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Wanted: Monty Mole (Switch): COMPLETED!

Posted on 12/10/2024 Written by deKay

The Monty Mole games were always Too Hard. You only have to look at the random nature of the instant-death Crushers to see that. I sort of liked them at the time, but not enough to struggle through with not-my-fault deaths threatening to cut my play short – it was just too frustrating. Plus on the Spectrum I had a million other games I could play instead.

So, why I bought The Monty Mole Collection, a set of three Monty and one Monty-adjacent games on the eShop, I don’t know. Madness.

But! Save states! Sure, emulators have had these for a Very Long Time but it’s just easier to play things on the Switch these days, isn’t it? And with these save states I can work around the stupid randomness and relieve some of the other frustrations that are always part of pixel-perfect platformers with slightly wonky collision detection.

And so it came to pass that I played and completed Wanted: Monty Mole. Obviously it’s a simplistic, if not exactly simple, game these days but it was fine enough. There was a bit where you have to collect items to get past a certain screen and the items I needed did nothing. Not sure if that’s a bug or I did something wrong, but I ended up starting the game again, did exactly the same thing, and it worked. Haunted.

This wall should “open”. It didn’t.

Filed Under: Gaming Diary Tagged With: completed, Diary, retro, speccy, switch

Driver: driving through roadblocks

Posted on 09/10/2024 Written by Xexyz

The tutorial level of Driver is infamous for being an overly restrictive gateway, preventing many people from ever accessing the main game. I learnt about this many years after the game was released, and indeed many years after I’d played it. I can’t recall if I found the tutorial difficult; I just recall that I never managed to complete the final level, which I believe was about escorting the president somewhere.

Anyway. I discovered that I have Driver installed on my Playstation 3, yet I hadn’t played it. It seemed an ideal thing to try. I loaded the game up, somewhat trepidatiously, and started driving around the car park.

It took me four attempts. The first failure was on the slalom, which I quickly realised was because you have to come back on yourself and get around to your starting point. The second and third failures were on the brake check, which I think wasn’t marked off because I wasn’t going fast enough. Other than that, it was pretty simple.

Moving onto the game, and things became even easier on the first mission, with a single police car giving me chase towards the end of my journey. The second mission, delivering a tainted car for dismantling, was more difficult, with the police setting up a roadblock on one of the major roads. Luckily I skipped straight through that, and it caught the police cars which were chasing me instead.

It’s not easy to capture exciting pictures of this game.

It looks pretty basic nowadays, and the comparisons to GTA3 don’t do it any favours. At its heart, though, this is a fun game which I’ll probably play more of, given its convenience.

Filed Under: Gaming Diary Tagged With: PlayStation, Playstation 3

Road Rash: it’s a big game

Posted on 07/10/2024 Written by Xexyz

I saw Road Rash for the Playstation on the shelf at CEX, which seemed an ideal opportunity to try out the last of the sprite scaler games in the series (using the backwards-compatible PS3 for a decent output). Having previously played, and completed, Road Rash, Road Rash II, and Road Rash 3 (yes, the numbering scheme is annoying) on the Mega Drive, I’d never experienced the other game in the series – confusingly called Road Rash, and released on the 3DO and later the Playstation and Saturn. Even more confusingly, this was released before Road Rash 3, making this the third game and the Mega Drive RR3 the fourth game.

Road Rash for the 32-bit consoles is certainly a step up in graphics from Road Rash II, with a combination of colourful opponents, smoother scaling for roadside (and on-road) obstacles, and the use of textured polygons for buildings. It runs at a faster pace, and feels a lot more responsive while riding the bike, although there remains a bit of a lag when hitting the punch button. It is still a lot of fun, but there are a few things which feel a little off – maybe because the 16-bit games are so ingrained in me.

First, while the graphics are certainly better, they’re nowhere near what the Playstation is capable of. This is probably a result of the game’s origins on the 3DO (and, apparently, the Mega CD). What is more odd is the variety of art styles throughout. The in-game graphics appear to be higher resolution pixel art, looking much better than the digitised riders in Road Rash 3. These compare well to the grainy pink-tinged videos shown before and after races. Both these are preferably to the awful caricatured cartoons used to illustrate menus and represent the other riders.

The videos have some of the worst acting committed to film

Second, there are some elements of the game which have been changed for the worse since RRII. One of the staples of the series is the small selection of riders who will catch up to you throughout the race. In the Mega Drive games there are typically three groups of riders – those in places 10-15, those in places 4-9, and those in places 1-3 – which are roughly grouped throughout the stage. As you make your way past each group, you then have a break where one of the overtaken riders comes back and pulls up beside you, trying to knock you off – giving you an opportunity to punch them back, take their weapon, or push them over. That doesn’t happen here; no riders caught back up with me after being overtaken unless I crashed, and as a result I never actually knocked anyone off their bike.

The weapons are treated differently. I seem to have started with a baseball bat, and as a result (and because of other riders not travelling alongside me) I can’t access any other weapons – I don’t even know if it’s possible to steal them. The baseball bat doesn’t seem to do a lot of damage at all, but since I never hit anyone more than once it’s academic anyway.

Third, the menus are really badly designed. There’s a huge lag between selecting something and the menu changing, and the menu tree is needlessly confusing. There are two modes you can choose from at the start of the game – Thrash and Big Game – although it seems as if you can change between them through the options menu at any point. Thrash is effectively a quick race, with no progression saved, although it does seem to keep track of which races you’ve qualified in. Big Game is the main mode where you must earn money and qualify to be able to buy better bikes to compete at higher levels. More focus is placed on Thrash at the start of the game, and then the options menus list options not available in that mode.

Those are all relatively minor complaints, and I’m pleased I got hold of this. I’m halfway through the second level now, having just got a new bike, and the police have finally properly turned up. Combined with denser traffic and narrower roads, this makes some stages a bit more of a challenge.

Filed Under: Gaming Diary Tagged With: PlayStation, Playstation 3

Castlevania: Order of Ecclesia (Switch): COMPLETED!

Posted on 27/09/2024 Written by deKay

Konami changed things in the Metroidvania formula for Order of Ecclesia in a number of ways. Firstly, you play solo as An Actual Woman, a rare thing in Castlevania games. Shanoa is part of an organisation tasked with protecting the world from the possible resurgence of Dracula in a time in history when the Belmonts seem to have disappeared. Spoiler: the organisation actually wants to resurrect Dracula.

Secondly, there’s a world map with many discrete, and mostly small levels. Like with Portrait of Ruin this means many more non-castle themed areas, but also like Portrait of Ruin, some are just recoloured versions of others. There’s still a lot of variety though.

Additionally, Shanoa’s powers are sort of similar to Soma’s, where she absorbs glyphs (rather than souls) from enemies and can then make use of their powers herself. However, each power drains magic points, so even basic attacks can leave you magicless and you have to wait for it to recharge. A bit annoying when all you want to do is slash a boss in the face over and over.

The graphical style is somewhat different to previous GBA and DS Castlevania games too, which, coupled with the new areas and related foes, does mean that the much-maligned asset reuse of the series isn’t apparent here.

When I played this originally, I gave up for some reason. I don’t know why, as I was enjoying it. Presumably something else came along at the time and I just never went back. It means that this time through, I remembered almost nothing bar the first half an hour or so where the story is set up. Imagine my surprise, then, when after completing a load of levels it turns out there is a castle after all – and an huge one, if not quite a full size one, at that. You get to what you think is pretty much the end of the game and suddenly you’ve a whole extra game, sort of, to do!

I think I ended up preferring this to Portrait of Ruin, but all three of these DS Castlevania games have been excellent in their own way.

Filed Under: Gaming Diary Tagged With: castlevania, completed, Diary, ds, switch

Broken Sword – Shadow of the Templars: completed!

Posted on 19/09/2024 Written by Xexyz

I went to Syria, spent some time faffing around in the bar’s toilets, travelled up to the mountain shaped like a bull’s head, found a hidden cave with a dead body and a lens in it, went to Spain and faffed around in a mausoleum for a bit until I found something there that nobody else had seen for years, buried in a candle. I went back to the church in Paris and reassembled a telescope that showed me part of a stained glass window, went to an archaeological dig which had a funny picture on the floor which was resolved by putting a certain-shaped chalice on the floor, went back to Spain and uncovered the mystery of the missing children, got on a train to Scotland and narrowly avoided being shot, and then ended up in the ruins of a church.

Compared to the start of the game, the end seems to be a bit too frantic, travelling all over Europe (and the Middle East) with relatively little to do at each location. Maybe I was playing this too intensively, but I felt increasingly restless with the improbability of some of the leaps of logic the game was guiding me through, and felt there was an unneeded sense of urgency to the last part of the story. The very end was more abrupt than I remember, and as a result pretty unsatisfying.

The locations were varied, at least.

My aim was to play through all the Broken Sword games, with the stories fresh in my mind, but I may have a little break before moving to the second.

Filed Under: Gaming Diary Tagged With: completed, PC

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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95: Bother Me Anatomically
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