Posts Tagged Arcade

Rampage World Tour Bits

rampage world tour header Rampage World Tour Bits

I have a soft spot for titles from before the dawn of well defined videogame genres. I also love games with lots of environmental interaction, and Rampage World Tour delivers on both accounts.

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It begins!

Originally an arcade hit in the 80′s, Rampage World Tour is an updated sequel that stars a cast of giant, B-horror type monsters as they go on their titular rampage. The monsters are actually human, mutated while working for Scumlabs, and they exact vengeance by completely obliterating numerous cities that house the naughty conglomerate.

The levels are presented in a side view, and loop around at the edges. The maps are pretty small, but there’s a boatload of them — some with unique landmarks — and they don’t take long to complete. The goal of each stage is to destroy as many buildings as possible before the whole area succumbs to a massive bomb strike (presumably to keep the arcade players from loitering around).

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Pesky cars are easily dispatched with a single punt.

The controls are very stiff, but each monster has the ability to jump, punch and kick. Combined with directional input, this allows the player to strike in numerous directions, pick up and eat people, kick at various objects on the ground, perform leaping attacks, and quickly hover by tapping the jump button.

Climbing buildings is done by pressing up while standing next to one of their sides. Once attached, the player can scale walls and attack with punches and kicks. Punches break windows, grab and eat humans, and interact with various objects that are randomly revealed once the windows are broken. Kicking gradually damages the entire floor, bouncing it in and out of the building itself. Unlike punching, it can also destroy walls and leave only a couple of girders holding up the structure. Finally, if the players scales up to the rooftops, he can punch or jump on them repeatedly to destroy the buildings one story at a time.

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You have to watch what you punch...

Revealing and using what’s behind the windows is a major gameplay element, but it’s hard to be too deliberate with it as the player is constantly assaulted by policemen, helicopters, tanks, robots, jetpack soliders, tanks, etc. Combined with the floaty movement and stiff controls, it takes a lot of fun out of the game.

Still, all the various little interactions breathe a lot of magic into the experience, so I’ll focus on enumerating those:

  • People scream and fall out of buildings as you attack them.
  • Squat structures possess bouncy domes, allowing the player to use them as trampolines and hit floating objects for extra points.
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Rrrragh!!!

  • Broken windows can reveal electronic appliances that shock the monster if touched. The same goes for electric signs that hang on the sides of buildings and prevent the player from freely scaling the wall.
  • If bathrooms are attacked, they often spray the monster with water, knocking it off of the building and damaging it as it falls.
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Just hiding away in some water.

  • Unveiled candles can be used to light the whole building on fire, quickly destroying it without any extra input from the player.
  • The “More Power” collectible drastically increases the monster’s strength, allowing it to smash entire floors with a single attack and take down buildings in just two or three hits. Extremely satisfying.
  • “Tourist Traps” are background locations that contain hordes of humans. These can be smashed and their crowds eaten repeatedly to replenish health.
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A helpfully labeled health recharge.

  • The wreckages of buildings often contain loose wiring, fiery debris, or dusty clouds. If touched, these elements can electrocute the monster, light it on fire, or make it cough incessantly.
  • The monsters can eat all sorts of humourous objects, including graveyard skeletons and old boots. Most of these make the monster throw up, damaging it in the process, but it’s actually kind of fun to experiment with what should and shouldn’t be consumed.
  • It’s possible to jump onto and ride some of the larger enemy vehicles.
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The upgraded monster can make short work of any building.

  • Toxic waste transforms the monster into a flying behemoth for the duration of the level. This upgraded creature can spit fire, and although it can’t climb buildings, it can quickly smash them when it hovers in front of the structures.
  • Each monster has a unique allergy that’s triggered when a specific animal is eaten: dogs for George, birds for Lizzy, and cats for Ralph. Triggering an allergy causes the monster to sneeze and take down an entire building in one go.
  • Window-flags can be hit to cycle through various countries, each one changing the next queued level. A similar mechanic is implemented with billboards that auto-cycle through ads — the next level changes based on which ad was on when the billboard was destroyed.
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The bonus stages are a little...surreal.

  • When a monster’s health reaches zero, it turns into a naked human that slowly creeps off-screen. When multiple players are in the game, not only can they fight each other, but they can also pick up and eat the killed comrade (this would definitely be an achievement in a current-day version of the game)!

All these loving touches don’t make Rampage World Tour a great game, but they’re definitely enough to make it a quick and fun distraction.

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3 on 3 NHL Arcade Bits

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I’m a big fan of hockey, and I’ve usually really enjoyed EA’s NHL series. I’ve even spent an embarrassing amount of time with the PC modding community that sprang up around the various NHL titles.

The modders not only updated the games with new textures and roster packs, but also with tweaks to the various statistics and physics settings. These included roughly 1000 players with 25+ stats each, and another 40+ variable game settings. I was particularly fond of Trent’s roster pack and suggested game settings. Using it, the checking became heavily based on velocities, the puck no longer bounced around like a rubber ball, and, most importantly, every player’s acceleration value was severely reduced providing a proper momentum-based breakaway mechanic with a nice risk/reward factor.

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Awww, look at all the empty stands.

Now 3 on 3 NHL Arcade tries to be the opposite of a simulation — after all, “Arcade” is in its title — but, surprisingly, it falls somewhere in the middle between these two distinct approaches.

Its good (and bad) bits:

  • The game features quick, 3 on 3 player matches (not including the goalies) in shortened shortened rings where the middle part is roughly cut in half.
  • Goofy voice-overs accompany the UI with “Swooosh!” and “Click!” constantly sounding off as you navigate the menus. This approach is extended to the game as well with klaxons and cow bells playing in response to in-game actions such as hitting the post.
  • The bobblehead visuals are a fairly iconic look that fits the game quite well.
  • There are 36 forwards and defensemen to choose from, and 4 goalies. Considering these are real players — although not always the stars — it’s a bit surprising that EA didn’t use the NHL license to its full extent. There are no teams, and the game doesn’t remember which players you picked, forcing you to scroll through the whole list every time you want to change the lineup. What’s worse is that this scrolling is pretty slow and doesn’t wrap-around, i.e., when you get to Henrik Zetterberg, you can’t simply press down to skip to Nikolai Antropov. Personally I would’ve much preferred an NBA Jam like approach where you simply select a team and its star players, and also have the ability to save custom “All-Star” lineups.

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    The Big Player powerup is definitely fun, provided you can catch someone with it.

  • Each player falls into one of three categories: fast, strong or all around. This is reminiscent of Ice Hockey for the NES, but provides even less variety. The differences between fast and all around are negligible, and it’s impossible to tell the two apart.
  • Much like in NBA Jam, there’s no turbo button, although a speed increase can be attained through a powerup.
  • The powerups are pretty varied and are dispensed by hitting players from the opposing team. What’s interesting here is that if you knock a powerup out of an opposing player, only you can pick it up (and vice-versa). Unfortunately, this ownership is not explained anywhere, and it’s only indicators are small circular outlines (red for the red team and blue for the blue team) that are pretty difficult to spot. This mechanic does encourage aggressive play, though, and it creates a back-and-forth as defending players are more likely to obtain new powerups.
  • There are no penalties or the usual game stoppages, e.g., offside, icing, high-stick, etc. This provides a nice flow, and power-play/penalty-kill modifiers are dynamically initiated by collecting the Freeze powerup.
  • Since the game is an offshoot of EA’s annual NHL titles, stick controls are included, i.e., utilizing the right thumbstick to simulate actual movement of a player’s stick. I’m not sure this is a wise decision, though, as it makes the game feel more like a simulation instead of an arcade experience with clear-cut states.
  • Physics actually play a big role in the game, also much to the detriment of the arcadish feel. Players behave as if they were like-charged magnets, harmlessly bouncing off of each other without any satisfying effects. Checking is better in scrums, but it’s extremely difficult to catch someone with a good hit (partly due to the high skating speed) unless they’re coming straight at you.
  • Passing is fairly difficult, with little to no automatic assist. Also, I can’t count the number of times I made a perfect pass only to watch it slide right through the receiver. Even in simulation games passing isn’t this finicky, and it proves extremely frustrating when trying to set up one-timers. The goalies are even worse as it’s virtually impossible to pass the puck as a goalie. I’m assuming this is to force more turn-overs, but it’s so bad that I found myself simply dumping the puck to the sides and hoping one of my players would get there first.

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    Sending your opposition into the boards happens way too rarely.

  • For some reason, moves such as the shot-block are not explicitly indicated in the button-controls setup. You can use them in the game, but, unlike the stick-controls setup, they’re purposefully (and perplexingly) omitted from the controller diagram.
  • Once a goal is scored, the puck is quickly dropped behind the net. This is a nice feature that keeps the game going instead of stopping the action for faceoffs.
  • For an arcade game, there’s a distinct lack of glass breaking, door benches being swung in, player fighting, etc. This might’ve been intentional in order to get a friendly ESRB rating, but the game suffers due to the lack of such effects.
  • The selected-player indicator is a small triangle superimposed over the player’s head. When the selected player has the puck it’s a bright colour, but fades as he loses it. Once again, this is a fairly poor solution as it’s hard to make out, especially in a crowd where it becomes impossible to spot your selected player.

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Rodland Bits

Rodland is an ultra-cutesy, single-screen, side-view arcade game in the vein of Bubble Bobble.

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These adorable fairy kids are actually pretty violent.

These games used to be a dime a dozen, but Rodland had a few interesting gameplay elements that set it apart from the crowd.

Its significant bits:

  • Instead of jumping, the player traverses the maps with the use of a magical ladder. The ladder can be deployed at any time, although the player possesses only one of these. If a ladder is summoned, it’s simply teleported from its previous location to where the player is currently standing. The ladder is also strictly vertical, but it can be used to reach platforms above and below the player character.

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    An entangled enemy is about to go for a ride.

  • The game’s enemies can also utilize the player’s ladder, which the player can exploit to funnel and box them in.
  • The main weapon in the game is a magical rod that fires a short burst of energy. This beam can pop balloons and hurt bosses, but it’s generally used to entangle enemies. Once an enemy is entangled, the player can lift it over his head and repeatedly hurl it left and right, smashing it into the ground. It’s actually a little brutal, and somewhat reminiscent of Kirby’s Throw in Kirby’s Adventure where the little puffball can viciously suplex an enemy.
  • Performing the rod slam less than three times simply stuns an enemy, while a full three hits will burst it and leave behind some sort of a powerup or collectible, e.g., a fruity points-bonus, a rocket that flies horizontally away from the direction it was touched, four balls that frantically bounce around the level, etc.

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    This is where those magical ladders come in handy.

  • While performing the rod-slam, the player is pretty much invincible. Any enemies that get close will inevitably get smashed by their entangled brethren. When this happens, they’ll get pushed away and go into a stunned mode.
  • The game’s various console conversions slightly tweaked the rod slam mechanic. In the arcade version, if the player is standing on the edge of a platform and slams an enemy into empty air, his foe will simply drop down. In the console version(s), though, this will actually kill the enemy.
  • Once all the enemies are defeated, the player has a limited amount of time to collect leftover items before the game automatically moves on to the next stage.
  • The game’s bosses are just as cute and non-threatening as the regular enemies –  there’s a grinning whale that spurts water from its blowhole, and a giant elephant that flies around by flapping its ears a la Dumbo (although he’s actually suspended from the ceiling by two small chains). Even the somewhat imposing last boss throws up a tiny white flag once he’s defeated.

As a side note, Rodland is a great fit for limited platforms such as cellphones. The controls are basic, the movement of the player and the enemies is quite slow, there’s no processor intensive graphical effects (scrolling parallax, gradients, transparencies, etc.), and, most importantly, it contains some very simple and approachable gameplay elements.

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Robotron: 2084 Bits

Before Geometry Wars and the dawn of the twin-stick shooter, even before Smash TV, there was Robotron: 2084.

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Robotron: 2084 in all its glory.

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A typically hectic scene from the original Robotron: 2084.

At its time, it was quite innovative and considered an instant classic. It also went on to influence many other games, and even got an XBLA port. These bits, though, are based on the original arcade version:

  • The brain-child of Eugene Jarvis, Robotron: 2084was the first action/shooter to feature two joysticks. One was used for moving the player character, and the other for choosing the direction in which he fired.
  • There was no scrolling and the game’s background was entirely black, providing a high contrast for the on-screen action.
  • Each of the game’s enemies had a unique look and behaviour. Grunts endlessly pursued the player, their speed increasing as they got closer to their prey; green Hulks stalked the remaining human survivors and could not be destroyed — only slowed down — by the player’s shots; Enforcers flew around and peppered the player’s vicinity with harmful projectiles (which, unintuitively, also traveled faster the further they were away from the player); Tanks fired bouncing shells that rebounded off of the screen’s edges; and Brains launched homing missiles and could reprogram humans to turn on the player.
  • The Quarks and Spheroids were some of the earliest examples of spawning machines, a prevelent aspect of the eventual Gauntlet.

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    The game's Xbox Live Arcade port.

  • Since many enemies materialized in waves and didn’t continuously fire at the player, they would often end up turning the empty arena into a dynamic maze. Walls composed of grunts would close in on the player, forcing him to avoid the obstacles and blast through the oncoming danger.
  • Electrodes were somewhat representative of static but harmful environmental objects. The interesting thing about them, though, was that the player could not only destroy them, but also use them to kill other enemies.
  • Adding a bit of a defensive element, Robotron: 2084 allowed the player to shoot down the enemies’ projectiles with his own.
  • The game had a rather dystopian vibe with the player attempting to save the last humans from the “robocalypse.” More specifically, he was saving the last human clones, suggesting that it might’ve already been too late.

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