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Turbo Golf Racing: Par 4wd

Posted on 05/12/2024 Written by Xexyz

After the success of Rocket League, I’m surprised there’s not been more of a glut of car-based sports. Rocket League itself included modes based on ice hockey and basketball, but the objectives there are pretty much the same – get the object into the goal. It’s taken quite some time for a completely different sport to arrive, and Turbo Golf Racing seeks to do what its name describes – inject a golf game with turbos and racing. The cars look similar in some way to the Rocket League roster, though with large bumpers on the front. The relative size of car and ball is familiar. The speeds you drive, with the possibility of jumping and boosting, are very close, but not exactly the same. You’d be forgiven for assuming this was by Psyonix.

Driving on the walls, as well.

But the driving model isn’t exactly the same, and after having played the PS4 version of Rocket League for over 400 hours, and the Xbox and Switch versions for significant time on top, the differences are just enough to cause me issues. There’s no double jump, for a start, and I have tried numerous times to jump sideways into a ball to nudge it into the hole only to find myself boosting forwards and away from where I need to be. There’s also a different way to get height on the ball when driving – in TGR you need to hold up on the analogue stick to hit the ball upwards, whereas in RL you’d aim your car nose down to get the same effect.

That’s not to say it’s uncontrollable – it’s just a little different. I’ve spent most of my time in the race mode, where you try to get your ball into the hole as quickly as possible, with seven others doing the same. Ordinarily you cannot interact with their balls (or, indeed, them) but there are powerups you can collect such as missiles and ice beams which cause them to lose control. Otherwise it’s almost like a single-player game, with ghosts flying around you. The golf mode, where you have to get the ball into the hole with as few touches as possible, is a completely different pace.

The courses are colourful and well designed.

It’s a fun game. Unfortunately it’s full of microtransactions and a focus on cosmetics, learning from the very worst practices of Epic – another way in which it’s like Rocket League. I’ll be content with my purple basic car for now, than you very much; it’s not as if I see anything other than the back of it most of the time.

Filed Under: Gaming Diary Tagged With: Xbox One

Afterburner Complete: the downside of digital controls

Posted on 22/11/2024 Written by Xexyz

It’s not just horizontal side-scrolling shooters that I’m hopeless at. Afterburner Complete is an excellent conversion of the arcade game, and one of the games that I’ve played many times on my actual 32X. It’s colourful, it’s fast and smooth, it has great music. I am rubbish at it.

Part of this is down to the digital controls, I’m sure. There’s no nuance on how you move, you have to throw the plane all over the screen to avoid missiles but this means that it’s really difficult to target any of the enemy planes. On Afterburner Climax the controls are much more precise, with the aiming reticule being more delicately balanced, and I feel so much more in control.

I set the number of lives to the maximum, and I managed to get as far as level 8, but I found the shift in focus to avoiding obstacles – the canyon walls and the radio masts – to be beyond me. No matter how quickly I reacted, even with the plane’s speed set to the minimum, I ended up crashing multiple times. I have no idea why I couldn’t just fly a little bit higher.

Filed Under: Gaming Diary Tagged With: 32X, Emulation, PC

Hellfire: colour coding

Posted on 20/11/2024 Written by Xexyz

The box of Hellfire is etched in my mind, as it sat on the shelf of the Computer Leisure Centre in Orpington for many months, unobtainable due to the expense but tempting due to the artwork. I had played R-Type, of course, and any number of lesser scrolling shooters on the CPC, but this looked fantastic, and the reviews in Sega Power and Mega did nothing to quell my enthusiasm.

Then, I recall, Colin got it, and I played it at his house, and it was fantastic. But since I could possibly borrow it, I no longer needed to buy it. I borrowed it a couple of times, and never got very far. See, I’m rubbish at shooters.

That’s present tense too. I’m still hopeless. Hellfire’s gimmick is that your ship can fire four ways – forwards, backwards, up and down, or to the four diagonals. You cycle between these on the B button while A fires; your ship changes colour depending on the gun direction. To get through the stages, particularly when you get to the bosses, you need to have the right weapon selected. I find this tricky.

The stages are colourful but the backgrounds never intrude

I’m playing on easy, and have got to Round 1 Stage 4 before meeting a section I just can’t get past. It really is a great game, it’s just that I’m pants at it.

Filed Under: Gaming Diary Tagged With: Emulation, Mega Drive, PC

Paper Mario: an endless prologue

Posted on 14/11/2024 Written by Xexyz

Playing Paper Mario now, the similarities to the Mario & Luigi games are obvious. Not just in terms of the mechanics – attack an enemy in the overworld to get the first hit in battle; turn-based combat with timing enhancements; use items to enable special moves – but also in terms of the humour and interaction with other characters. In this game, Mario’s sidekick is one of a selection of bad-guys-turned-good, subverting the usual assumption that goombas and koopas are only there to be bounced on, and lending specialist skills to open new paths and collect more badges. That’s not to say that all enemies are converted, and the game hasn’t quite yet reconciled the fact that Goombario, for example, has so far seen a hundred of his peers being brutally slaughtered.

The game starts off quite slowly, with a lot of story to cover. Bowser has obtained a star rod, which makes him look like a fairy but more importantly allows him to have any wish granted. He has taken this opportunity, not to make Peach fall in love with him or to have Mario disappeared from existence, but rather to just kidnap Peach and her castle wholesale. Back to a standard plot, then. Mario has to find seven star people sprite things, which are all over the kingdom, and to do that he has to collect new abilities and get stronger to face stronger enemies.

So far I have found one.

The first part of the game took ages to play through due to there being so much conversation, which of course you can’t just skip over because there is the odd line that is important at telling you where to go. I started playing this back on 6 November, and because I have very little time to play and also because of the slow pace, I didn’t reach Chapter 1 until 12 November.

I explored the village and pathways first, finding a number of badges and coins and star pieces, before venturing into the Koopa Brothers’ fortress. The puzzles inside weren’t at the level of Ocarina of Time’s water temple, but it was refreshing to see a bit of clever design which required little backtracking. Halfway through I rescued Bombette, who coincidentally was able to blow up cracked walls, of which I had noticed a couple throughout the dungeon.

Bombette is relatively handy in battle as well, though her special move of Bomb uses a fair amount of FP (flower points?) which means I am more likely to be found with Blue Koopa accompanying me; his special move allows you to attack all the enemies on the ground at once.

I battled up to the Koopa Brothers, and then the fight against them was the most difficult so far; I had to use some items to regain health since I couldn’t work out the timing to mitigate against their attacks. It didn’t help that Goombario’s Tattle skill – which gives information about an enemy and then unlocks a health bar beneath that type forever more – only worked on one of the four brothers at a time. Nevertheless, they eventually fell, and I rescued big moustache star man thing.

Filed Under: Gaming Diary Tagged With: Emulation, Nintendo 64, wii u

Starfox: the stars are colourful

Posted on 10/11/2024 Written by Xexyz

You press a button, and wait for a couple of minutes for the view to change. You hear something shooting at you, but there are no instruments telling you from which direction. You flail around panning up, down, left and right, until you finally see some weird distorted polygon on one of your screens. If it’s in your front screen, you hit the lasers and fail to do anything since it’s already disappeared. If it’s in your back or side screens, you can see it merrily firing at you while you try (and fail) to turn around to face it. You then accidentally press the T button and see your ship rocketing off into space, with no idea where you’re going.

I’m sure I’m missing something. There must be a way of seeing where you are supposed to fly to, and then to see where things are when you get there. I was told I was near a planet, and near a fuel ship, but didn’t see either of them. I was told I was near a convoy – and saw a single ship each time.

I think I’ll stick to Elite.

Filed Under: Gaming Diary Tagged With: CPC, Emulation, PC

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