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Pokémon Blue: completed!

Posted on 24/01/2025 Written by Xexyz

Going South seems to have been the right path, as I came across Cinnabar Island, the location of the seventh gym and also a large science laboratory and ruined house. I spent some time exploring the house, then went to the lab and had my fossil and amber studied and converted into pokémon – Kabuto and Aerodactyl. This gave me a couple of well-needed slots in the pokécentre item storage system, but I’m not sure I’ll actually find space for either of the new pokémon in my main team.

I went to Vermillion City, stopping in at my house on the way, and found that the gym leader had returned. It was Giovanni! Shock, amaze, horror. I am sure that the surprise would have had slightly more impact if I haven’t so easily defeated him twice already, and his pokémon roster was largely unchanged. His ground and rock monsters were defeated easily by Vaporeon and Zapdos, and I took the Earth Badge – completing my trophy cabinet – with little difficulty.

Greater difficulty was to come.

By the time I got Gyrados, I didn’t need it any more.

I went along routes 22 and 23, passing the guardians who checked each of the badges in my possession, until I got to the cave system known as Victory Road. Not a road, and not actually the location of victory. I battled through, with Haunter and Vaporeon doing the majority of the heavy lifting, and managed to manipulate the current in the basement to enable me to find Moltres. Tempted as I was to swap the new bird to my team, I had too much emotional connection with Charizard, and fire types aren’t actually as powerful as you’d expect. I found myself at the end of route 23 in the Indigo Plateau, and I healed up, bought a lot of revives, potions, and heals, and I set off for the Elite Four.

On Pokémon LeafGreen I managed to defeat the Elite Four, after many attempts, only to be foiled by the final battle against my rival. That was the furthest I’d ever managed to get, until I managed to complete Pokémon X. As such I was pretty anxious as I made my way into the first battle arena, and this feeling didn’t disappear since Lorelei proved herself to be a formidable foe with her water and ice monsters taking a lot of strategy to take down. Eventually, however, she fell, and the next three trainers were dispatched with comparative ease. Lance was a little tricky, with his dragon-type pokémon, but Dugtrio in particular dealt a lot of damage in each turn.

And then it was on to the champion; my rival who had beaten me to the position. I have no idea why I named him Quillum, but it mattered not. I was expecting an incredibly difficult battle, but I chose my team well so each opponent took a maximum of two hits before fainting.

I won. I beat Pokémon Blue. I saw the credits roll, I had my team entered in the hall of fame, I saw a very definite final screen before the game reset to the title screen.

Zapdos proved to be the key to victory

Of course, that’s not quite the end. I’ve only caught 70 different pokémon of the 150 available, and even if not all of them are going to be obtainable (since I have no friends with the 3DS games) there’s at least one I have my sights on …

Filed Under: Gaming Diary Tagged With: 3ds, completed, Emulation, game boy

Pokémon Blue: j’ai Articuno et Zapdos

Posted on 20/01/2025 Written by Xexyz

Going South seems to have been the right path, as I came across Cinnabar Island, the location of the seventh gym and also a large science laboratory and ruined house. I spent some time exploring the house, then went to the lab and had my fossil and amber studied and converted into pokémon – Kabuto and Aerodactyl. This gave me a couple of well-needed slots in the pokécentre item storage system, but I’m not sure I’ll actually find space for either of the new pokémon in my main team.

I then tried to head to the gym, only to find out that it was locked and the key wasn’t nearby. It was, in fact, nearby – but in the ruins of the Pokémon Mansion, evidently in an area I hadn’t found. I went exploring again, and almost by coincidence I fell off the edge of one of the upper floors and landed in an area that was otherwise inaccessible. Working through the rest of the mansion – with regular attacks by ponyta and other fiery pokémon – meant that Vaporeon was catching up with Dugtrio as being massively overpowered. I got the key, went to the gym, and Vaporeon killed everything with a mixture of surf and bubblebeam. Seven badges!

The route number to go south of Pallet Town was 21, and usually I would then assume I should be following 22 – which is a route West from Vermillion City. However that route is the path to the Elite Four, and there were parts of the map that I hadn’t explored. In particular, the power plant up in the North East corner; and routes 19 and 20 in the water along the South side. Both of these required a surfing pokémon. I decided to fly1 to Lavender Town first, to visit the power plant.

Unsurprisingly, there were hordes of electric pokémon waiting for me, which would have been scary were it not for Dugtrio, who merrily absorbed attack after attack while digging its way to victory. I collected Raichu here, because my own Pikachu seemed to be taking forever to evolve, as well as a few other electric types. At the end of the power plant I found Zapdos, who took ages to capture; I had to reduce its health slowly using normal attacks, to prevent it fainting, and then I used Weepinbell to send it to sleep to maximise capture chances. Even with a small sliver of health, paralysed and asleep, it still took multiple ultra balls to capture.

From fossilised pokémon to those who can escape even when asleep …

A level 50 Zapdos quickly replaced Pikachu in my party, particularly because it could learn fly and as such overcame one of the key weaknesses of electricity (against ground). At its next level, Zapdos learnt thunder, making it invaluable.

I then flew back down to Cinnabar Island, and set off to the East, with Zapdos and Weepinbell faring well against the water-type enemies. I came to the Seafoam Islands, and thought I needed to battle through the cave to get to the next route. Instead I found Articuno, who again put up a significant resistance to the pokéball before finally being caught. I decided not to add Articuno to my team, however, since it significantly overlapped with Vaporeon, and the quick attacks of the latter were useful for capturing.

Two of the legendary birds caught, then, and I’m not sure where I’ll find Moltres – the obvious place would be around Cinnabar Island, but it’s not there. I think my next stop needs to be the mystery eighth gym leader, in the newly reopened Vermillion City.

  1. This involved swapping one of my team members out to Fearow, who could learn fly, then swapping them back when I got to my destination. ↩︎

Filed Under: Gaming Diary Tagged With: 3ds, Emulation, game boy

Populous the Beginning: an army of balloons

Posted on 17/01/2025 Written by Xexyz

When I restarted Populous the Beginning this time I had a sense of foreboding over getting to Bloodlust, which I recall has caused me much anguish in the past. The level is constructed so that your settlement is at the centre of the other three, and as a result you are constantly being invaded. When I completed the level for the first time, I wrote on this blog how it was achieved. Rather than settling my village, I took a small army over to the green tribe and annihilated them first, before reinforcing my position and expanding onto the green plateau. I thought this sounded like a good strategy.

In fact, I didn’t follow it that closely. I concentrated my initial building efforts on a few huts, a firetraining building, and a balloon launching site. I trained seven firewarriors, and put them in four balloons – alongside my shaman – and sent them over the hill to the green base. I cast lightning at the shaman and hypnotise at some of their preachers, and their village was starting to be dismantled. I reinforced this with the destruction of their temple and firetraining.

But I didn’t completely destroy the greens.

Instead, I noted that the green shaman would reappear, and then walk over to a certain location in the middle of the village. And so I put down a few swamps along the path. This meant that I was getting a constant stream of mana each time the green shaman died, and my firewarrior balloons hovered overhead just in case the swamps ran out or she took a different route. This enabled me to go elsewhere with my shaman, and the greens were not building the village back up too quickly.

Which is a good thing, because by this point the yellows and reds had built up their armies and were starting to bother my settlement. They were fighting among each other as well, especially where the bloodlust stone head was located, but they were sending significant numbers of warriors to get me. Yellow, particularly, liked the balloons, and rather than building my own I was able to just steal those that were generously left in my village.

The firewarriors are anxious to get airborne.

I travelled around the village by balloon, with my shaman casting spells to disperse the enemies as they arrived, but felt that the two enemies were getting more annoying. So I took a single balloon, with my shaman and one firewarrior, and went exploring. I found the red shaman was standing in the shadow of a cliff to the North of my base, again (like the green warrior) returning here whenever she wasn’t leading an assault on an opposing village. I hit her with lightning and killed her, then set a couple of earthquakes and fire rains on her village, and swamps on the path from reincarnation to beachside standing place. I was farming mana from two tribes.

Except green was starting to get too big for their boots, to I took an army over there and destroyed the village once and for all. It took some time, and my efforts had to be paused at one point to repel an invasion from the yellows back home, but they fell. Red was also starting to rebuild, and so I went North and destroyed their village as well. This just left me with the yellows, who were – by this point – absolutely huge. I put firewarriors in balloons at the top of cliffs either side of the passage between our settlements, and then I built huts like there was no tomorrow, even to the point where I wasn’t allowed to build any more. I trained preachers and warriors, and put more firewarriors in more balloons, and I prayed at the stone heads to get bloodlust for myself.

And then I attacked. The battle lasted ages but, again, I headed off the enemy shaman threat through use of swamps on the route she would take after each death (see the header image for this post). I sent increasingly large armies around the outside of the village to destroy everything, and my shaman was on hand to set off tornados in the centre.

Compared to my last effort, this took a lot less time and there was a lot less death and destruction. My shaman died several times, but this was often because I was sending her into a village to destroy buildings until she herself was overwhelmed – it was a sacrifice worth making. The main thing is that I beat the level first time of asking.

Enemy shamans killed 76 times. By swamps.

Filed Under: Gaming Diary Tagged With: PC

Populous the Beginning: a four-way rumble

Posted on 15/01/2025 Written by Xexyz

Level 12, An Easy Target, is the first level in which you have three opponents. This is paving the way for levels such as Bloodlust, where you are constantly attacked from all sides, but in reality the easy target here is the yellow tribe, who starts in the middle of the map with easy access from everyone else. You do need to occasionally intervene to prevent boat excursions from the reds and greens, but generally you can rely on them to fight the yellows and among themselves. This would be fine if it weren’t for the fact that the island you start on is tiny and hilly, with limited space for a village and training huts.

So I decided that the yellow base looked far too tempting. I cast raise spells around the edge of my settlement, creating a wall to prevent attacks from the South, and funneling any enemies into a single bay where I created my boat shed. I set up many guard towers, staffed by fire warriors, along the perimeter, and then built more on top of a hill facing the yellows. With my shaman in one of these guard towers I could cast lightning spells to kill the yellow shaman, over and over again, and I could destroy the temple and warrior huts as well. After building up a smallish army, I set off and quite quickly it was all over, with the yellow land now mine (although mostly unusable due to the smoking ruins of the buildings).

That meant, of course, that the greens and the reds were both heading for me. I made sure there was a landbridge connecting the two other tribes, then cast lots of swamp spells to block their access to me. There was already a natural ridge blocking access between me and the greens, so I built a ramp up to that and constructed a row of guard towers, to prevent access but also as a base from which my shaman could set fire to parts of their settlement.

That green tower isn’t long for this world.

Having reinforced against the greens, I turned my attention to the reds, but the swamps I had put down were a bit too effective for me to make an attack. In the end I had to build a land bridge around the swamps so I could access the vault of knowledge and overrun the red village from behind. Two down, one to go.

Finally, I launched an offensive with 40 warriors, 40 priests, and 40 fire warriors at the greens, and while the shaman there initially put up a fight, I used my hypnotise spell to convert the group of priests and warriors surround here to be blue-aligned, meaning a quick dispatch.

I may not be the fastest at this game, but that’s because I like reinforcing my village at all times.

Filed Under: Gaming Diary Tagged With: PC

Adventure: when the bat carries the dragon

Posted on 14/01/2025 Written by Xexyz

I was quite surprised to see that I didn’t have a category for Atari 2600 games until now, but on reflection that’s because there’s not a huge amount to say about most of them. Playing through the games included on the Atari 50 compilation, most titles require little strategy or thought, instead relying on pure reflexes and quick action. The most successful games are the arcade conversions in the main, although their quality is somewhat varied – and the fact that on the compilation you have access to both the arcade original as well as the 2600 port means that the home conversion is generally a curio only.

There are, of course, exceptions. Haunted House and Adventure were much more in-depth than other games on the platform, despite their short length. I must have played through Adventure a hundred times over the past forty years, mostly in game variant 3.

  • Variant 1 is an easy introduction with a single maze and only two dragons.
  • Variant 2 expands the map with more castles, mazes, dragons and items, and also introduces the bat
  • Variant 3 is the same as variant 2, but all the items are placed in random places

The bat is possibly the most annoying part of the game. In variant 2 it starts by flying down the screen and stealing your sword, meaning you are defenceless against the roaming dragons – unless you manage to catch the bat itself in the screen to the South. My favourite strategy to minimise danger and reduce the randomness is to catch the bat, and carry it to kill the first dragon in the maze to the West of the starting position, and then hopefully the bat will then drop the sword and carry the dead dragon off and deposit it somewhere else.

The black castle always feels ominous.

It doesn’t always work like that, though. There have been occasions where the sword doesn’t kill the dragon but instead the bat grabs the live dragon and carries it off. After this you never know when you’re going to be surprised when you enter a new room. Even worse is when the bat grabs the live dragon, which then swallows you, and you are carried from screen to screen until the bat decides to deposit you somewhere.

Or, as shown in the header image of this post, the bat drops a dead dragon and steals the bridge, trapping you in a small area in the maze with no escape.

Variant 3 deals with this randomness by institutionalising it. Every item – keys, swords, dragons – is randomised at the start, and this means that you need quick reactions and a certain amount of patience to find what’s needed while avoiding the dragons. And the bat’s back as well. I will win every time when playing variants 1 and 2, but variant 3 has no guarantee of the sword being available before the dragons, and there are only a certain number of rooms you can run away to.

The game holds up remarkably well. It’s short, no doubt, but because of this it’s really replayable and fun. So many games have developed from this, but it’s still worth going back to the roots. Needless to say, I completed this, several times.

Filed Under: Gaming Diary Tagged With: completed, Uncategorized

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