Video Of The Week is just any excuse really to link to a video or series that I’ve been enjoying. Chances are there won’t be one every week, mind.
It’s a bit of a silly conceit but I really do enjoy watching someone else play a videogame until they run out of energy/lives in it, just to see how long they can go. I’d totally be down for a festival of this similar to _______ Games Done Quick.
Namcos has been doing Until I Die for aaages now and built up quite the supply of old vids you can work through if you’re so inclined. Latest in that series is Ultimate’s Cookie.
A few minutes in Cookie is good going, I reckon. It’s one of those games that, depending on how luck falls, I find I can either play for ages or have a round over and done with in no time.
As you’ll see in the video, it’s very easy to get caught out by something you have absolutely no way of stopping or avoiding. Luckily, super arcadey and quick to restart means being back in the game really quickly to try again.
If you want to have a try yourself, a Spectrum emulator and a quick search on the internet will see you right seens as it was missing from Rare Replay.
I finally remembered to get round to buying Last Train To Tranz-Central a few minutes ago after legit forgetting for a ridiculously long time.
Since I first saw the screenshots, I was in love. It’s such great spritework, not only does it carry off the whole futuristic train thing well but screen to screen, manages to look like very little else.
I’d tried the demo, loved that too. Managed to wax lyrical about it on Twitter one time then by quirks of payday timings and my increasingly terrible memory, simply forgot to go back and buy it.
I ended up thinking about it again a few nights back because really, I can’t overstate how much I love how it looks, and finally remembered to punt a few quid over for it.
Better late than ever and I get there in the end.
You’ll either need a Spectrum emulator or the real deal hardware to give it a shot. I’ve been playing it on my phone through Speccy Deluxe and it works just great.
Ye Olde Videogame is a once a month-ish (or more if I’m feeling fruity) retro game recommendation.
Please sir, I cannot tell a lie, Alchemist is one of a number of videogames I’ve bought over the years for no other reason than it had a big wizard in it. A few weeks back I tried counting up exactly how many games I’d bought for this reason alone and I needed more fingers than I have! So, out of necessity, I stopped counting after ten.
It’s a thing, sorry. I’m trying to deal with it.
Anyway! Overdelivering on the promise, the big wizard (the eponymous Alchemist) can turn into an even bigger bird. How good is that? I’ll tell you, it’s seven good. That’s the best number of good.
Thinking on, I’m not sure what this means in turns of scale. Like, is the big wizard really a small wizard that turns into a perfectly normal sized bird? Is that it? Have I gotten things all wrong? I’m not sure I could take that right now so let’s just keep believing big wizard, even bigger bird. It’s a videogame and we can have a bird the size of Uranus if we want to.
Playing it now and I’d politely describe it as “compact” – there’s a relative handful of baddies and slight few tasks to be done, all of which can be cleared in a relatively brief amount of time once you know your way round the map. I still like it a lot! My only complaint is the exact same one as I had at the time – the push scrolling can be kinda painful, but you know, 1983 so cut it some slack.
The one thing I absolutely love about Alchemist – and it’s far from alone in doing this at the time – is how well each screen feels like a distinct elsewhere. With only a small map, the game has a lovely sense of place with the castles and caverns making it feel way, way, way more expansive than it is. Using a few screens for each ‘room’ is an especially neat way round achieving this.
Alchemist reminds me that I never needed a massive open world to feel like I’m truly exploring a place and Alchemist is a lovely, early, example of a game world I enjoyed getting lost in, felt present in.
Also, you can shoot lightning from your fingers in it and that’s always a win in my book.
Sorry that it’s a bit of a Dare-fest round here at the moment, just in a comfort read mode for some reason.
Anyway. One of my more profound early (earlier?) inspirations lies with Martin Wheeler’s art for Dan Dare II. Both of the Gang Of Five Speccy Dare games are great (Probe’s entry, not so much) but gosh, the tile work in Dan Dare II still kind of blows me away. It’s up there with the more recent Vallation as one of the best examples of Speccy tile art.
Look at this! What an amazing thing to wring out of a Speccy. The colours! Just wow stuff still for me.
Martin’s still plugging away at games, their latest is Separation for PSVR. Sadly, I can’t play it due to my sore noggin not really being receptive to weighty things being placed on it. It does look gorgeous though.
Had cause to remember Avalon a day or so back and yeah, I remember the cover art/advert being a tad more imposing than it is. Plus, there’s not much to say about the nuddy fairy beyond “that’s well dodge”. Because it is well dodge.
I’m still in awe of Steve Turner all these years later and Avalon is just one of many reasons for that. It’s one of a special few games that through some exceptionally smart sleight of hand gave the impression it was so much more, so much deeper, than it was.
That’s not to underestimate how much was crammed into the thing or to do it down, on the contrary – it’s to point at the sheer skill involved in making an already pretty hefty game feel even more.
It’s a magic (yes, magic) that’s worked on so many different fronts! The wonderfully large player character, Maroc, who floats ethereally around the screen, bouncing against walls and obstacles rather than the usual few frames of walking animation. The sparse landscapes, enough to paint an image of a forest or a dungeon and to leave the rest to the imagination. That the player controls Maroc through the use of a ‘MOVE’ spell, just one of a number of spells, does wonders in selling the whole controlling a projection of Maroc lark.
It’s an especially clever design. Everything is in service to selling the whole wizard thing and it works a treat. An early fantasy exploration game that took familiar videogame parts and sewed them to create something that still feels kinda special 40 or so years later.
It’s a remarkable thing indeed and hard to believe it came so early in the lifespan of the Spectrum. 1984! Games were still in short trousers then! Ridiculous! But brilliant. Very very brilliant.
There’s a very particular genre of ZX Spectrum maze games where you travel room to room, exploring a pretty reasonably sized map and as you roam, enemies spawn in at random. I mention this only because it remains my favourite lost genre of videogame.
There’s similarities to a bundle of roguelite games (I really dislike the wooly, almost meaningless, taxonomy here but what can you do?) and to top down 8-bit RPGs but the focus isn’t on puzzling or story, it’s running from room to room and doing a bit of dodging or shooting. The larger goal is invariably collect 5 thingies or something, where the main obstacle keeping the player from their goal is just finding their way to the thingies without snuffing it.
They’re kinda simple but the pleasure for me is in both learning to navigate the twists and turns of the map and the speed you flit through them. It really appeals to my ADD brain, you know?
You’re never lingering in one room for more than an incredibly short while. There’s a possibility of getting held up shooting stuff but really that’s only ever momentary.
Dominic Wood’s Project Future is probably my favourite of them all (though Steve Crow’s homage to Ultimate’s Atic Atac, Wizards Lair, comes an incredibly close second place).
I’m an absolute sucker for chunky cartoon graphics, I’d sooner be running through a spaceship than a forest or whatever and I like games to use all the colours. Project Future is all that.
I’ve also a soft spot for its use of the Spectrum’s FLASH command to liven up backgrounds a tad and the enemy death animation that mimics a part of a Vidkidz style sprite explosion is, obviously, right up my street. I enjoy that the map is laid out to approximate the floor plan of a spaceship.
Really though, it’s the little bubbley lead character that is Space Cadet Farley with their massive helmet that got me first. Readers, I would marry them and we could both go for space jaunts in our space C5 and everything would be wonderful forever.
As long as there’s a maze, mind. Otherwise the deal is off.
Beaver Bob In Dam Trouble is my PT, or my Silent Hills if you prefer. Except instead of a playable advert, there’s only a magazine advert and a loading screen designed by someone else.
To be fair, it is a really good loading screen.
I have no idea what Beaver Bob was ever supposed to be either. You know as much as I do. Younger me was sold from the moment they saw the magazine advert regardless.
A game about a beaver? I’m there for that. It might have some log chopping? Oh yes. Please. Beavers and logs sounds great.
I bet Beaver Bob would be amazing too. I can say that because it never launched, maybe never existed. It’s preserved forever in that moment when I first saw the advert, preserved forever in the thoughts of all the things it could be. All the guesses, all the hopes, all the beavers.
It’s the industry’s open secret that more games get some way to existing than the public ever see. Sometimes those games seep through into the gaming conciousness. Maybe it’s an announcement, a tweet, a rumour or a trailer released before things happen. Things happen a lot to games.
They’re always the best games too. You just know they play fantastic, they look fantastic. There’s no day 1 patches, no microtransactions, no bugs.
Just a beaver and their logs, happily being the best game that never was for the best part of 40 years.