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Billy Hatcher and the Giant Egg: I’m rolling

Posted on 25/07/2024 Written by Xexyz

For years I had the theme tune from Billy Hatcher on my phone to use as an alarm, though I had cut the initial spelling off the front so I would be woken with a cockerel crowing.

I never really played much of the game, however – this was back in the days where I had more money than spare time, and £20 spent at HMV on the reduced-price GameCube stock was good for an afternoon of entertainment. At the time there was a glut of 3D platformers, and despite its Sonic Team heritage this just didn’t feel like it stood out. It didn’t help that the first part of the game is set in comparative darkness, with shadowed colours and a lack of spark.

Going back to it today, though – albeit via the slightly glitchy Dolphin emulator, since I currently can’t connect my GameCube to the TV – the egg rolling mechanic does actually make the game a bit different to the standard platformer, adding in a sense of vulnerability when you lose your egg, and fostering an element of wanting to collect and hatch different egg types.

The controls work pretty well, and the camera doesn’t get in the way as much as other games of the era. I have rescued the Chicken Elder, who has brought morning back, and then found and beat a big lizard thing who tried hiding in the grass. The relatively free-form nature of the levels (as opposed to something like Crash Bandicoot) has meant I’ve had to do a fair bit of exploring at times, which is only problematic because I’m still not sure I’ve got the controls down pat.

I died a fair few times falling off those rails, even though I’m pretty sure you’re not supposed to be able to.

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

Sonic Advance: completed!

Posted on 18/07/2024 Written by Xexyz

You may notice an uptick in the image quality on this post compared to the last.

I tried to persist, and played Sonic Advance on my GBA SP all the way through the six acts and to the final boss. The first two boss battles made me smile, being replicas of the Green Hill and Emerald Hill bosses from Sonic 1 and 2 respectively. And then the proper boss battle nearly led to my console being embedded in the wall.

The screen resolution on the GBA isn’t amazing. It’s better than the GBC, of course, but it still needs to have some allowances made for a relatively small viewport. A famous example of this is Sonic Genesis, a port of the original Mega Drive game, which suffers from you not being able to see far enough ahead. Generally, Sonic Advance avoids this through clever level design, slightly smaller sprites, and a more exploratory nature.

Not the case with the final boss. Robotnik is in a spike-covered machine with multiple attacks, and you have to avoid each of them in a different way. Laser? Duck. Bouncing bomb? Jump or move to the apex of the bounce. Grabby hand? Jump out the way. You can only know which attack is happening by standing all-too-close to Robotnik, or by looking at the blurry few pixels right at the edge of the screen. The laser fires almost as soon as the weapon appears, so you have to stay in a ducking position while waiting. Then you have to peer through the blur to work out what you need to do to avoid the attack – and also to put in your own attacks.

I lost a large number of lives.

So I decided to try the game in an emulator instead, so I could see what I (and more importantly what Robotnik was) doing. I initially grabbed my save file from the GBA cartridge, but for some reason it wasn’t recognised by the emulator and I decided it was actually worth playing through the game again. So I did.

When played like this the game is immensely colourful, and it’s much easier to judge jumps with the higher quality screen. I quickly progressed through the levels, losing no lives, and exploring more. On one of the later levels I jumped on a red spring near the top of the level and it took me to a special stage – which I found entirely uncontrollable and where I failed to get enough rings to even pass the first checkpoint. Even the level with the reversed gravity wasn’t too difficult.

I reached the final boss with a full complement of lives, even getting past the annoying wobbly bridge boss (where you have to jump on the ground near to Robotnik to make his machine flip upside down so you can hit him) on my first go. I did still die a couple of times on the final final boss, but it was so much easier when I could see what was happening.

The end was ripped straight from Sonic 2, which was a bit disappointing, but otherwise the game is actually really good and enjoyable. I’m not sure I will ever explore it fully to find the springs to get to the special stages and the chaos emeralds, or even play it through as Amy Rose who is annoying, but I’ll be back at some point.

Filed Under: Gaming Diary Tagged With: completed, game boy advance, PC

Dordogne: why am I here?

Posted on 03/07/2024 Written by Xexyz

A charming adventure game, with a really unique art style and setting. The story is a little confusing at first, without an explanation for why you are in a car with your dad asking where you are, but it quickly starts to piece together: you are on the way to visit your nan’s house, after her death, to find stuff that she left for you – and your dad doesn’t want you to go there. When you arrive and start to explore, you trigger memories of what happened in the house one summer when you were sent to live there (I’m guessing when you were around 10 years old), and you have to explore each day to see how the summer went.

It is very slow paced, quite simple, but utterly charming. The little girl who you control, Mimi, has such a defined expression throughout, with uncertainty but stubbornness as an adult, and – at least initially – petulance and sadness as a child. She misses her friends, her family, and her home in Paris, but gradually the beauty of the location and the kindness of her grandmother change her perception.

The game is stunning to look at, even more so in motion as the environments pan around as you move. Some of the locations are very atmospheric indeed. I have played four days so far and am starting to see links between the young Mimi’s actions and the the older Mimi’s visit. I’m looking forward to finding out all about the secrets that have been kept.

Filed Under: Gaming Diary Tagged With: PC

Road Rash: I’ve been on a diet

Posted on 30/06/2024 Written by Xexyz

Road Rash was one of my favourite games during the Mega Drive’s heyday – Colin had the first game, which we played in turns for hours at his house, and when the second game came along with split-screen multiplayer it was a day-one purchase. I still have that cartridge, and last played it back in May 2023 – it still works. I have written about the third game on this blog, which felt like a downgrade from the second.

Talking about downgrades, I suppose it’s a wonder that they got Road Rash working on the Master System at all. It barely runs; the framerate is in the single digits, the graphics are messy and disproportioned (the cars in particular look horrendously narrow), the controls are imprecise. It’s almost impossible to avoid oncoming obstacles since they only appear 10 metres up the road. Thankfully, given the difficulty in steering, the opponents tend to leave you alone – I saw no evidence here of certain opponents catching up with me after I’d overtaken them, just so they could lash out at me.

I’m sure that if I’d had only a Master System back in 1992, I’d have been delighted with this. But I didn’t, and now I have access to 32,616,381 different consoles, of which 33% of them have a better version of Road Rash on. One where the main character sprite doesn’t look as if the aspect ratio’s gone wonky.

Filed Under: Gaming Diary Tagged With: Master System, PC

Kolibri: eaten by a frog

Posted on 28/06/2024 Written by Xexyz

Kolibri is certainly colourful, fast, and with plenty of sprites flying around the screen. Flying being a key word – as a hummingbird, everything takes place in the air, with very occasional ground-based enemies. Frustratingly the development team have obviously seen nature videos where the hummingbirds move around slightly in the air, because they’ve implemented that here – my bird was shifting around a little when I really wanted it to just stay still and let a projective pass.

It is a bit of a frustrating game in places. In order for the game to look as natural as possible, they have dispensed with an on-screen display. You can’t see how much health you have left unless you get hit or collect an energy ball, at which point one, two, three or four little hummingbirds appear around you to show you how many hits you can absorb. You also can’t easily see what weapon you are holding, though of course that can be fixed by firing it. I think that your bird colour changes depending on the weapon as well, but I’m not entirely sure.

I’ve played through the first five or six levels now, and there’s a bit of variety there. In Aero the Acro-Bat, you were given some instructions when you started each level on what the goal was – jump on certain platforms, or defeat a certain number of specific enemies – but here you just need to work out what’s going on before you die. Not always possible, but at least there appear to be infinite lives; you just start again at the beginning of the level you died on.

[A side note: screenshots taken on this emulator often come out a bit odd, I think because of the way the Mega Drive and 32X outputs are being combined. The third screenshot here, for example, only has the background on the upper half the screen, whereas actually there was a hill there.]

The other issue is that the powerups are a bit too similar to each other and easy to pick up. Normally ease of collection would be a good thing, but here there are about six or seven weapons and you can collect the powerup for the one you want. I am particularly fond of the homing energy balls, or the lasers, but often find that I’m accidentally collecting other weapons instead. Homing weapons are useful because enemies can come from both sides, and the controls are a bit picky in terms of turning around.

It’s a breath of fresh air for horizontal shooters – look, no spaceships! – but it’s a little frustrating to control, which ruins it somewhat.

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

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92: You Do Realise You Can Take The Discs Out
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Look, March was a bad month, OK? We didn’t do an episode and we know that made you all sad but it can’t be helped. What’s done is done. Water under the bridge. A delicious chocolate river slurped up by a fat German child while a man in a silly suit watches in glee. We just can’t do anything about it. Except press on with another episode and some lickable wallpaper.

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