Content Write-up: Kid Icarus (NES)

Posted in Content write-up with tags , , , , , , on December 7, 2008 by Jon Rivera

Kid Icarus (NES)

Game Title: Kid Icarus
Release Date: December 1987
Developer: Nintendo (Gunpei Yokoi)
Platform: Nintendo Entertainment System
Genre/Type: 2D Platform Vertical Scrolling Adventure

Game Rating: [TEENAGE AUDIENCES][13YRS+]

In terms of precarious content within Kid Icarus, there is not much to be worried about. The violence in Kid Icarus is pretty basic and does not reveal anything gratuitous. No profanity exists is; for the most part, there is not much language in the game to begin with. However, the sheer difficulty of Kid Icarus makes it a game that most kids will find painfully difficult. With that this is a game that would most likely be more suited toward early teenage audiences.

Game Rating: [TEENAGE AUDIENCES][13YRS+]

Game Review: Balloon Fight (NES)

Posted in Game reviews with tags , , , , , on October 24, 2008 by Jon Rivera

Ballon Fight (NES)

Four Stars

Game Title: Balloon Fight
Release Date: 1985
Developer: Nintendo
Platform: Nintendo Entertainment System
Genre/Type: Arcade Style 2D Platformer

Game Rating: [IV/V]

While the game play might not be entirely original, Balloon Fight clearly makes up for it with solid game play, challenging levels, as well as charm.

Balloon Fight is an odd, yet fascinating game. It uses some core game play features as well as some modes from previous games. The aesthetic qualities are original, but on the simple side. With these facts laid out up front, it can be pretty hard to think that there is not much that Balloon Fight has to offer. However, the well implemented adopted features coupled with some extra features make Balloon Fight greater that the sum of all these elements.

Balloon Fight does not have a story of any sort and the point of this title is pretty straight forward. This game is all about groups of enemies and the player dealing with them. The game is pretty non-linear when comes to how the player gets the job done. The player plays the role of a fellow with two balloons attached to his back. By flapping his arms, he can fly and traverse any part of a level environment within reason. However, all is not well for there are gremlins who use loose team tactics to pop both the player’s balloons. Once the player looses both balloons one life is lost. Once all lives are lost the game ends in arcade like fashion.

In essence, Balloon Fight is a game that borrows a core game play mechanic from a previously released arcade classic. Aerial combat is the main focus of Balloon Fight which is adopted from Atari’s Joust. Though maneuvering through level environment is important, the primary focus is taking down groups of gremlins by popping all the balloons on their backs. The level is completed after all gremlins are defeated.

The style of play is a bit on the difficult side because of how well the artificial gravity is implemented in Balloon Fight. However, this is not a problem as the game has just the right pace as well as progression of difficulty. There are no unfair leaps in difficulty from one level to the next and, for those who feel the pacing might be to fast for them, will be happy to know that there are casual bonus stages in between small stretches of levels to further break up the action.

Though there is much fun to be had from the single player mode in Balloon Fight, the multiplayer component of the game earns its place at the highest point of the experience. The multiplayer is structured in the same fashion as the single player mode, but does have some substantial variations. One of the most noticeable changes is that the base of difficulty for Balloon Fight’s multiplayer mode is higher. This might seem like a bigger challenge, but it actually balances the challenge to the same degree as the single player mode by compensating for the presence of another human player. Another interesting aspect of the multiplayer mode is that both players can either cooperate to get through as many levels as possible or compete to the death; the choice is theirs. This definitely makes for a fun shared experience.

While The first two modes offer some fun game play with moderate difficulty, the last mode does not share these characteristics. The adventure mode is a single player segment where expert maneuvering is the primary focus. There are no enemies in this mode, but there are stars that align to form randomized paths that the player must traverse with precision. Coming into contact with these path forming stars is fatal and results in the game coming to an end. There are no extra lives like in the first two modes, so the player only has one shot to make it the furthest to earn a high score. This mode is fantastic for those looking for a bigger challenge after proving their worth in the first two modes.

The graphics as well as the music are both on the simple side. Neither of them could stand well alone or together. The two aesthetic elements that truly culminate with the game play are the animations and the sound effects. All the sprite animations have a unique flow to them which adds to the notion of flying around and drifting through each level. This is accompanied by the odd and quirky sounds that helps give the game some extra charm.

Not one of these elements mentioned above would carry weight on its own. The visuals and audio qualities of Balloon are great in some ways, but simple in others. The game play is not necessarily original. However, with the solid game play coupled with proper pacing, the game plays very well. The multiplayer is a total blast and will most likely be the part of the game that most players are bound to revisit. Animations along with fitting sound effects help to bring the experience into a cohesive package that delivers in a big way. With much fun to be had with all the significant aspects of Balloon Fight as well as sheer challenge, this is a game well worth your time.

Game Review: Kid Icarus (NES)

Posted in Game reviews with tags , , on October 16, 2008 by Jon Rivera

Kid Icarus (NES)

Three Stars

Game Title: Kid Icarus
Release Date: December 1987
Developer: Nintendo (Gunpei Yokoi)
Platform: Nintendo Entertainment System
Genre/Type: 2D Platform Vertical Scrolling Adventure

Game Rating: [III/V]

While this game has a some ambitious ideas along with a fantastic soundtrack, Kid Icarus ultimately suffers from various technical problems.

Kid Icarus is an interesting game primarily because of what it tries to achieve. It definitely takes a cue from three iconic games. In the game, an angel by the name of Pit is called upon by Platenia to save Angel Land from the evil Medusa. However, that will not be an easy task as Pit is trapped in the realm of Hades, and must make his way up there, fighting minions of evil on the way.

The game play in Kid Icarus is interesting and almost unique in a sense. It adopts its side scrolling platform game play from Super Mario Bros., its vertical scrolling platform game play and combat (and password system) from Metroid, and its dungeon crawling adventure game play and item collecting from The Legend of Zelda. In theory, this ambitious idea to culminate these vastly different styles of play into one game seems like one of the greatest ideas for this game or even gaming in general. In practice, however, Kid Icarus does not quite come together in a cohesive or functional way.

In terms of character control, Kid Icarus is below mediocre when at its best. The things Pit is physically capable of are fairly limited as a result of design and not of technology. In Kid Icarus Pit can can shoot his bow and even aim upward, but cannot jump while aiming upward. Issues like this have been solved by this time with Metroid. Another issue concerning control is ducking in Kid Icarus. Ducking down to avoid enemies is a very useful feature in the game, but when on a semi-solid  platforms ducking while standing on them makes Pit pass through the platform which, more often than not, ends up with Pit falling to his death. Also, Pit has wings on his back and yet he cannot fly without a special and expensive feather powerup which is still not so great as it is only temporary. In the end, the control comes up as being unnecessarily crippled.

The game starts out with some levels designed after Metroid’s vertical scrolling platform game play. This level and game play style is by far the most unplayable part of the game. When Pit jumps to a higher platform, the level environment scrolls downward. However, the level’s geometry cannot move back up, so falling or moving back down is not an option and results in death if attempted. There is a problem with this. If the floor beneath Pit is not visible on screen, then it does not exist in the game’s logic. An example in which this is an issue is if Pit climbs up just enough where the level scrolls down just enough to make the floor not present on screen. It could be the ground floor that pit started on. If Pit were to drop to that floor (that is not present on screen only by an inch) Pit “falls to his death”. That is pretty lame considering that floor is just a little shy of existing on screen. That is not to say that this is the only technical issue that hurts this game. With how the level’s geometry scrolls, the levels play as if what is shown on screen and what is a solid platform are two different entities that have little or no cohesion. This results in Pit’s unintended ability to clip through corners of platforms and even through solid entities. This coupled with the fact that level design calls for some precise platforming does not help as certain level sections play as if they were not designed to accommodate for this technical anomaly. An other design flaw has to do with how enemies generate and exist in the level’s overall environment. Only a couple of enemy types exist native to a platform within the level. This is fine on its own, but enemies sometimes spawn within solid entities in the level’s architecture. On top of that, the other monsters will just fall from the sky. The problem with this is that there could be a ceiling above Pit where the enemies are coming from, but since it is not present on screen, it does not exist. This makes very little sense and makes the game more frustrating because of this illogical feature. The game does not get more difficult when done with these levels.

Kid Icarus contains boss battles, but require you to do lots of dungeon crawling to get to those fights. This is where the game The Legend of Zelda comes in as another one of the three core competencies of this game. Like The Legend of Zelda, Pit has to traverse a series of rooms on a dungeon map. One of these rooms contains the boss of a particular world. It plays like a 2D platform game, but it is fairly standard. Another adopted feature is the currency and item portion of Kid Icarus. In the game, the currency is hearts. every level has a store in which Pit can bring his purse of hearts and purchase goods. This all seems well and good. However, there is no real proper balance between how much life Pit loses versus the cost of store items (which is unnecessarily high). This just turns the dungeon crawling levels into a long and tedious grind to get enough hearts to buy the bare bone items required just to survive and get by in the dungeon, let alone hammers to free the petrified soldiers of Platenia. The difficulty from one room to another is also something that seems vastly unbalanced. some rooms are a breeze to traverse as where the next room could contain enemies that are among the toughest to defeat. The previously mentioned sprite collision issue as well as the environment clipping are also substantial issues in this segment of Kid Icarus. Expect to spend anywhere from forty minutes to an entire hour when attempting to beat one of these dungeon crawling levels.

The third and last significant game play style is exhibited in the side scrolling levels that pay homage to Super Mario Bros. in a big way. The level designs of these particular stages are fine, but the way they all play out is standard of any generic game that features any platforming. However there is something good to be said about this particular level style as the only serious technical problem that seems to be present is the shoddy sprite collision with items.

Now, all this does not mean that Kid Icarus is a terrible game. One of the things that may keep someone going back to this game is the role playing game like persistence in Kid Icarus. While clearing levels and killing monsters, Pit will come across some upgrades that add to his overall attack power and life capacity. This will something that is bound to attract some people because it’s a part of Kid Icarus that is not broken nor is it unbalanced.

Another fantastic aspect of Kid Icarus is its Soundtrack, which seems to capture the essence of the ancient greek mythological trappings in which the game takes place. There may not a terrible amount of songs in the game’s entire musical score, but the quality of the compositions overrides the physical size of it. This is clearly the high note of the experience this game has to offer.

Lastly, the general art direction of of Kid Icarus is one thing that makes the game so inviting initially. The depictions of the Greek landscapes, Hades, and Angel Land. The visuals stick in the mind long after playing it. The sprites are nicely designed, but the animations could have complemented that.

It is abundantly clear that Kid Icarus has issues. That does not mean the game is horrible. It does have its high points with some of the graphics and all the quality music. However, every time game brings itself up, it just puts itself down all the time with its game play and balancing problems. With that, Kid Icarus is okay, but its questionable quality makes it impossible to recommend to just anyone.

Game Rating: [III/V]

Solid State ROMcast: The 10/04/08 Show

Posted in Podcast with tags , , , , , , , , , , , , , , , , , , on October 4, 2008 by Jon Rivera

The Solid ROMcast
In this showing of this podcast, I’m joined by game lover and overall wild man Dan Garret. We discuss my weird obsession with nights, Dan’s obsession for that obscure Yugioh game, the ethics of trading games in, Mega Man 9, Bionic Commando, and most importantly the coverage on Kid Icarus. Be sure to drop your feedback off at kanedajjj5757@yahoo.com. Enjoy!

 

[The Solid State ROMcast: The 10/04/08 Show]

Editor’s Impressions: Kid Icarus (NES)

Posted in Editor's Impressions with tags , , , , , , , , , on October 2, 2008 by Jon Rivera

Kid Icarus (NES)

I cannot stand much more of this game. I have played many a tachnically broken game, but this one nearly hits the top of the list – it’s up there with Ehrgeiz: God Bless the Ring (SPS). There are several problems that plague kid Icarus on all levels within the game. Things like clipping through the environment, sprite collision with items, enemies falling from the ceiling (even though when you scroll a tad upword, there’s a ceiling above that spot), enemies spawning within the geometry, not being able to do stuff like jumping while aiming up (like in Metroid which came out months before) plague the game’s playability. With the vertical levels, in-air combat is practically impossible while the on screen environment is scrolling (because the arrow sprites move up at a higher rate than enemies) and clipping through corners of block platforms withing the environment make certain sections of the game needlessly difficult. In the Zelda style dungeons sprite collisions with items is still a problem. So is the environment clipping as well the grind-a-thon for hearts to obtain necessary items for within the dungeon. The dungeon crawling levels don’t have issues with enemie spawning within walls or floors or from the ceiling which is one good thing.

I honestly think that Kid Icarus tries to spread itself way too thin, resulting in none of the different styles of play to work out in a completely functional manner.