Showing posts with label a. Show all posts
Showing posts with label a. Show all posts

1.27.2010

Adventure Island II: Aliens in Paradise


story | gameplay | thoughts |
level structure | controls | options

BASIC INFO:
Title ....... Adventure Island II: Aliens in Paradise (North America), Takahashi Meijin no Boukenjima III (Japan)
Players ..... 1
Genre ....... platformer
Subgenre .... side-scroller
Platform .... NES (1992), Game Boy (1993)



A dashing hero, complete with potbelly.STORY:
Your girlfriend has been kidnapped by aliens. Well?



GAMEPLAY:
Each level consists of a short side-scroller segment. Almost every level scrolls from left to right, and as you scroll parts of the level off to the left of the screen, those parts become inaccessible. A few levels also move up-down.

Enemies and environmental hazards are the most familiar difficulties preventing you (Master Higgins) from completing a level. Enemies can be avoided or defeated using a weapon, which you can obtain from eggs scattered about levels. Environmental hazards, such as pits or fire, typically must be avoided.

You've found a large, yummy roast leg of yak!Hunger, a reappearing element in the Adventure Island games, is another difficulty that must be contended with. You have an energy meter at the bottom of the screen which functions a little like a timer, in that it steadily decreases and you will lose a life if you allow it to completely empty. However, unlike most timers of the era, the energy meter can be refilled by eating food. Fruit (which refills your meter slightly) appears frequently, while meat (which refills it completely) may appear once in a stage, in a hidden or difficult to reach area.

Vehicles speed up your progress through a level, helping you avoid a death-by-hunger. A skateboard is available, as are 5 different dinosaur companions. 4 of these dinosaurs are uniquely suited for different terrain (lava, ice, water, air) and give you access to a special attack, 1 per dinosaur. The 5th dinosaur can barrel through nearly any enemy or obstacle.

Bottomless Pit? I freaking LOVE bottomless pits!Levels are arranged on a world map, allowing for back-tracking and replaying previous levels. A surprising number of secrets are hidden on these very short levels, from bonus stages to warps to simple power-ups. Keep an eye on the terrain directly behind you, and don't feel bad about randomly attacking walls.

You cannot save, but a unique password is provided upon completion of each world. So long as you do not turn off or reset the console, you have infinite continues that remember the level on which you died and the number of items you had at the time of death.



THOUGHTS:
This is a classic example of the sort of absurdity that was standard fare in the 80s and early 90s. The plot, such as you can infer from the animations and sprites, is ridiculous. The setting is a bizarre mishmash of whatever seems cool from other settings (dinosaurs! skateboards! aliens!). The mood, as set by the graphics and music, is cheerful and cartoony, strictly at odds with the constant threat of death from hunger, floating skulls, and eggplants. And, of course, your character dies if he so much as brushes against a vile enemy--like a bird.

I loved the days when this kind of stuff was standard.

The game is short and easy if you want it to be short and easy. If you want more content, that content is there to be found. The game won't make you find it, though, and the only reward for finding it is, well, finding it. If you want achievements or other external motivation to get the most of your game, you will probably not enjoy Adventure Island II.

I seem to recall reading an opinion piece where a gamer talked about how they liked the series's hunger mechanic and the sense of urgency it added to the game. At the time, I scoffed at the idea, but now I'm inclined to agree. While I still like being given the time to explore a level at leisure, the levels in this game are--as mentioned--short. I can get a sense of accomplishment from successfully completing a level without running out of food, and then immediately replay the same level for secrets without feeling like my time has been wasted. This provides for a sort of "one more go" experience missing from the platformers with huge, sprawling levels that take a substantial time investment to explore.



LEVEL STRUCTURE:
[World #]-[Level # or LETTER]
There are 8 worlds.

Each world has levels 1 through 6 and a level A and B. You do not need to complete all 8 levels to reach the next world.

The #-6 level of each world has a boss at its end. Completing this level opens up the next world. You can frequently warp past levels by finding secret areas.



CONTROLS:
D-pad .... move cursor, move character
select ... exit out of a level from the item selection screen
start .... pause/unpause
A ........ jump, swim; choose item from item selection screen
B ........ attack; move more quickly (run, fly); remove items from item selection screen



OPTIONS:
None to speak of. However, there are "secret" passwords that will allow you to start off the game with variables changed. 1984 seems to be the "ultimate" password which starts you off with 99 lives, 99 of all items, and all levels unlocked, but I don't know the significance of the date.


Arcade Classic 2: Centipede / Millipede


story | gameplay | thoughts |
level structure | controls | options | credits

BASIC INFO:
Title ....... Arcade Classic 2: Centipede / Millipede (North America)
Players ..... 1-2
Genre ....... shooter
Subgenre .... vertically oriented shoot 'em up
Platform .... Game Boy (1995)



Two arcade games on one cartridge? Now that's technology!STORY:
Bugs are ransacking your mushroom garden.



GAMEPLAY:
These are slightly modified ports of the original 1980 (Centipede) and 1982 (Millipede) Atari arcade games. How much is modified, I cannot say--I don't remember playing the original arcade versions. I rather suspect the main difference is the addition of a 2-player mode in Millipede and three 2-player modes in Centipede (alternate, compete, and team).

Centipede and Millipede are remarkably similar games. In both games, you control a canister of pesticide and are tasked with protecting your mushroom garden from various invasive pests. Your minimalist screen is dotted with mushrooms, a centipede (or millipede), and various other creepy-crawly themed enemies. Because bugs are so totally gross, you must avoid touching any of them, lest you lose a life. Fortunately, you can move your canister freely around the bottom 1/3 of the vertically-oriented screen (that is, across the entire width, as well as up and down 1/3 of the height of the screen).

The titular centipede is made of 9 segments (the millipede is made of 10, and gets larger as levels progress). Each segment must be destroyed individually. If you destroy a middle segment, you will in effect create two independently moving centipedes (millipedes) as the estranged segment will create a head from one of its existing segments. Just like in real life.

The 'pede spawns at the top of the screen and moves to the left or right and, upon hitting a wall or normal mushroom, it drops down a row and switches directions. Upon reaching the bottom of the screen, it will start to move back up, but it will never leave the player area. If you fiddle-fart around, letting a 'pede stay in the player area too long, 1-segment 'pedes will be added to the player area until they kill you or you kill them.

In Centipede, other enemies include spiders, fleas, and scorpions. Spiders move across the player area in a zig-zag pattern, eating mushrooms as they go. Fleas drop straight down from the top of the screen, quickly, planting mushrooms as they go. Scorpions move horizontally across the screen, slowly, and poison any mushrooms they touch; when a centipede touches a poisoned mushroom, it will move straight down to the player area.

In Millipede, other enemies include spiders, earwigs, bees, dragonflies, inchworms, beetles, and mosquitos. The spider works the same as it did in Centipede, although there are more of them on the screen at a single time. The earwigs and bees work just like Centipede's scorpion and fleas, respectively. Dragonflies move about in a zigzag pattern, leaving mushrooms in their wake; inchworms move rapidly across the screen but will slow enemies if you manage to shoot them; beetles go straight to the player area to be annoying and, if left alive, will turn mushrooms into indestructible dandelions; and mosquitos will bounce around annoyingly and, if shot, will move everything up a row.

There are two more notable elements in Millipede. First, the screen scrolls. When you kill a millipede, everything on the screen scrolls down a row. This is handy for getting rid of dandelions and poisoned mushrooms. It also gives you a steady supply of the other notable element, the DDT item, which scrolls in from the top of the screen. If you shoot a box of DDT, a cloud will appear that kills any enemy or mushroom caught in it. It sticks around for a few seconds, so you might have an entire millipede walk into it.

There are a few more quirks to the play of these games, but that about covers the essentials.



THOUGHTS:
I think these 2 games hold up surprisingly well. I can still get 5 to 30 minutes of play from them, trying to do just a little better than last time. I prefer Centipede over Millipede--even though Millipede should theoretically be more interesting due to having more elements, Centipede has that sort of Tetris-like simplicity that lends to a sort of meditative play.

However, the Game Boy ports are...well, not the best. Better to play the official browser version (Centipede, Millipede) or any of the various ports to Nintendo, Sony, Sega, or Apple handhelds.



LEVEL STRUCTURE:
When you destroy an entire centipede (or millipede), you proceed to the next level. As levels progress, more enemies spawn, enemies move faster, and centipedes (or millipedes) spawn with more heads. In millipede, every few levels you are preiodically treated to a "bonus round" of sorts, where you are faced with a swarm of non-millipede enemies. You can score many points here, if you don't get killed.



CONTROLS:
D-pad .... move cursor or pesticide can (both games); choose difficulty level (Centipede only; only when menu is available); change score (Millipede only, only when menu is available)
select ... choose difficulty level (Centipede only; only when menu is available)
start .... confirm menu choice (both games)
A ........ spray pesticide (both games)
B ........ spray pesticide (both games)



OPTIONS:
Centipede: Before starting a game, you can choose your difficulty from novice (start on level 1), standard (10), advanced (19), or expert (28).
Millipede: Before starting a game, you can change the number of points you start off with (between 0 and 100k, in intervals of 10k). This effects what level you start off on. You can start off as high as level 20 (100k points) or as low as level 1 (0 points). Furthermore, if you score higher than 100k points, when you restart a game, you can start off near that score.