or twice as the years rolled by. It all might seem very harsh and Lord of The Flies now, but this was serious stuff to the young generation of the 90’s. So I couldn’t continue to champion the MS before my friend, and had to bite my tongue on my thoughts about which versions of Sonic I preferred, if I had persisted, he would have brought the debate before the council, and I had the overwhelming feeling I wouldn’t win them over to my train of thought on account that they all owned either a MD or SNES.

Sonic The Hedgehog - Master System 
 
   The MS version of Sonic the Hedgehog is quite different to the MD version, it doesn’t tranquilize a player with detailed fancy graphics in the way that only the MD could, nor could the developer have Sonic move through levels at the same speed or populate them with as many enemies. A different approach was needed, one that suited the 8-bit hardware and built upon its strengths and weaknesses and formed its own unique experience, rather than being a poor cut down one to fit the MS.

   The 8-bit Sonic the Hedgehog wasn’t a compromise or a cut n’ shut, it was crafted into its own compelling game, but borrowing certain key elements from the 16-bit version: such as having three acts in each zone, collecting over fifty rings to reach a special stage, and generally keeping most basic elements that were present in the MD version that would become the signature attributes of the Sonic franchise. But while the gameplay was from the same gene pool, it had its own feel and construct to it, with the level design tailored to suit this different approach to the gameplay. The MS version was about precise platforming at its heart: with Sonic’s movement slower and more carefully planned across levels, simple yet challenging level design, with carefully timed jumps needed, strategically placed enemies, and a good balance of difficulty. Mistime a jump or falter at killing a well placed enemy and Sonic will either loose his rings (which cant be re-collected,) or his life, carful yet meticulous precision in manoeuvring Sonic about each stage is what will see you through to the end of the game. This is a title where the layout of each stage and the position of all dangers within it need to be memorized, as the game has some strategically placed enemy’s, spikes and bottomless pits. Some enemy’s can appear on screen pretty fast, sometimes just where your expected to be jumping, as if the developers designed stages with cause and effect in mind, knowing that if they designed them in a certain way, it would force any new player unfamiliar to the game to jump into harms way, crafty and clever as hell!
   The special stages are much different to, rather than being a place to obtain a crystal, they alternatively served as a place which allowed the player the chance to gain a continue (which are needed to see you through the game) by destroying a TV. These are always positioned in an awkward spot between or by obstacles that repel Sonic away if touched slightly. A time limit coupled with more infuriating level design always made for some pretty tense, if not rage inducing punch the TV screen moments, as Sonic not only had to destroy the TV to get the continue, but then navigate further through the level to the finishing TV panel at the end.

   There are rings in the game to act as a barrier between Sonic and his death, as well as act as an added challenge for the player to either obtain an extra life by reaching a hundred rings or anywhere over fifty to be granted access to the special stage. There are also springs doted throughout the game, but instead of these being used in such a way as to help drive the momentum of Sonic through a stage and keep his speed up, the MS version uses them merely as a tool to reach rings that would otherwise be out of reach, or to gain access to another part of a stage. If you do get hit by another enemy of jump on a spike, then you will loose all the rings you have collected as they don’t spill out of Sonic for the player to re-collect them like in the MD version, this adds more tension to the game and causes the player to be more carful.
   Sonic himself is also well designed and well animated for his 8-bit outing; his proportions are well balanced against the enemies in the game as well as against the levels in general. His features and shape are sharp, clear and easy to pick out, with his blue spikes flapping in the wind as he runs and his impatient tapping of his foot if you leave him idly standing.

   There is a lot more that I could say about this MS Sonic game, about how well designed the levels truly are (Jungle Zone being my particular favourite,) about how each crystal is craftily hidden away in an act within each one of the zones, and more besides. But the proof as to really how good this Sonic game is, and the subsequent MS sequels for that matter, is really in the pudding as it were. The MS Sonic games as a whole are a true testament to the platforming genre and how to make a popular game series transition from a powerful piece of hardware to one less powerful. Yet, in doing so, keep all the key signature elements associated with the games and craft new titles that can stand on their own without being cheap cut-down limiting versions best consigned to the past.

   It’s a real shame that when everyone reminisces about the good old days of Sonic, it’s always without fail about the MD and Dreamcast titles, which is no bad thing, but Sonic appeared in far more great games on other systems than just them two in particular. I for one would like to see a retro compilation from Sega which consists of all the other Sonic titles made since his inception, with the MS games at the forefront of such an endeavour. These games are too hidden away and forgotten for my liking, they need to be brought back from the doldrums and into the open so everyone with a penchant for the mighty blue blur can experience just how damn good all his other platform games are.

 
Sonic the Hedgehog 2
Developer – Aspect
Release – 1992
System – Master System/Game Gear


   Sonic 1 on the MS set a pretty high benchmark for the series on the system as the blue blurs debut was a pretty superb one that set the standard pretty high for any and all sequels, let alone any other subsequent platformer on the system. But Sonic 2 managed to take everything that was great and perfect and improve upon it in all areas, that is accept for the games balance in difficulty, which for this outing was made more difficult, especially in certain stages such as Aqua Lake act 2.

   The graphics were slightly improved, not so much that they were a world apart from Sonic 1, but they were just noticeably better with a smidgen more detail and colour. Sonic himself looked pretty much the same, though subtle improvements like adding his trademark red and white shoes which wasn’t present in the first game made for a nice touch.

   Add the fact that the level design was much better with more intricate stages in certain zones, the ability to collect back lost rings, vastly improved tunes that are far more memorable and catchy, as well as the addition of the hang glider and mine cart and what you have is one hell of a sequel.

   The only downsides to the game is the lack of the spin-dash, but then the game was released before the MD version so its absence is understandable, and the increase in difficulty rather than a more even balance, but otherwise what’s not to like about this game.

 
Sonic the Hedgehog: Chaos
Developer – Aspect
Release – 1993
System – Master System/Game Gear

   Also known as Sonic Chaos in the US and Sonic & Tails in Japan, this is the third Sonic game to be released on the MS, and you would naturally assume that if Sonic 2 managed to continue the high standards of the first 8-bit Sonic game as well as improve upon it, then Chaos should have reached a higher level of tailored perfection. Unfortunately this game lacks the high standards set by the previous two games as it seems to be a poor reworked game from the ground up, instead of taking the game and graphical engine and trying to make subtle tweaks and improvements with better music and level design.

   The graphics seem to have taken a significant hit, the game doesn’t look as good as Sonic 2 with a real lack of subtle detail that was brought into the previous game, though at times the visuals do look pretty interesting in some stages. Sonic seems to have been redesigned, looking far worse with terrible animation as well as his proportions looking out of sync against the levels.

   The crystals now have to be collected in the special stages instead of hidden throughout the levels, which takes away from the replayability aspect of the game and the element of discovery. Its also harder to reach the special stages as you now have to collect a hundred rings as opposed to over fifty, and with the sharpest of difficulty of all the games, a real understanding of each level is a must if you ever hope to reach those special stages and collect all the crystals.

  The game does have a few saving graces, such as introducing Tails as a playable character for the first time on the 8-bit games (though he did make a small appearance for the first time in Sonic 2) as well as introducing Sonics spin-dash. The Special stages are also different and varied with each one different from the other and testing your various platform skills to obtain the crystals.

   On the whole this is the worst of the three, yet it should have been the best, it’s a bit of a let-down after the other games were so damn good, though does have some more unique elements to it, but don’t be surprised if you don’t find yourself going back for more.

 
Sonic Blast
Developer – Aspect
Release – 1996 Game Gear/1997 Master System

   While Sonic Blast was first and foremost made for the Game Gear, and is essentially a Game Gear release, it did eventually receive a MS release in Brazil only by TecToy in 1997, and it’s quite unique enough to be featured here.

  The game is perhaps one of the most visually accomplished of any 8-bit game released as it sports pre-rendered graphics, quite an accomplishment for an 8-bit system, though its perhaps fair to say that the visuals would have been better suited to any other game or series other than Sonic The Hedgehog. Some stages don’t look all that amazing while others do; it’s quite the mixed bag, with some looking quite bland and uninspiring, and at times lacking the detail of previous 8-bit Sonic games. While you will wonder if some of the stages have benefited from pre-rendering at all, Sonic and the enemy sprites on the other hand are clearly quite detailed and accomplished, with some excellent animation, though they do look somewhat out of proportion set against the backdrop of the levels.

   Gameplay wise it’s the usual Sonic fair, but without the high polish and shine of previous titles, in fact this is perhaps the worst Sonic game pre Sonic Heroes in terms of gameplay as its lacking the magic that keeps a player going back for more. The stages are simple and uninspiring, the controls are ropy and there are simply better platformers out there, the inclusion of Knuckles as a playable character and pre-rendered graphics do little to save the game in the face of poor gameplay.




Friday, 6 April 2012

Metal Slug 1st Mission - Neo-Geo Pocket Color



   Well, isn’t this the little undiscovered gem of a system, the Neo-Geo Pocket Color (NGPC) is quite the surprising treasure of a 16-bit handheld. It’s a real shame that this system never really took off, and it’s such a crying shame that it only received such a small library of games. But one thing the system can boast, much like my console favourite the Saturn, its library is one of quality over quantity.

   Metal Slug 1st Mission is a perfectly playable handheld Metal Slug game within the series, everything you would expect from this game is there in terms of its gameplay. Noticeably the graphics are very much lacking of course as it’s a 16-bit system, so it can’t hope to match the graphical prowess of its arcade or console versions. The graphics do look the same stylistically and in its art direction, and if you were to show screenshots of the game to anyone remotely familiar with the games they will instantly recognise the game to the series in which it belongs, though they may not know from what system it originates. But for what it does 16-bit wise, especially on an old handheld, it really does looks great.

   Gameplay wise, it feels exactly like any other versions of the games, something you wouldn’t think possible from such a system, but it honestly does feel perfectly at home on the NGPC, thanks in no small part to the systems little analog stick. If it wasn’t for the thumb stick, I’d highly doubt that this game would feel so much at home on the handheld as its this control input method that gives so much fluidity and freedom to the movement of the character, something which is needed in this awesome run ‘n’ gun platformer.

   I must admit, I wasn’t expecting for the game to pack such a powerful punch either, as it manages to include almost all the things that make this game so appealing in the arcade and console versions. You get different weapon variants, storm through levels in tanks, ride zip lines, fly jets and of course skydive, and you can expect to do all these wonderful things within the first 15-20 minutes of playing the game, now that’s what I call action packed!

   The AI in the game is quite competent to with enemies doing their utmost to avoid your bullets and trying their hardest to shoot you, or at least overwhelm you by sheer numbers, at least in the case of the later levels anyway. The game will seem easy enough at first, but as you crank through the levels, expect the difficulty to increase somewhat, with the game becoming more challenging with every step.

   There is not much else I can say about this game, accept it really is a great game on a fantastic handheld. If you have ever played a Metal Slug game, than you can expect all the goodness and run ‘n’ gun platforming in this version with plenty of destruction and bullets all the way through, its Metal Slug, its everything you’ll expect it to be.

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