Wednesday, August 15, 2012

Top 5 Commodore 64 Games

30 years ago this month was the release of the Commodore 64 home computer. The C=64, along with the Atari 2600, is where I got my start in gaming. What was special about the Commodore 64, though, is that it was not just what I started gaming on, but it is also what I started designing on. As young as 5 years old, I was building levels and designing games on a C=64.

I have a ton of great memories of the Commodore 64, and I'm going to share a few them in my list of the Top 5 Commodore 64 Games.

Honorable Mention:


Falcon Patrol 2 is a very good C=64 game. It's not one the best, though, so it doesn't quite make the list. What Falcon Patrol II is significant for is that it features one the first pieces of game music that I truly loved. I would load up this game just so I could listen to the title theme over and over.


I still love this theme, so simple and yet so powerful.




#5


With the Olympics having just wrapped, what better time to reminisce on one of my favorite sports games of all time: Summer Games II, by Epyx.

My favorite multiplayer game on the C=64, Summer Games II had eight different events that you could compete in against your friends. The best was the javelin throw, and I would just play that event over and over trying to beat my records. All of the events were played with a joystick and involved simple joystick motions and timed button presses. The cycling event had you rotating your joystick in a 360 degree motion (not unlike the torturous Mario Party minigames that would come 15 years later!) to pedal your bike in a head-to-head race against your opponent.

Once your finished competing in all of the events, you were even treated to a closing ceremony that included fireworks and a man flying a jetpack! Check it out in all its 8-bit glory:



This is the easiest game to obtain on the list, as it is currently available for the Wii as a Virtual Console title.


#4

It's no secret that platformers are my favorite videogames. I love platformers. I firmly believe that the jump is the single most important game action. Nothing is more fundamental than jumping. So, it is quite fitting that the C=64 has a very strong platformer titled Jumpman, which was followed by a sequel known as Jumpman Jr.

Gaming historians will likely be quick to point out that "Jumpman" was the name by which the hero of Donkey Kong was originally known as (who of course, would later be renamed Mario).

Jumpman Jr. is a really great platformer with solid mechanics and each level features a unique and interesting mechanic. You never know what to expect. You have to quickly figure out what the rules of the level are and react accordingly. Jumpman Jr. is a very difficult game, so don't let the video below fool you:


#3


An amazing and really unique game, Space Taxi is a joy to play. It features a simple premise: fly your spacecraft around several levels picking up a surly passenger and dropping him off where he asks. There are several numbered "pads" in each level. The passenger appears at one and will be asked to be taken to another. When you have dropped the passenger off at every pad, you are then instructed to take him "up" and into the next level.

What makes Space Taxi great, is the variety of gameplay features and mechanics that are introduced in each new level. While things start off simply enough, you'll quickly find yourself in levels with reverse gravity, radar-jammers that mess with your controls, raining meteorites and even puzzles that you'll have to solve before you can drop off your fare.

With so many unique levels, Space Taxi quickly became a fascinating game design study for me. It showed me how you can gradually introduce new rules and game mechanics as the player progresses through the game. This game was quite fundamental in my evolution as a young gamer and budding designer.


#2


While the actual title of the game is Trolls and Tribulations, the command to launch the game was "Trolls Tribulat" as shown above. I called the game "Trolls Tribulat" for the entirety of the 1980's (and much of the 90's).

Laughable title recognition aside, this is not only my second favorite Commodore 64 game, but one of my favorite games of all time. Trolls and Tribulations is an unsung classic. It is a difficult game that taught me the value of practice, precision and patience. The game also features a difficult-to-master technique that is never explained to you, and yet becomes absolutely vital if you want to progress beyond the first few levels. Trust me, though, that's a good thing.

Trolls and Tribulations is an action platformer that requires you to defeat enemies and collect keys to progress. Each level is made up of 5 "mazes". In this case, they are not truly mazes, but more sub-levels (the standard 1-1, 1-2, 1-3 level numbering scheme hadn't be popularized at this point, so the levels are named level 1 maze 1, level 1 maze 2, level 1 maze 3, etc.).

From a game design standpoint, the movement in Trolls and Tribulations is tile-based. This means that whenever you move your character you move one pre-defined tile length at a time. You cannot stop on a half-tile, you can only move in full-tile steps (one tile is also the width of the character sprite). When you jump, you jump over one full tile and land exactly two tiles from where you jumped. You can also perform a vertical jump to get to a ledge directly above you. Every move in the game is predictable and every movement requires precise planning and exact timing. It's absolutely beautiful.

What makes this game brilliant however, is a maneuver I call the "quick turn". I discovered it myself by playing the game repeatedly. I discovered that if you are quick enough you can actually take a half-step in one direction, turn and take a half-step in the opposite direction and wind up where you began, except you are now facing in the opposite direction. It doesn't sound like much, but it is a game changer. Also, when you reach Level 3 Maze 4, the game gives you a scenario that requires you to perform this move. It's not easy to pull off (I cannot reliably pull off the move 100% of the time). I have lost all of my lives and become game over on 3-4 more than any level in any other game, ever. It's that hard. The feeling that I got when I first completed 3-4 is unlike any achievement I've accomplished in a game since. And from that point onward, it only gets tougher. I absolutely adore the deceptive simplicity of this game.

The gameplay video below shows you the first few levels, which acts as a nice introduction to the game.


#1

Well, based on the description of Trolls and Tribulations at #2, you're probably wondering "what could possibly be at #1?" Well, how about the C=64 game that is the most responsible for me being a game designer today! At #1, we have... Wizard.

Originally developed and published by Progressive Peripherals & Software, it was later re-released by Electronic Arts as Ultimate Wizard (which most people know the game as). I own an original PP&G Wizard copy, and it is one my all-time favorite games.

Wizard is a platforming action game that features single-screen levels in which you must collect a key and bring it to a keyhole. By reuniting the key and keyhole you can progress on to the next level. The controls are super tight and there are more than 40 levels to complete (the EA "Ultimate" edition shipped with 100 levels). There is a variety of terrain, including angled staircases and slopes and several enemy types including spiders, ghosts, bats, witches and many more. Some people compare Wizard to Jumpman and Jumpman Jr., but Wizard is far more polished.

Wizard also gave the player special spells that could be used to destroy enemies (fireball, magic missile), avoid enemies (invisibility) or navigate the perilous levels (levitate, feather fall). The spells gave you additional ways of tackling certain levels. It's a ton of fun.

But what is truly amazing about Wizard is that it came with a level editor. At five years old, my little mind was blown at the thought of building my own levels. It was a complete revelation, and I have never been the same since. Simply called "Construction", this mode let you create levels from scratch. You can build terrain, one brick at a time. You can place treasures (and traps) and even create and place enemies around your level. You can alter the color scheme and name you creation. My first level was called: "Jason's haus" (I was five).

I have filled many 5 1/4" floppy disks with Wizard levels. I started making levels in the mid-80's and continued to do so well into high school (mid-late 90's). Wizard is not only an excellent game, it is one of the all-time most important games, to me.



The Commodore 64 was a great time in gaming, filled with influential and important game releases.

Happy 30th, Commodore 64!

Wednesday, August 1, 2012

My Gaming Log: July 2012

It's summer time! So, naturally that means plenty of gaming! Despite the amount of games I played in July, not that much time was spent playing (mostly short, less than 60 min play sessions).


Click for details

At the end of last month's gaming log entry, I mentioned that I'd be playing some Dragon's Dogma in July. I did... but only for a couple of days. I just couldn't get into it. I really did not enjoy my time with Dragon's Dogma. I think I will revisit it and give it another chance, though.

On the handheld front, I was in a very Pokémon mood. After finishing Pokémon Conquest (the main campaign), I was in the mood for more. The additional stories and side-quests in Conquest are really tough, frustratingly tough as a matter of fact. So I had to turn to another game. So, I borrowed a copy of Pokémon HeartGold and dove right in. Long, involved games really make long train commutes that much more tolerable.

I finally decided to upgrade to the Ultimate version of Marvel vs Capcom 3 (EVO may or may not have had something to do with that decision). Speaking of EVO... the Grand Finals for UMvC3 were truly terrific! I watched the finals live, and it was such a great time!! UMvC3 is just such a joy to watch, it's so exciting.

On the new game front, I picked up Max Payne 3 and Mario Party 9. Max Payne 3 looks great and it plays really well, too. I'm finding it quite tough, so I'm working my way through it slowly. As for Mario Party 9... I love it. It's my favourite Mario Party to date. The minigames are fantastic and it is refreshingly different (not radically different, but it has some new concepts that shake up the gameplay).

So, what does August have in store? Well, I plan on doing some more writing around here, especially about music (something I've been known to do). Also, August is the 30th Anniversary of the Commodore 64! Since I got my start in gaming on a C64 (as well as an Atari 2600), I think I'll share some of my fondest Commodore 64 memories.

Tuesday, July 3, 2012

My Gaming Log: June 2012

With June now over we're now into the second half of 2012! It's time to take a look back at the past month and see what I've been playing.

Click for a larger view

DS Strategy games were the order of the month in June. I played plenty of Advance Wars (Dual Strike and Days of Ruin). Having surpassed the 200 hour mark in play time in Advance Wars: Dual Strike made me realize that perhaps I needed a new strategy game to play on my commute. During the last week of the month I picked up Pokémon Conquest; a nifty little turn based strategy game that combines Pokémon with Nobunaga's Ambition.

On the console front, there was plenty of Mario games to be had in June. Super Mario Galaxy, Super Mario Sunshine and Super Mario RPG all got plenty of play time last month. Super Mario Sunshine is a completely underrated game in my opinion and it was a joy to play through it again.

The Wii's Virtual Console got a nice addition on the 15th: Mega Man X2. I picked that up without a moment's hesitation!! Releases like that remind me why I think that the Wii is my favourite console of this generation.

Finally, near the very end of the month, an 8-bit fan remake of Mega Man 7 was brought to my attention, so I just had to give it a try! It's a very excellent translation (from SNES to NES), and it's also much more challenging than the original 16-bit version!

What's in store for the second half of the year? For starters, I'll be playing Dragon's Dogma in July, and probably a whole lot more Pokémon Conquest.

See you next month!

Wednesday, June 20, 2012

Game Music Jukebox #7

After a long hiatus, Game Music Jukebox returns with a look (and a listen) at the music of Kirby Super Star!



Kirby Super Star was released in North America in 1996, very late in the SNES life cycle (in fact, it came out just one week before the Nintendo 64 launched in North America). Super Star was a great showcase of one of Nintendo's most lovable B-level mascots. Aside from some great gameplay, this game features some truly outstanding music. Some of it you may not even expect to hear in a Kirby game (but only if you're unfamiliar with how bad-ass Kirby actually is).

Kirby Super Star was somewhat of a game compilation that features several small to mid-sized games that offered some nice variation in theme. This allowed the music to be very diverse and quite expansive. Kirby Super Star features a soundtrack large enough for a 60+ hour SNES RPG, and there a few gems in there.

Boss Battle:



Boss music, regardless of game, is always a treat for the ears. This high-energy, up-tempo track goes well with the frantic, free-for-all nature of the game's boss fights. There are a lot of bosses in Kirby Super Star, so you hear this music, and it'll get you pumped every time!

Trees in the Depths of the Earth:



While playing through Kirby Super Star for the first time, so many years ago, this was the first piece of music that really stood out. This track, Trees in the Depths of the Earth, is the main theme for The Great Cave Offensive, an underground exploration game (very Indiana Jones style) where Kirby must seek out treasures and explore ancient ruins (as if the music didn't already tell you that). This track does an awesome job of conveying the spelunking spirit of The Great Cave Offensive.

Heart of Nova:



During the climactic sequence of Milky Way Wishes, Kirby pilots a Starship (which in this case, is actually a flying craft in the shape of a star) through a shmup level. While it is a strong contrast to the rest of the game, it's a really fun (and incredibly short) slice of gameplay. This theme plays as you fly through the tight passages of a giant space weapon (not unlike the Death Star) as you work your way towards the core.

Meta Knight's Revenge:



When you first dive into Meta Knight's Revenge, you are greeted with a great opening sequence that includes Kirby storming a flying airship, accompanied by this music. This music is heard throughout the game in futuristic and technological environments, and it is quite fitting. It should come as no surprise that these are my favorite levels in the game, and I enjoy replaying them over and over again.

Staff Roll:



For completing all (well, most, actually) of the game's in Kirby Super Star, you are treated to a brief ending scene and credits. I have quite a fondness for ending credits themes, and this one is a nice piece of music that turns into a nice medley that works in some familiar themes. Undeniably Kirby-esque, this music caps off the game quite well.

Some people say: "These tracks are awesome... so awesome that they seem to not be appropriate for a Kirby game!" Which is the sign of someone who is completely unaware of just how awesome Kirby games really are.

Friday, June 1, 2012

My Gaming Log: May 2012

May proved to be a very busy month, which left less than usual time for gaming. Still though, I was able to get some really good play time with some old faves.

Click for a more detailed view

I started off the month by continuing my Metroid series playthrough, I finished the completely sublime Metroid Prime and moved onto Metroid Prime 2: Echoes, an underrated GameCube classic.

I finally got around to buying Super Meat Boy on Xbox LIVE. I've always wanted the game, as I have a strong affection for platforming games. It was the truly excellent Indie Game: The Movie that thrust SMB back into my consciousness and reminded me that it is a must-play title.

After getting the great news that the Demon's Souls servers are staying online, I decided to dive head-first back into the world of Demon's Souls by creating a new character. I've Platinum'd the game once before, but getting back into it feels just as rewarding. The Souls games (Demon's Souls and its sequel, Dark Souls) are easily some of my all-time favorites!

Finally, the big event in May was TOJam, the Toronto Game Jam, on May 11th, 12th and 13th. TOJam was an excellent experience and you can read all about the ups, the downs, the successes and lessons learned.

Overall, May was a great month and I'm looking forward to June, especially because it is National Game Development Month!