Archive for the ‘Playing’ Category

Playing: Scorpio (Amiga)

Sunday, May 16th, 2010

The A600HD getting a CF card has meant that I’ve spent a couple of days playing Amiga games… and there are loads of great shoot ‘em ups out there for the Amiga that I could be playing like Battle Squadron, Uridium 2 or Disposable Hero (and one or two like Xenon 2 that aren’t much cop as games but, bizarrely, still well-remembered amongst Amiga users) so, with a wide range of decent titles to play, finding myself hooked on an early blaster like Scorpio is a bit hard to explain…

Scorpio (Amiga)

Allow me to wallow in nostalgia for a bit (after all, it’s my blog and you’re not paying) because the first time I played Scorpio was probably around the end of 1988 when I got my first Amiga 500; it was second hand and came with some [ahem] less than legitimate floppies including Katakis and something that looked a bit like R-Type turned onto it’s side even to the point of replicating a few set pieces like the circle of guns.

Scorpio (Amiga)

I think the sheer cheekiness of Scorpio has some bearing on why I’ve played and enjoyed it over the years, it doesn’t avoid some of the larger “bear traps” of shoot ‘em up design since it drops the player back at the start of a very long stage when they buy the farm and the difficulty curve is, to paraphrase Richard Richard, “effing vertical” to the point where clearing the first level is reason to celebrate – but for such an early Amiga title (and one that doesn’t appear to just be Atari ST code shovelled over) it’s neatly executed and, as long as the player is a masochist, doesn’t get annoyed by the looped sample that passes for background music and likes memorising attack waves, is enjoyable to play as well – but it just has that whole “look at me, I’m a rip-off of R-Type but vertically scrolling so they can’t sue” attitude going on and it always raises a little smile, even when it’s repeatedly and mercilessly pummelling me into dust…

Scorpio (Amiga)

Playing: Radius (CPC)

Sunday, April 25th, 2010

Because I’ve been asked to contribute a technical comparison of the two machines for a book (speaking of which, I really should get the final touches done to that over the weekend), this week I’ve been playing quite a large selection of games for both the C64 and Amstrad CPC. All well and good, except that for some bizarre reason the title that has grabbed the majority of my attention isn’t something decent on both machines like Mission Genocide or even on just the one…

Radius (C64)

On the C64, Radius is an almost archetypal budget label scrolling shoot ‘em up; it doesn’t recycle the eight sprites at all and has some three colour scrolling trundling past in the background, all the graphics are okay but could have been better (considering one of the graphics people involved was Rob Whittaker, they’re actually on the disappointing side) and the budget didn’t quite stretch to commissioning a decent soundtrack so there’s just spot effects and the classic “hum” on the titles page. But despite not standing out from the crowd in any particular aspect and having been geared very squarely on the unforgiving side of the difficulty fence (memorising the enemy waves is an absolute must and there are some extremely cheap deaths hidden in the waves) it isn’t really a bad game as such, just rather nondescript.

Radius (Amstrad CPC)

And on the cosmetic level at least, Jason Falcus’s Amstrad CPC conversion of Radius looks fairly similar – the sprites are a little smaller than the C64 versions, granted, but the backgrounds are there and AY equivalents of the SID sound effects are pretty much present and correct… but then it starts to scroll and words like “jerky”, “shuddering” or even “argh, my eyes they burn make it stop” (perhaps just screaming would save time) honestly aren’t going to do this thing even the slightest amount of justice. It’s almost as though the C64 game is being emulated on the Amstrad and the result works at around one fifth of the regular speed – it’s slowed down to around the point where more attuned gamers can probably count the frames off as they’re updated. Yes, I know that horizontal scrolling isn’t exactly something the CPC is famed for of course, but even considering that the bloody thing is utterly dire… so my still playing the damned thing is probably conclusive proof that I’m a bloody masochist.

Radius (Amstrad CPC)

Playing: Street Hawk (Spectrum)

Sunday, April 4th, 2010

Back in the 1980′s when I was pretending to grow up, television was almost saturated with imported American action series and kids my age lapped the lot up; playground arguments would revolve around which would come out better in a fight between the Knight Industries 2000 and Airwolf, if the A Team could build Blue Thunder from an old tractor and some tubular steel or which kid would get to be Colt Seavers and who would have to take the role of Howie Munson.

Street Hawk (Spectrum)

And being fairly avid gamers, we all wanted to re-enact our favourite telly shows in game form… and that was something of a shame really since the majority of those games were rather rough! But surprisingly, one exception was based incredibly loosely on the one season wonder Street Hawk (where a cop injured in the line of duty becomes the rider of a super-secret, heavily armed… erm, motorbike) and the “Subscriber’s Edition” under consideration here was rather cobbled together to get something released on a promise – and surprisingly, that quick and dirty development cycle appears to be the reason it came out as playable as it did!

Street Hawk (Spectrum)

Y’see, Street Hawk SE (my contraction rather than Ocean’s, but it’s already growing on me) is pretty much based on Defender and was presumably built rather hastily around an existing game; yes, the Street Hawk itself has been grafted in and some almost lunar gravity added presumably because even that particular superbike didn’t fly for extended periods, but it’s been equipped with a classic Defender laser and the primary objective is to hammer around the bi-directional scrolling landscape whilst twonking the enemies and rescuing the people who get blown clear of the explosions during the “rescue” stages of the game.

Street Hawk (Spectrum)

It really is simple but enjoyable stuff (as was the programme itself to be honest) in a way that the “full” Street Hawk, a vertically scrolling shooter released a year later where the player is actively discouraged from shooting most things, simply wasn’t. It won’t win a single prize for originality (although the minigame where the bike’s battery is charged before each stage might get a special mention during the awards ceremony) and there’s very little variety in the long term, but it’s a far more accurate representation of the programme. All its lacking is a cover of the awesome Tangerine Dream tune used on the show.