6th-Gen, gaming, NES

Tokyochuchu on: Duck Tales Remastered

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Duck Tales on the NES was one of my favorite platform games of all time. It’s still a game that I go back to and play periodically. Thus, the remastered version was a huge deal for me and one of my most anticipated titles of 2013. That said, my love of the original is so fierce that I was also worried that it would soil my memories. After all, we all witnessed the dreadful mess that was the Turtles in Time: Reshelled game. However, my fears were quickly sidelined because Duck Tales Remastered is awesome! The graphics are unbelievably charming, the soundtrack is one of the best ever written (but then it always was) and the controls are tighter than the draw strings on Scrooge McDuck’s money purse.

Those fucking goats! They just don't quit!

Those fucking goats! They just don’t quit!

There are a lot of great new additions to the game, too. First up, there is the new story component. This is a lot of fun, especially as it’s voiced by the animation’s original cast. It’s just great to hear the likes of Scrooge McDuck, Launchpad McQuack and Gyro back in their full glory again! Then there are the reworked boss battles. The original game’s encounters were fun but incredibly simple. This time around, they all have more than one attack routine and come at you much harder. And they’re a lot more fun as a result. There are one or two minor problems that prevent this game from being perfect, however.

Boingboingboingboingboingboing... Love that sound.

Boingboingboingboingboingboing… Love that sound. Reminds me of being 10 years old!

First up is the new system of having to collect items that are strewn around the maps before you can proceed to the boss. I can see that it’s done to lengthen the overall playtime, but it also limits exploration. In the original, finding secrets and little hidden nooks and crannies was a real pleasure. But in this version, the game forces you to go to all of those places anyway and it’s not really exploring if you’re directly sent there on an errand, is it? Then there is the huge difficulty spike that represents the last section of the game. The final escape sequence really feels unbalanced compared to the rest of the game (expect to drop some serious lives on that sum’bitch).

Overall, however, Duck Tales Remastered is a gorgeous, funny and nostalgic old-school plaformer with high playability and charm galore. So… Justice has been done to a true classic, I would say. And bless me bagpipes for that!

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8-Bit, gaming, NES

Tokyochuchu on: Kickle Cubicle

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Does anyone remember the NES title Kickle Cubicle? Yes, that’s right; “Kickle Cubicle”. Sadly, it’s not a game about kicking people in the testicles. Nor is it about eating urinal cakes or busting up someone’s office space. Mores the shame. I’d definitely play that game! Imagine; you enter the busy corporate office, power up by eating filthy urinal cakes and then tear shit up like you were playing Rampage on crack whilst your turncoat co-workers fall to their knees and beg forgiveness for telling the boss about you called in sick last Friday to go to a barbeque at your mate’s house. YOU COMPLETE BASTARDS! Um… Let’s move on.

The simple graphics work splendidly in this game.

The simple graphics work splendidly in this game.

So what exactly is Kickle Cubicle, then? It is, in fact, a really great grid based, action-puzzle game. The title follows the titular Kickle as he tries to save the Magical Kingdom from eternal winter. He does this by solving (mostly) single-screen puzzles, collecting coin bags and defeating each world’s boss monster. Kickle’s arsenal is comprised of two elements; freezing enemies into blocks which can then be kicked and the ability to lay an ice stump that can halt said sliding blocks. The key is to freeze enemies and then kick their frozen asses into open water to create new land, thus expanding the grid and opening up new paths to the level-ending coin bags.

The game starts simple, with basic enemies and situations. Soon enough however, you must contend with foes that can kick your blocks back at you, invincible swines that you can only run away from as well as environmental obstacles such as springs, bumpers and windmills. In conjunction with a slowly tightening time limit, these quickly turn Kickle Cubicle into an intense head-scratcher where you have to put both your lateral thinking and reflexes into turbo mode.

Flinger lickin' good! Fry that chicken fuck!

This game is finger lickin’ good!

Another feather in Kickle Cubicle’s well-doffed cap is it’s simplicity. The game’s graphics are crisp, clean and uncluttered. It’s controls are extremely tight, easy to use and easy to understand. The difficulty is judged well; you never have anyone to blame for a death other than yourself. These factors combine to make it a game that has totally retained it’s charm. Kickle Cubicle is just as much fun to play now as it was when it was released. And there aren’t too many NES games that you can say that about these days… Oh alright, I lied. Yes there are. But hey, Kickle Cubicle belongs right up there among the best of them!

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128-Bit, 16-Bit, Franchise features, gaming

Tokyochuchu on: Metroid

As I am typing this, we’re deep inside the annual summer gaming drought of 2013. The last interesting current gen game I played was Bioshock Infinite. I’m now waiting patiently for The Last of Us to drop through the mail slot. In the interim, I have amused myself by going back and playing a whole bunch of the old Metroid titles. And I’ve had an absolute blast doing so. It’s been one of the most nostalgic and satisfying gaming periods of my entire life. I replayed and finished all five of the titles listed below within the space of about a month. Phew! Talk about going hardcore otaku. So… Let’s take a look back at Tokyochuchu’s “Top five Metroid games you MUST play“. But before we begin, I should warn of the odd *spoiler* dotted here and there (most notably in the ‘top Metroid moment’ sections).

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#5: METROID ZERO MISSION – As groundbreaking as the original NES title was, when you go back and play it now, it feels decidedly dated. You can’t shoot in eight directions, there’s no easy save system and it’s difficulty is beyond brutal. Thankfully, the Gameboy Advance remake Zero Mission righted all those wrongs. The game took the pinpoint perfect control interface of Metroid Fusion, the design philosophy of Super Metroid, the general layout of the original NES title and blended them together in a Metroid powershake of awesomeness. Zero Mission has just the right amount of exploration, power-ups and bosses. There are tons and tons of hidden collectibles to find and a lot of content that wasn’t in the NES original. One minor quibble people level at the game is that it’s too short and too easy. I personally don’t find either of those a problem. In fact, I’d say that makes Zero Mission the perfect entry in the franchise for beginners.

TOP METROID MOMENT: Motherbrain is ashes. You’ve escaped the exploding installation. Time to relax and watch the ending… What’s that?! Samus has been shot down! Stripped of her powers, sexy zero-suit Samus must use stealth to sneak into the enemy mothership, steal a fighter and escape the planet. This is the most difficult and most thrilling moment of Zero Mission. Sheer awesome sauce!

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#4: METROID OTHER M – Other M is a truly divisive title in the Metroid saga. I can totally see why. Other M has one of the worst opening hours that you could imagine as a Metroid fan. All the mechanics that we know and love are gone. In their place is a combat heavy battle game featuring ‘sensimove’ projectile dodging and close quarters finishing moves. Worse still, exploration is put on the back burner in favor of linear progression. Then there are the story elements; Samus whines like an immature teenager and acquiesces to a dominating general who refuses to let Samus use items (“This monster is going to eat me. Can I please use missiles, sir?” WTF?!). A lot of Metroid fans threw down their controllers in disgust, myself among them. I left Other M to gather dust and contempt until just recently. After finishing a couple of the other Metroid games, I decided to give Other M one last shot. I’m glad I did because it’s fantastic! The opening hour is still hard to swallow as it throws you in at the deep end. But everything improves. Once you acclimatize to the sensimove and 2D to 3D missile lock mechanics, they work extremely well and are fun to use. As you progress, areas steadily become re-unlocked and allow the traditional backtracking / hidden power-up hunting. Even the plot gets better; Samus mercifully stops acting like a petulant child and the tale evolves into a gripping yarn about cover-ups, betrayal and murder. You feel that at the end of Other M, Samus is not the same as when she started. And then there is the best part of the game… The bosses are freaking AWESOME! Seriously, Metroid is known for excellent bosses and Other M has some of the best encounters of the entire franchise. And they’re unpredictable, too. In most Metroid games, bosses are denoted in specific places or have creepy doors to their lairs. In Other M they could be anywhere. It certainly keeps you on edge and wondering what’s around the next corner. Wow… I’ve rambled on a lot about this game. In conclusion, be patient with Other M. It takes it’s time but it truly delivers the goods.

TOP METROID MOMENT: The bio-engineered creature Nightmare was one of the toughest and most memorable bosses from Metroid Fusion. He’s here in Other M too. The moment when his gravity drives kicks in to life and he drags himself out of the ceiling is a true “I’ve just creamed in my pants” moment for Metroid fans. And the fight that ensues… Perfect!

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#3: SUPER METROID – WHAAAT?! Super Metroid is not number one? What the hell? I can sympathize. Arguably the best game on the SNES, it redifined the action adventure genre (along with A Link to the Past, of course), not so much moving the goalposts as shifting them off the pitch entirely. Although the NES title started the franchise, Super Metroid will always be it’s true explosion point. The bosses, music, power-ups and zone designs were absolutely legendary, setting new standards all the way around. So… Why is it languishing at number 3? At the time, Super Metroid was perfect but these days it shows a little bit of rust around the edges. For example, the control layout has been refined since that time. The system employed in Fusion and Zero Mission just feels better. The weapon select system was annoying back then. It’s feels atrocious now (scrolling though weapon lists in the heat of battle – not fun). And the jumping mechanics can sometimes lead to frustration; The wall jump. Oh.. My.. God. GET THE FUCK UP THERE SAMUS!!!!!! *controller hits TV and breaks*

TOP METROID MOMENT: Not anything involving the fucking wall jump, that’s for sure. Does anyone remember Kraid from the original Metroid? He was a stout, fat little monster as short as Samus. He beefed up a bit for his comeback in Super Metroid. The moment when Kraid rises out of the ground to stand as high as a three story building is as intimidating as it is jaw-dropping. How on earth are you supposed to beat something that big? Finding the answer to that question was one of the best moments in videogame history.

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#2 METROID FUSION – As stated above, the control scheme in Metroid Fusion was refined to perfection. It was ridiculously intuitive. So too were the jumping mechanics and weapon selection systems. Fusion was a game that played fluidly, had beautiful graphics and felt fresh. There was a great sense of discovery within Metroid Fusion. It wasn’t simply a retread of the popular and lauded Super Metroid; It did it’s own thing whilst still staying true to it’s roots. New for this mission was a detailed plot-line. Told through text monologues and navigation-booth interactions, Fusion’s story was fun and intriguing (and a total dry run for Other M). It was also quite a dark and spooky game, with the trademark Metroid atmosphere being laid on thick and heavy. And the bosses! The likes of Nightmare, the SA-X and that bloody spider-thing-that-grabs-you will forever haunt my gaming memories. Whilst the title took some minor flack for being a bit more linear than previous games, I personally thought that Fusion had just the right amount of direction versus exploration. It was always super fun to revisit old areas with new power-ups to see what you could find. With great bosses, vibrant graphics, flawless controls and an interesting story, I think that Metroid Fusion marginally beat out the classic Super Metroid for the best 2D entry in the series.

TOP METROID MOMENT: Who says 2D games can’t be scary? Try being chased down an obstacle strewn corridor by the relentless SA-X. This indestructible dark doppelganger of Samus is terrifying! You can’t fight it, you can only run and hide (until you get the correct weapon to kick it’s ass with, at least). The mid game chase sequence is a heart pounding, pant filler of an experience. It’s the most difficult part of the game but also the most memorable.

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#1: METROID PRIME – Super Mario Bros had Super Mario 64. The Legend of Zelda had Ocarina of Time. Metroid had Prime; A game game that seamlessly transitioned from 2D to 3D, taking with it everything that made the franchise great. I really couldn’t imagine a more perfect 3D take on the Metroid universe than the one that Prime delivered. There are so many stunning moments in the game; the first sight of Samus rising out of her ship in glorious three dimensions, the first time you set foot in the snowy Phandrana Drifts, the thumping, nostalgic music that urges you through Magmoor Caverns (originally from Super Metroid) or how about the first time you set your eyes on the giant plant boss of the Chozo Ruins? Metroid Prime delights time after time. With minimal plot and maximum exploration, the game stays definitively true to it’s roots and it’s a sheer joy to traverse the world, sniffing out all the little nooks and crannies for hidden items. The graphics are crisp and clean, the level design is phenomenal, the bosses are mind-blowing and the challenge is just on the right side of brutal (the final boss is a fucking handful!). This is a game that ranks within my top three of all time and one of the only videogames compelling enough to coax a 100% completion rate out of me (I’m not a trophy whore kind of gamer). I also go back and play the game periodically, especially with the Wii version rocking the shit (this is one game where motion controls actually work better). And it’s amazing every single time!

TOP METROID MOMENT: You’ve gathered all the Chozo artifacts. It’s finally time to head down into the sealed chamber. Nothing can stop us now! That is, nothing save for Meta Ridley who blows up your only entryway. Prime’s showdown with Samus’s arch nemesis is teased a few times during the game and when it it finally comes, it’s a cracker! Ridley throws everything he has at Samus and it’s a damn tough fight to the finish. But it’s also unforgettably brilliant… I mean come on; he’s a robot dragon for god’s sake! How cool is that?!

So, there it is. I hope you enjoyed this list. It’s a shame that the Prime sequels failed to hit the same highs as the original (2 was too long winded and difficult, 3 was tired from the off), but I guess that’s the price of perfection; it’s kind of difficult to follow.

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8-Bit, gaming, NES

Tokyochuchu on: Kabuki Quantum Fighter

 

Does anyone remember the NES title Kabuki Quantum Fighter? No? Anyone?

First, let us examine the word Kabuki. What exactly is Kabuki? Well… Kabuki is a very traditional Japanese type of play. Actors and actresses dress up in maiko or geisha style and perform dances. Sometimes there are traditional puppets involved, which are controlled by ninja-looking shadowmen dudes. So Kabuki Quantum Fighter is surely a game about beating the shit out of traditional play actors and beatniks, right? Sadly no. But I would play that game in an instant! Stupid fuckin’ beatnik scum. But I digress…

Kabuki Quantum Fighter is a yet another 8-bit 2D action platformer. But it’s a really, really good one. It’s actually quite similar to the popular NES Batman title, both graphically and mechanically (although it does have a more manageable difficulty level). Perhaps they were made by the same company? I’d check if I wasn’t bone idle lazy. Unfortunately I am bone idle lazy. So… in the dis-utopian future a hero is once more required to fight the evil robot scourge. Enter the titular Kabuki Quantum Fighter. What awesome weapon do you get to fight the all pervading evil with? A lazer gun? Nope. A bazooka? Think again. A giant mech assault tank. No, no, no. You get… YOUR HAIR!

Yes, that’s right. Kabuki Quantum Fighter’s big bushy mane is apparently lethal! Which in turn can only mean that he has some seriously lax personal hygiene. My brother once goaded me into sniffing his unwashed dreadlocks. Dude… That shit was rank! So I can totally understand how Kabuki Quantum Fighter can kill with his hair. Makes perfect sense. So yes, you walk around flicking your hair at enemies with an animation that looks like you’re headbanging to metal. Which is totally awesome! In fact, I demand that every game made in the future include the option to headbang.

I know what you’re thinking. You’re thinking; you’ve written a hell of a lot without telling us almost anything about the fucking game! And you’d be right. I will now tell you that Kabuki Quantum Fighter is a tightly controlled, mid difficulty platformer that made for an excellent alternative to Mega Man and Contra. And don’t worry, as cool as hair murder is, you also gain access to a myriad of cool power-ups (scroll weapons, spreader and of course *insert typical 8-bit power-up here*). In closing I will direct your attention to the AWESOME / AWFUL movie Kabukiman below. Seriously. Watch and prepare to piss yourself repeatedly!

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8-Bit, gaming, NES

Tokyochuchu on: Low G Man (NES)

Does anyone remember Low G Man for the NES? I won’t blame you if you don’t. Low G Man was never massively popular and the NES was flooded with it’s side-scrolling ilk. Low G Man, however, was a cut above most of the competition. The controls were tight and responsive and there were no glaringly stupid design choices. It even managed to scratch out small nuggets of originality from time to time. The ‘G’ in Low G Man obviously stands for Gravity, which equates to being able to jump really high in the game. We’re talking tower block height here people! As I mentioned before, the controls are responsive, so the height of your jump is easy to gauge. This mechanic certainly makes for some interesting and unique platforming later in the game.

That said, platforming definitely comes in second behind combat. Low G Man has a pistol that can be upgraded with a myriad of 8-bit power-ups. You’ll eventually have boomerangs, scroll weapons, power balls and even the good ol’ spreader at your disposable. More prominent than those, however, is Low G Man’s spear. When you attack an enemy with your default sissy-pistol, it merely freezes him. You then have to use your multi-directional spear to polish him off. Quite a lot of the bosses require the use of the spear, so expect a lot of projectile dodging, getting in close and stabbing away at break points.

Never willing to be outgunned, Low G Man can steal enemy vehicles such as walking mechs and flying cars (that drop bombs! Yay!). These are super fun to use and provide a brief reprieve from being murdered. Which is a fate you will be condemned to many times over. But whilst Low G Man is a difficult game and requires quick reflexes, it never feels impossible like a lot of old NES titles. The bosses are memorable, the music is great and the game bristles with timeless retro cool. In short, if you are looking for a great NES action game that isn’t Mega Man or Contra, Low G Man is sure to float your boat… And then sink it with a badass 8-bit explosion!

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8-Bit, gaming, NES

Tokyochuchu on: Duck Tales (NES)

Does anyone remember Duck Tales on the NES? Of course you do, especially with the remastered version on the way this summer. What better time to step back and have a nostalgic reminiscence about one of the best titles for Nintendo’s 8-bit box.

Developed by Capcom, Duck Tales had a magical spark to it. The graphics were cute, crisp and clean. The controls were precise, the concept uncluttered and the music unforgettable. Lest we forget that ‘The Moon’ theme has become a standard for any gamer in a metal band.

Duck Tales is split up into five stages; the Moon, the Amazon, Transylvania, the African Mines and the Himalayas. Each stage has it’s own graphical style, enemies and gimmicks. This creates a decent bit of variety in a pretty simple game.

Adding to the variety and replayabillity is the fact that the levels aren’t linear. You are free to explore, with multiple paths leading off to hidden goodies, secrets and bosses. Not only that, but the stages could even be tackled in any order! I know that seems like nothing these days but back then it was a pretty awesome feature.

The bosses were pretty memorable, too. They (and the entire game in general) had just the right balance of difficulty. They weren’t too challenging but were tricky enough not to be a total cakewalk. And you had to be somewhat careful because you only had a small amount of lives to finish the game with. With no save function or continue option (unless earned), ‘game over’ meant that it was back to the title screen to start over again.

Duck Tales was truly one of the best games on the NES. In fact, it was actually my personal favorite and a game I still boot up the old grey box to play from time to time (when I can get the bloody thing to work). Success inevitably brings sequels and towards the end of the NES’s lifespan, Duck Tales 2 was delivered. And was played by… absolutely no-one. Why was Duck Tales 2 such an abysmal flop? I don’t know. The game was a very solid platformer that expanded nicely upon the ideas of the original. Sure, it was more difficult and lacked the defining X element that made it’s predecessor a timeless classic, but it was in no way a bad game. It’s definitely worth checking out if you didn’t know about it and are hungry for a bit more 8-bit pogo action.

Now, the remastered edition… Hmmmm. As a real fan of the original, this is one of the most anticipated titles of the year for me. That said, I am a bit cautious. I was a huge fan of Teenage Mutant Ninja Turtles IV: Turtle in Time on the SNES… And the ‘Reshelled’ version of that was fucking horrendous! Disturbingly, the new Duck Tales remaster features the same type of graphical overhaul. Yes, yes, I know. They’re not the same game and nor are they from the same developer… But it still puts a knot in my stomach.

Especially dangerous is the fact that the original Duck Tales is, as I’ve said before, utterly timeless. It still looks great, has fantastic charm and plays tight as a drum. So the new remastered version had better be good, because to be outplayed by a game that’s around twenty years old would be really embarrassing… And a very distinct possibility. If I was the devs, I would be pissing in my pants!

So, kudos to the new developer for having the balls to tackle such a classic. We’re all waiting with baited breath. Please don’t cock it up. And for all those of you who haven’t tried the original… Go do that immediately. Seriously, it’s more than worth the price of a used NES.

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