Star Fox Zero releases at long last today. For the three of you that weren't aware that Nintendo's long dormant shooter series once again takes flight, well, I'm happy to make you a bit wider with that news. But seriously, Star Fox coming back is freaking huge. It was a Nintendo franchise many were championing to return. Nintendo has a plethora of other franchises that I'd like to see revived and if I had to select five to come back, these are the ones I'd choose.
5. Ice Climber
Had it not been for their inclusion in Super Smash Bros. Melee and Brawl, most people probably wouldn't be aware of who Popo and Nana are. The duo have one stand alone game under their belts
with an objective of scaling 32 mountain peaks to reclaim your stolen eggplants. Sounds simple enough but the trek was treacherous with everything from slip sliding ice physics to shade wearing polar bears standing in your way. Don't even get me started on Popo and Nana's weird arc jumps. Even so, I think Ice Climber could do quite well brought back in today's gaming world. Keep the basic premise of climbing a mountain to reach the end of a level in tact along with familiar and new foes. A new Ice Climber would make for a sweet co-op experience and the allowing players to make their own levels really opens up the possibilities for endless frozen fun.
4. Excite Series
Or Excitetruck, Excitebots, whatever. Put the word "Excite" in front of a noun and you've immediately got my attention. The last game in the Excite line, Excitebots Trick Racing was sent out to die when Nintendo didn't even bother to advertise the game. To make matters worse, the game never saw a release outside of America. No surprise, the Excite franchise has been left to collect dust ever since. Nintendo can use cars, scooters, unicycles and I'll be perfectly OK with any of them. Just as long as the Excite games come back and we can create courses, I'll be very excited about that.
3. Custom Robo
Spoiler alert, I love robots. Some of my favorite characters in various mediums are made of metal and are all the cooler for it. The first game to be released outside of Japan in the Custom Robo series was the GCN's Custom Robo Battle Revolution and it was simply titled Custom Robo. It was my first time playing the game and while the story was nothing to get jazzed about, I really liked the aspect of combining different parts to make your own robo and send it in to battle where you'll hopefully slaughter the opposition. Fighting in robos is cool. Fighting in customizable robos? Even cooler. The last game to give the series any buzz was the DS Custom Robo Arena, which was released back in 2006. We are in serious need of customizable destruction.
2. Balloon Fight
"Balloon" might sound like the most sissy thing to put in front of "Fight" but believe me; Balloon Fight is anything but. In the first Balloon Fight, you take control of an unnamed balloon fighter and clear stages by popping the balloons of the enemies. You can stay afloat with one balloon but you'll find that its a but more difficult to do so. You could take on the main game alone or with a friend, but having a buddy in the mix does mean you'll have to avoid collide with each other. Balloon Trip was a fun little mode where you fly through a sea of sky hazards, going for the top score. The follow game, Balloon Kid, kept much from the original game but still did quite a bit to change things up. The side scrolling levels were different from what you'd find in Balloon Fight and there were even bosses, something the first game didn't even have. Like Ice Climber, Balloon Fight really lends itself as an arcade style game and it baffles me why Nintendo has just sat on their hands with this series. No those Balloon Fight games with Tingle don't count. Balloon Fight is still one of my favorite NES games to go back to and I'd love to see it get a new lease on life.
1. F-ZERO
Man, do I miss me some F-ZERO! The comic book style characters in all their cheesy glory and the futuristic setting. We have gone more than ten years without an F-ZERO game on both Nintendo consoles and handhelds. I need my insane speed fix! I want to zip around Mute City, Port Town, Red Canyon, Silence and other F-ZERO locals in glorious HD. The reason we haven't seen Captain Falcon, Pico and the rest of the gang in action? Shigeru Miyamoto doesn't want to make just another F-ZERO game. That hasn't stopped Nintendo from releasing New Super Mario Bros. titles and those are some of those most samey titles out there. Look, I don't care about some new way to race around the track. Give me uncomprehendable speeds, sick rock music and challenging course layouts and I'm good to go.
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Showing posts with label Ice Climber. Show all posts
Showing posts with label Ice Climber. Show all posts
Friday, April 22, 2016
Sunday, January 25, 2015
Play Hard Part 4
Streets of Rage 3 (GEN)
The first two Streets of Rage games had their tough spots on the default difficulty settings but they were still very managable. However, when Streets of Rage 3 was being localized to western audiences, some sinister fiends working at SEGA decided to tweak the difficulty settings just a tad. And by that, I mean, crank it from 10 to 25.
Playing Streets of Rage on normal could be described as playing it on hard or even very hard. The regular flunkies can take away so much of your health and the amount of life bars the bosses have is just ridiculous. Want to conserve health by not performing your energy-draining special moves? The mooks and bosses are gonna slap you around so much you're gonna lose it anyway so you may as well part with your health by dishing out some pain. While I've seen the credits roll on the first two games in this series, I've never made it past the third level of Streets of Rage 3 and that was when I had a friend to aid me.
Ice Climber (NES)
Vertical scrolling mixed with the occasional slip, sliding ice physics. That right there is a recipe for broken controllers. Much as I loved Ice Climber as a kid, I was not blind to the fact that it was quite punishing in difficulty. The game has 32 stages and you can actually select the level you want from the outset. By stage 10, the challenges Ice Climber throws at you becomes maddening. You'll be jumping a cross super speeding platforms with not much of a safety net below more times than not.
Being a vertical scrolling game, Ice Climber works on the death rule that is you-die-if-you're-below-the-screen. If you happen to be playing with friends that are in a hurry, they may cause you more deaths than any of the enemies strutting around the mountain peaks. Speaking of baddies, by far the biggest threat is the Polar Bear. He looks cool and all with those trunks and shades, but the sight of him only means that you're taking too long. Sure, Ice Climber has no time limit in the regular stages, but if you dawdle, the Polar Bear steps in and auto scrolls the screen upwards a bit, killing you if you're too far down.
Even by old-school gaming standards, Popo and Nana have very strange jump physics. They always jump in an arc and they cannot change direction once a leap has been initiated. So not only do you have the crazy level layouts to contend with, an bear that has no tolerance for stragglers, but also the protagonists stiff controls. Why are Popo and Nana going through so much agony in the first place? Why, for the eggplants of course. Freaking eggplants. Perhaps they've spent so much time on the mountains that the possibility of the fruit being sold in stores eludes them.
Contra (NES)
Home conversions were a big thing in the 1980s. Sometimes they were done quite horribly as was the case with the Atari 2600 version of Pac-Man. Other companies did quite an admirable job, like Konami with the NES version of Contra, which is actually more popular than the arcade original. In fact, Contra was almost too faithful to it's arcade sibling, right down to the gut-punching difficulty.
Contra was a game that taught players how to be alert and it was a very harsh teacher. Danger did not come from one direction, but from all directions. Anyone that was not paying attention would be met with a swift death, and rest assured, death in Contra is quick because as tough as Bill and Lance look, they will leave this moral coil in one lousy hit. Power-ups like the Spread gun helped tip the scales a bit, but that just made losing it all the more painful, especially in a game where you're a one-hit-point wonder.
So you've got an onslaught of enemies that don't let up and they come at you from everywhere. That in and of itself is brutal. But the big kick to the balls is that you only get three lives and three continues. Once you use them all, game over. That is, unless you know the code, the Konami Code, a code so famous that it's known even outside of gaming circles. The Konami Code bestows upon you a whopping 30 lives and if you still use all of those up and have to continue, you'll get those precious 30 lives back. Contra wasn't the first game to introduce the Koanmi Code (that would be the NES version of Gradius) but it unquestionably popularized it. Players that are now gods at Contra more than likely obtained their status by using the Konami Code to improve themselves and are now skillful enough to best the game without the code, something that still remains out of a lot of player's grasp to this very day.
Robotron: 2084 (ARC)
Its no secret that most arcade game's are notoriously difficult. But even the likes of Contra has show's some mercy, however small it may be by giving players a few power-ups. If you're looking for any sort of shield, or improved weapon to give you an edge in Robotron: 2084, you're outta luck. The only things you can count on in this game are your own skills and a really good trigger finger.
An overhead twitch shooter, Robotron throws you into the middle of a war zone with wave after wave of increasingly difficult enemies to blast to bits. Of course you get points for ending the live of the ones that seek to end yours, but you can rack up even more points by rescuing civilians. Most of the time, you'll have to put yourself in even greater danger to save these chaps, so depending on the how many lives you've got left and whatnot, picking them up may or may not be worth it. Despite it's very simplistic look, Robotron packs enough punch to scare away even the most seasoned of gamers. But for all the pain the the game can cause you, its the kind of difficulty that isn't cheap or unfair, something that cannot be said for the next game on the list.
Mega Man & Bass (SNES)
Mega Man 7, Mega Man X1-3 and Mega Man Soccer. Capcom had brought just about every SNES Mega Man title over to America. All except for one and this was most likely due to the game coming out in 1998, a time where Nintendo had left it's 16-bit console behind and was focusing on the N64. Rockman & Forte was created so Mega Man fans that still owned a SNES in the late 1990s could have a Mega Man game to go to.
As the title implies, you can play as either play as Mega Man or Bass. Mega Man plays as he always has, while Bass comes with rapid fire, can shoot in multiple directions, can dash and a double jump. The downside is that unlike Mega Man, he cannot shoot through walls and he cannot move and shoot at the same time. You might be thinking that Bass has the easier time in this game with all he has going for him. Well, getting through stages is certainly less demanding with Bass for the most part. Boss fights, however, will be like taking a Charge Shot to both knees. For Mega Man, bosses are easier and stages are a headache. Really, though, it doesn't matter which one of these guys you go with because this game makes it so you're royally screwed regardless of the choice you make.
Like Mega Man 8, there are no Energy Tanks to be found and Rockman & Forte is a much harder than any challenge all classic Mega Man games has dished out combined. The level design isn't anywhere near as friendly as other Mega Man titles and a lot of enemy hits will have you calling BS simply because they literally get the drop on you on account of you not being able to see them until its too late. Disappearing block sections are a nightmare with Mega Man because unlike previous games, Rock has no Rush adapters to deal with these things. Astro Man's stage has one nasty disappearing block section and the timing on these things is beyond strict, with the starting block being over a pit of spikes.
The second King stage has got to be the most horrendous thing I've ever experienced in a Mega Man title. For starters, the stage just seems to drag on and on. But the real nightmare is the bosses, four of them, but the two that will really make you want to rage quit is the tank, specifically it's second variation. While you were on the ground for the first portion of the fight, the second area is fought by jumping over moving platforms over, you guessed it, a bottomless pit. Not only is the boss shooting at you all the time, one of the things it's firing is a fist that can break the platforms you're jumping on, which is a surefire death for anyone playing as the Blue Bomber. The boss also shoots flash bombs that turn the screen white for a second or two, long enough to make you lose your bearings and fall to your death. This boss also has no health bar and can take an insane amount of abuse before finally going down.
In 2003, the game was released in America under the name Mega Man & Bass on the GBA. The game was only made even harder due to the GBA screen crunch. If you want to play the better version of the game, you can hunt down a reproduction cart that's been translated to English. The SNES version may not suffer from screen crunch but that still isn't saying much. This is one of those games that hard for all of the wrong reasons.
The first two Streets of Rage games had their tough spots on the default difficulty settings but they were still very managable. However, when Streets of Rage 3 was being localized to western audiences, some sinister fiends working at SEGA decided to tweak the difficulty settings just a tad. And by that, I mean, crank it from 10 to 25.
Playing Streets of Rage on normal could be described as playing it on hard or even very hard. The regular flunkies can take away so much of your health and the amount of life bars the bosses have is just ridiculous. Want to conserve health by not performing your energy-draining special moves? The mooks and bosses are gonna slap you around so much you're gonna lose it anyway so you may as well part with your health by dishing out some pain. While I've seen the credits roll on the first two games in this series, I've never made it past the third level of Streets of Rage 3 and that was when I had a friend to aid me.
Ice Climber (NES)
Vertical scrolling mixed with the occasional slip, sliding ice physics. That right there is a recipe for broken controllers. Much as I loved Ice Climber as a kid, I was not blind to the fact that it was quite punishing in difficulty. The game has 32 stages and you can actually select the level you want from the outset. By stage 10, the challenges Ice Climber throws at you becomes maddening. You'll be jumping a cross super speeding platforms with not much of a safety net below more times than not.
Being a vertical scrolling game, Ice Climber works on the death rule that is you-die-if-you're-below-the-screen. If you happen to be playing with friends that are in a hurry, they may cause you more deaths than any of the enemies strutting around the mountain peaks. Speaking of baddies, by far the biggest threat is the Polar Bear. He looks cool and all with those trunks and shades, but the sight of him only means that you're taking too long. Sure, Ice Climber has no time limit in the regular stages, but if you dawdle, the Polar Bear steps in and auto scrolls the screen upwards a bit, killing you if you're too far down.
Even by old-school gaming standards, Popo and Nana have very strange jump physics. They always jump in an arc and they cannot change direction once a leap has been initiated. So not only do you have the crazy level layouts to contend with, an bear that has no tolerance for stragglers, but also the protagonists stiff controls. Why are Popo and Nana going through so much agony in the first place? Why, for the eggplants of course. Freaking eggplants. Perhaps they've spent so much time on the mountains that the possibility of the fruit being sold in stores eludes them.
Contra (NES)
Home conversions were a big thing in the 1980s. Sometimes they were done quite horribly as was the case with the Atari 2600 version of Pac-Man. Other companies did quite an admirable job, like Konami with the NES version of Contra, which is actually more popular than the arcade original. In fact, Contra was almost too faithful to it's arcade sibling, right down to the gut-punching difficulty.
Contra was a game that taught players how to be alert and it was a very harsh teacher. Danger did not come from one direction, but from all directions. Anyone that was not paying attention would be met with a swift death, and rest assured, death in Contra is quick because as tough as Bill and Lance look, they will leave this moral coil in one lousy hit. Power-ups like the Spread gun helped tip the scales a bit, but that just made losing it all the more painful, especially in a game where you're a one-hit-point wonder.
So you've got an onslaught of enemies that don't let up and they come at you from everywhere. That in and of itself is brutal. But the big kick to the balls is that you only get three lives and three continues. Once you use them all, game over. That is, unless you know the code, the Konami Code, a code so famous that it's known even outside of gaming circles. The Konami Code bestows upon you a whopping 30 lives and if you still use all of those up and have to continue, you'll get those precious 30 lives back. Contra wasn't the first game to introduce the Koanmi Code (that would be the NES version of Gradius) but it unquestionably popularized it. Players that are now gods at Contra more than likely obtained their status by using the Konami Code to improve themselves and are now skillful enough to best the game without the code, something that still remains out of a lot of player's grasp to this very day.
Robotron: 2084 (ARC)
Its no secret that most arcade game's are notoriously difficult. But even the likes of Contra has show's some mercy, however small it may be by giving players a few power-ups. If you're looking for any sort of shield, or improved weapon to give you an edge in Robotron: 2084, you're outta luck. The only things you can count on in this game are your own skills and a really good trigger finger.
An overhead twitch shooter, Robotron throws you into the middle of a war zone with wave after wave of increasingly difficult enemies to blast to bits. Of course you get points for ending the live of the ones that seek to end yours, but you can rack up even more points by rescuing civilians. Most of the time, you'll have to put yourself in even greater danger to save these chaps, so depending on the how many lives you've got left and whatnot, picking them up may or may not be worth it. Despite it's very simplistic look, Robotron packs enough punch to scare away even the most seasoned of gamers. But for all the pain the the game can cause you, its the kind of difficulty that isn't cheap or unfair, something that cannot be said for the next game on the list.
Mega Man & Bass (SNES)
Mega Man 7, Mega Man X1-3 and Mega Man Soccer. Capcom had brought just about every SNES Mega Man title over to America. All except for one and this was most likely due to the game coming out in 1998, a time where Nintendo had left it's 16-bit console behind and was focusing on the N64. Rockman & Forte was created so Mega Man fans that still owned a SNES in the late 1990s could have a Mega Man game to go to.
As the title implies, you can play as either play as Mega Man or Bass. Mega Man plays as he always has, while Bass comes with rapid fire, can shoot in multiple directions, can dash and a double jump. The downside is that unlike Mega Man, he cannot shoot through walls and he cannot move and shoot at the same time. You might be thinking that Bass has the easier time in this game with all he has going for him. Well, getting through stages is certainly less demanding with Bass for the most part. Boss fights, however, will be like taking a Charge Shot to both knees. For Mega Man, bosses are easier and stages are a headache. Really, though, it doesn't matter which one of these guys you go with because this game makes it so you're royally screwed regardless of the choice you make.
Like Mega Man 8, there are no Energy Tanks to be found and Rockman & Forte is a much harder than any challenge all classic Mega Man games has dished out combined. The level design isn't anywhere near as friendly as other Mega Man titles and a lot of enemy hits will have you calling BS simply because they literally get the drop on you on account of you not being able to see them until its too late. Disappearing block sections are a nightmare with Mega Man because unlike previous games, Rock has no Rush adapters to deal with these things. Astro Man's stage has one nasty disappearing block section and the timing on these things is beyond strict, with the starting block being over a pit of spikes.
The second King stage has got to be the most horrendous thing I've ever experienced in a Mega Man title. For starters, the stage just seems to drag on and on. But the real nightmare is the bosses, four of them, but the two that will really make you want to rage quit is the tank, specifically it's second variation. While you were on the ground for the first portion of the fight, the second area is fought by jumping over moving platforms over, you guessed it, a bottomless pit. Not only is the boss shooting at you all the time, one of the things it's firing is a fist that can break the platforms you're jumping on, which is a surefire death for anyone playing as the Blue Bomber. The boss also shoots flash bombs that turn the screen white for a second or two, long enough to make you lose your bearings and fall to your death. This boss also has no health bar and can take an insane amount of abuse before finally going down.
In 2003, the game was released in America under the name Mega Man & Bass on the GBA. The game was only made even harder due to the GBA screen crunch. If you want to play the better version of the game, you can hunt down a reproduction cart that's been translated to English. The SNES version may not suffer from screen crunch but that still isn't saying much. This is one of those games that hard for all of the wrong reasons.
Labels:
Contra,
Ice Climber,
Mega Man,
Robotron,
Streets of Rage
Tuesday, August 20, 2013
Nintendo Franchises That Need to Return Part 1
Like SEGA, Nintendo has a plethora of gaming franchises in it's catalog. Sadly, just like SEGA, only a handful of Nintendo's properties are seeing any action these days. Mario, Zelda, and Pokemon are all fine and dandy but it would do wonders for the company if they reminded us that there's so much more to them than the familiar name brands. These are a few of the games in Nintendo's library that could use a lot more love than what Nintendo currently gives them.
Ice Climber
Lately, Popo and Nana have been slugging it out with other Nintendo stars in the Super Smash Bros. series and while it's great to connect their mallets to Jiggly Puff's skull, I'd love to see this duo return to climbing frosty mountain peaks.
The original Ice Climber was released as an NES launch title in 1985, meaning it's been nearly 30 years since the Ice Climbers had a game to call their own, not including the GBA port that releases in 2004. Ice Climber placed you and and second player in the parkas of Popo and Nana with vertical scrolling levels. The goal was to reach the top of the mountain and get to the bonus stage where a jerkish condor hoards your eggplant. Ice Climber had some pretty frustrating jump mechanics even for an early NES game, which made an already tough game even harder to play. Even so, this is was always one of my favorite NES games as a kid, and I still have fun coming back to it from time to time.
While Ice Climber may not have been the most fondly remembered NES game, I still believe the franchise is worth revisiting. Think of all the cold inspired levels that could be designed on the Wii U or even the 3DS. Even those troublesome jumps could be fixed in favor of a more preferable method of leaping on platforms. Nintendo could put one of their development teams in charge of a new Ice Climber like Next Level games or Intelligent Systems. I'd kill for a chance to go up against those shade-wearing polar bears on new hardware either in 2D or 3D. Heck, I'd even settle for a new digital version of Ice Climber.
Custom Robo
Show me a man that doesn't like tearing stuff up in sweet-looking robots and I'll show you a liar. I mean, what could be more fun than using piloting a huge robot to wreck other huge robots? Customizing your huge robot to wreck another customized robot. That is what the Custom Robo games are all about.
There are tons of RPG elements in the Custom Robo series and sometimes they border on generic.
But if you don't mind such a thing or can pace through it, you're rewarded with some incredible customization options. There's nothing like spending hours customizing your Robo, taking it to the field and then laying waste to your friend's custom Robo. Assuming you have buddies to play with, that is. You may easily overpower CPU opponents but playing with humans is a totally different ball game. With the Wi-Fi options and Street/Spot Pass functionality of the 3DS, I'd say this franchise is due for a revival.
Though there have been five games in the Custom Robo series, only two were released outside of Japan. Custom Robo on the GCN was the first game to see a localized release and the DS Custom Robo Arena, released in 2006 was the last time Custom Robo title to see the light of day outside of the Land of the Rising Sun. Nintendo didn't even give Western or PAL gamers the Virtual Console release of Custom Robo V2.
Drill Dozer
You're familiar with Game Freak, right? Of course you are. They dish out those wonderful Pokemon games and make you hang up your social life in a closet so can you catch and raise X amount of new critters. With X and Y on the horizon, you're gonna do the whole shabang all over again! But Game Freak has tapped into other gaming series that don't involve yellow electric rats. In 2006, a wonderful gem of a GBA game called Drill Dozer was released. Like so many good things, it was overlooked.
No mater how costly or fancy the drills of today are, they will never come close to Jill's Drill Dozer. For one, she can actually pilot the thing like some mini mech and she regularly trounces robots more than half her size, as seen in the screen shot above. When has your puny drill ever done that?
Drill Dozer has a bit of a Metroid fell to it. Each of the games seven areas are massive, containing hidden chips and gears that can be found to upgrade the Drill Dozer, giving it even more functions. Naturally, some backtracking is involved when you acquire a new piece. There's also some puzzle solving elements to go along with all the action platforming. Drill Dozer is also one of the most visually stunning games ever to be produced on the GBA, showing off amazing sprites and background visuals.
Since it wasn't a Pokemon game, Drill Dozer met with mediocre sales and Jill's last appearance was in Super Smash Bros. Brawl as a sticker and an Assist Trophy. Nintendo, get Game Freak away from those disgustingly cute rats for a while and set them to work on a new Drill Dozer, OK? I could certainly go for some drill action on my 3DS.
Wave Race
Three. That's the number of games that make up the Wave Race series. "But wait, weren't there only two Wave Race games?" is what I'm sure most of you are thinking. In truth, Wave Race began life as a top down racer on the Game Boy. Wave Race 64 was the second Wave Race title, with Wave Race: Blue Storm being the third.
The most popular entry in the series, Wave Race 64 did a tremendous job of emulating the physics of water and it got me to think of racing games outside of anti-gravity and the wheeled variety. It's still regarded as one of the N64's top notch titles. Wave Race: Blue Storm was developed by Nintendo Software Technology and featured some super twitchy controls. A special touch was downright necessary to get any long term enjoyment out of the game. Blue Storm was a launch title for the GCN in 2001 so it has been over ten years since we've had a Wave Race.
Just imagine a new Wave Race on the Wii U with HD visuals and online multiplayer. Heck, even local multiplayer could be a hoot. Nintendo doesn't even need a fancy jet ski license. They didn't have one for Blue Storm and that certainly didn't stop them from re-releasing Wave Race 64 on the Wii's Virtual Console in 2007 when the contract with Kawasaki Jet Ski had long since expired. I long to race on Sunset Bay and Dolphin Park with Ricky Winterborn or even some fresh faces.
Excite Series
For a while, it seemed like the Excite series was back in all it's glory. Excite Truck was a Wii launch title in 2006. Excitebots: Trick Racing came out in early 2009 and later that year, Excitebike: World Rally was released for Wii Ware. Nintendo has certainly shown the Excite series more love than another one of it's racing franchises, but after the abysmal sales of Excitebots (which was Nintendo's own fault due to a lack of advertising), one has to wonder what the future holds for the Excite games, if anything at all. Excitebike 64, one of the best sports games from Nintendo, didn't even get a Virtual Console release on the Wii. We already know all those licensed properties could be swapped out for Wii brand names a la the Virtual Console version of Wave Race 64. Maybe Nintendo will right this wrong by releasing Excitebike 64 on the Wii U's Virtual Console service.
Part 2
Ice Climber
Lately, Popo and Nana have been slugging it out with other Nintendo stars in the Super Smash Bros. series and while it's great to connect their mallets to Jiggly Puff's skull, I'd love to see this duo return to climbing frosty mountain peaks.
The original Ice Climber was released as an NES launch title in 1985, meaning it's been nearly 30 years since the Ice Climbers had a game to call their own, not including the GBA port that releases in 2004. Ice Climber placed you and and second player in the parkas of Popo and Nana with vertical scrolling levels. The goal was to reach the top of the mountain and get to the bonus stage where a jerkish condor hoards your eggplant. Ice Climber had some pretty frustrating jump mechanics even for an early NES game, which made an already tough game even harder to play. Even so, this is was always one of my favorite NES games as a kid, and I still have fun coming back to it from time to time.
While Ice Climber may not have been the most fondly remembered NES game, I still believe the franchise is worth revisiting. Think of all the cold inspired levels that could be designed on the Wii U or even the 3DS. Even those troublesome jumps could be fixed in favor of a more preferable method of leaping on platforms. Nintendo could put one of their development teams in charge of a new Ice Climber like Next Level games or Intelligent Systems. I'd kill for a chance to go up against those shade-wearing polar bears on new hardware either in 2D or 3D. Heck, I'd even settle for a new digital version of Ice Climber.
Custom Robo
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| Custom Robo (N64) |
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| Custom Robo (GCN) |
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| Custom Robo Area (DS) |
Show me a man that doesn't like tearing stuff up in sweet-looking robots and I'll show you a liar. I mean, what could be more fun than using piloting a huge robot to wreck other huge robots? Customizing your huge robot to wreck another customized robot. That is what the Custom Robo games are all about.
There are tons of RPG elements in the Custom Robo series and sometimes they border on generic.
But if you don't mind such a thing or can pace through it, you're rewarded with some incredible customization options. There's nothing like spending hours customizing your Robo, taking it to the field and then laying waste to your friend's custom Robo. Assuming you have buddies to play with, that is. You may easily overpower CPU opponents but playing with humans is a totally different ball game. With the Wi-Fi options and Street/Spot Pass functionality of the 3DS, I'd say this franchise is due for a revival.
Though there have been five games in the Custom Robo series, only two were released outside of Japan. Custom Robo on the GCN was the first game to see a localized release and the DS Custom Robo Arena, released in 2006 was the last time Custom Robo title to see the light of day outside of the Land of the Rising Sun. Nintendo didn't even give Western or PAL gamers the Virtual Console release of Custom Robo V2.
Drill Dozer
You're familiar with Game Freak, right? Of course you are. They dish out those wonderful Pokemon games and make you hang up your social life in a closet so can you catch and raise X amount of new critters. With X and Y on the horizon, you're gonna do the whole shabang all over again! But Game Freak has tapped into other gaming series that don't involve yellow electric rats. In 2006, a wonderful gem of a GBA game called Drill Dozer was released. Like so many good things, it was overlooked.
No mater how costly or fancy the drills of today are, they will never come close to Jill's Drill Dozer. For one, she can actually pilot the thing like some mini mech and she regularly trounces robots more than half her size, as seen in the screen shot above. When has your puny drill ever done that?
Drill Dozer has a bit of a Metroid fell to it. Each of the games seven areas are massive, containing hidden chips and gears that can be found to upgrade the Drill Dozer, giving it even more functions. Naturally, some backtracking is involved when you acquire a new piece. There's also some puzzle solving elements to go along with all the action platforming. Drill Dozer is also one of the most visually stunning games ever to be produced on the GBA, showing off amazing sprites and background visuals.
Since it wasn't a Pokemon game, Drill Dozer met with mediocre sales and Jill's last appearance was in Super Smash Bros. Brawl as a sticker and an Assist Trophy. Nintendo, get Game Freak away from those disgustingly cute rats for a while and set them to work on a new Drill Dozer, OK? I could certainly go for some drill action on my 3DS.
Wave Race
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| Wave Race 64 (N64) |
Three. That's the number of games that make up the Wave Race series. "But wait, weren't there only two Wave Race games?" is what I'm sure most of you are thinking. In truth, Wave Race began life as a top down racer on the Game Boy. Wave Race 64 was the second Wave Race title, with Wave Race: Blue Storm being the third.
The most popular entry in the series, Wave Race 64 did a tremendous job of emulating the physics of water and it got me to think of racing games outside of anti-gravity and the wheeled variety. It's still regarded as one of the N64's top notch titles. Wave Race: Blue Storm was developed by Nintendo Software Technology and featured some super twitchy controls. A special touch was downright necessary to get any long term enjoyment out of the game. Blue Storm was a launch title for the GCN in 2001 so it has been over ten years since we've had a Wave Race.
Just imagine a new Wave Race on the Wii U with HD visuals and online multiplayer. Heck, even local multiplayer could be a hoot. Nintendo doesn't even need a fancy jet ski license. They didn't have one for Blue Storm and that certainly didn't stop them from re-releasing Wave Race 64 on the Wii's Virtual Console in 2007 when the contract with Kawasaki Jet Ski had long since expired. I long to race on Sunset Bay and Dolphin Park with Ricky Winterborn or even some fresh faces.
Excite Series
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| Excitebike 64 (N64) |
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| Excitebots: Trick Racing (Wii) |
For a while, it seemed like the Excite series was back in all it's glory. Excite Truck was a Wii launch title in 2006. Excitebots: Trick Racing came out in early 2009 and later that year, Excitebike: World Rally was released for Wii Ware. Nintendo has certainly shown the Excite series more love than another one of it's racing franchises, but after the abysmal sales of Excitebots (which was Nintendo's own fault due to a lack of advertising), one has to wonder what the future holds for the Excite games, if anything at all. Excitebike 64, one of the best sports games from Nintendo, didn't even get a Virtual Console release on the Wii. We already know all those licensed properties could be swapped out for Wii brand names a la the Virtual Console version of Wave Race 64. Maybe Nintendo will right this wrong by releasing Excitebike 64 on the Wii U's Virtual Console service.
Part 2
Labels:
Custom Robo,
Drill Dozer,
Ice Climber,
Nintendo,
Wave Race
Saturday, January 24, 2009
Video Game Art






While browsing Deviant Art for pieces to use as covers for upcoming compilation albums, I came across these. Pretty sweet, huh?
Labels:
Art,
Balloon Fight,
Ice Climber,
Kirby,
Mario,
NES,
Punch-Out,
SNES
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