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Club Drive: hardly drivin’

Posted on 02/01/2025 Written by Xexyz

For Christmas I received the Atari 50 compilation, which collects a large number of Atari’s most celebrated games together and presents them alongside a museum of stories, videos, and artwork spanning the fifty years of the company. It is a fabulous resource, including a lot of arcade and 2600 classics, which I will no doubt talk about in future posts.

As well as games from the early years, there are some titles from the Lynx and the Jaguar. There are some high profile games missing, I presume because of licensing issues or because they weren’t developed by Atari – Aliens v Predator on the Jaguar, and Blue Lightning on the Lynx, are two that stand out. The Jaguar titles therefore seem a little scattergun, but it’s a good opportunity to play some I don’t own the cartridges for.

If you have seen my my to do list over the last decade or so, you’ll have seen I aspired to own Club Drive for the Jaguar. That wish has finally come true, in an approximate way, and I’m glad I didn’t spend more time chasing it. Because Club Drive is pants.

The key problem is that it’s largely uncontrollable. You accelerate with the right trigger, and turn with the d-pad (or left analogue). But to turn more sharply if a corner requires it, you pull back on the d-pad (or stick) as well as holding the direction. No need to slow down, your car suddenly just develops a smaller turning circle.

Get too near to the side of a cliff and the car will often decide to jump off itself. If it does, the game rewinds itself to a point just before you fell, and then the car invariably falls off again. Often this is accompanied with an unexpected change in viewing angle, so you have little hope of recovery, unless you rewind a lot further.

There are three modes: collect ten sphere things dotted around the level; race from one end of the level to the other (and back again); and a tag game for two players only. The collection game is painfully slow and dull. Racing is against the clock only, and I was doing well at this on the Wild West stage until I hit a hidden flashing wall which bizarrely transported me to the front of the Atari office building. It’s just all really janky.

Imagine this moving at 2 frames per second and you’re pretty much there.

I have raced on all four of the levels, plus the super secret course (which isn’t so secret on Atari 50 since there’s a message to press X to select it, I presume because it previously required a combination on the Jaguar keypad) – the latter was absolutely no fun at all since I couldn’t see where to go or control the car on the ramps. I don’t think I’ll persist with it.

Filed Under: Gaming Diary Tagged With: Emulation, Jaguar, switch

Paper Mario: endless wandering

Posted on 31/12/2024 Written by Xexyz

After beating the Koopa Brothers, there wasn’t an immediate clue where I should be going next. And so I didn’t really go anywhere. I spent half an hour retracing my steps to see what I was missing.

What I was missing, apparently, was that there was a new area opened up to the south of Toad Town. It wasn’t immediately obvious to me since I had been told about the port many days beforehand and I just forgot. I don’t like having to resort to a walkthrough, but unfortunately real life just means I can’t remember offhanded comments from random characters between play sessions.

So, off to the desert now.

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

Pokémon Blue: wild ZUBAT appeared!

Posted on 12/12/2024 Written by Xexyz

The start of Pokémon Blue1 is pretty slow. After the first couple of set-pieces, where you choose a starter and fetch the pokédex, you are left to go forth into the world, with only the route numbers to guide you. The paths are winding and specifically designed to make you walk through long grass, meaning that you will encounter many wild pokémon along the way. Unfortunately for the first hour or so they are all of one of three or four types, and it gets a little dull when the fifteenth caterpie is dispatched with a single hit from Charmander. Trainers along the way offer some variety but they all have similar pokémon, again, and give very little reward. By the time you get to Pewter City, you’re desperate for just a bit of challenge.

Having chosen Charmander at the start, I got it. Brock’s gym is of ground and rock types, and Charmander’s attacks did little. Luckily I had already caught Spearow and Nidoran♀ so I had some variety, but my first attempt at Brock’s underling saw all my team of six (which also included Pidgey, Metapod and another Caterpie) being defeated. Before trying again, I went to the South of the city and wandered around in a patch of grass for around 150 hours, battling hundreds of level 3 and 4 pidgeys, caterpies, and rattatas. The time was not spent in vain, however, as Metapod evolved into Butterfree, with the confusion move, and Spearow and Charmander all jumped up several levels. Of course, this being a Generation 1 pokémon game, there was no EXP Share, so all this levelling had to be done by having Metapod in the first slot of my team and manually changing away from it as the first move.

I also caught a Pikachu, who quickly replaced Caterpie in the party, and I spent some time with him levelling up as well. Pikachu is nowhere near as cute in this first game as he later came to be; he is a little chubby.

I’m playing using the black and white option rather than grey and green, because sometimes authenticity can go too far.

With a team of level 15 pokémon, I went to Brock and beat him with health to spare; Butterfree performed admirably. And then I departed Pewter City to travel along Route 3, and on to Mt Moon. In the caves on the way to Cerulean City, I encountered approximately 32,649 zubats, with them appearing every few steps along the way. Each and every one was defeated with Pikachu’s thundershock move, as demonstrated in the header image of this post; occasionally they would get an attack in first which drained a point or two of Pikachu’s health. By the time I made it through the mountain, picking up a fossil and defeating Team Rocket on the way, Pikachu was at level 18 and other members of the party were trailing behind.

I may need to do some more grinding before I go to meet Misty.

  1. Before the 3DS store closed I bought a number of games, which I am only just getting around to playing. I have both Blue and Silver lined up, to hopefully complete for the first time. I played Yellow back when that was first released (or close to then) and I believe I got as far as the Elite Four before giving up. ↩︎

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

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

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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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