Archive for August 24th, 2012

GameSpite Journal 12: Up ‘N Down

GameSpite Journal 12 will disappear like everything else you know when the world ends later this year, which is an even better reason than the coupon code WONDERFUL (which nets you 15% off through August 31 on our Blurb store) to pick up a copy posthaste. It’s not like you have much time left.

In the early 1980s, Sega already had two notable racing games to its credit: The overhead racer Monaco GP, and the “behind the car view” Turbo. Both were fairly traditional, in that your goal as a player was to drive really fast, stay on the road and avoid crashing into other cars. For Up ’n Down, the developers took a different approach.

Whether intentional or incidental, the game cribs the ability to jump and crush other cars from Data East’s Bump ’n Jump and lifts the “capture the flags” goal from Namco’s Rally-X. Add in enemy vehicle traffic and increasingly challenging obstacle course levels, and you have something that diverges from the typical driving game and starts to resemble the single-screen maze titles of the day.

In the game, you control a dune buggy from an isometric perspective on a course with various branching paths. You can speed up and slow down, and even go in reverse, but like a slot car, you are locked on to the road and cannot steer outright. You can pick your direction when the road forks, as well as can jump across gaps to access other paths—assuming you have enough forward momentum. As you encounter traffic, you can either avoid enemy cars or attempt to jump and crush them. The graphics are quite detailed for the time and have an almost 16-bit quality to them. The music, while initially catchy, loops quickly and can becoming irritating.

The first level establishes the basics of navigating the course, avoiding the other cars and collecting the required flags. Occasionally you’ll spot a “Flag Car” that you can squish as an alternate to some other flag on the track. If you miss a flag by picking the wrong path, you’ll have another chance as the course eventually loops. You’ll quickly learn to go full speed while driving up hills, to avoid sliding back down (usually into another vehicle).

Later levels add oncoming traffic, additional scenery and more devious courses. With various gaps in the later courses, jumping becomes essential. As you get familiar with the game, quickly picking the best path and maintaining the right speed both become keys to surviving to the next round. The game also uses risk and reward to great effect. Can you make that jump, squish that enemy car, and grab the last flag? The answer most likely involves a wrecked dune buggy, but I guarantee you that when the situation arises, it will be so candy-like and inviting, that you’re going to try it anyway, at least once.

While Up ’n Down becomes difficult rather quickly (after all, it is designed to eat your quarters), the variety of the levels and the generally playful tone of the whole thing combine into something infectious. It certainly offers more than just beating the high score, and as a genre mashup, it stands out, even among the surreal sea of other ’80s arcade games.

Article by Ben Langberg


GameSpite Journal 12Up ‘N Down

Anatomy of a Simon’s Quest: II

Simon’s Quest works, by and large, like Castlevania. You control Simon Belmont. He walks (hobbles) along, whips stuff, uses subweapons, jumps, gets knocked back into pits when he collides with enemies, and seeks to destroy Dracula. The general details are almost indistinguishable at a glance, except now Simon wears dark armor instead of leather.

Take a closer look, however, and you’ll find quite a few differences. For starters, the original whip upgrade system has gone right out the window. Powering up the Vampire Killer took all of about 10 seconds in most cases in Castlevania, and the second- and third-stage upgrades would be revoked upon death. Not here: Simon begins with the weak leather whip, but once he acquires an upgrade it’s permanent. The trade-off is that upgrades no longer simply drop from candles or enemies. No, now you have to buy them. With cash money. And by “cash money” I mean “hearts.”

This makes an insane amount of sense, actually. Hearts served as currency in the first game, too, but the “economy” there revolved entirely around spending hearts for subweapons. Simon’s Quest expands the number of things you need to “buy” and therefore adjusts the way hearts work, slightly. The game no longer provides candles for farming random drops; now, you can only gather hearts from enemies. (This also earns you experience points, unless you’ve exceeded the current area’s level threshold.) On the plus side, enemies don’t just drop single hearts. Multiple-heart drops appear pretty often, usually from tougher foes. So, you kill bad guys, collect hearts, and buy stuff that you keep forever (except stakes, which have to be purchased anew in each Mansion). Upgrade the Vampire Killer to a thorn whip, it’s a thorn whip forever. Get the flame whip and you will always be able to burn away bad guys with fire. Forever!

As I mentioned before, an invisible time limit counterbalances the temptation to grind for cash. It’s awfully tempting, in that very first town, to duck outside and whip dudes until you can afford a crystal and a whip upgrade (play efficiently enough and you can scrape up just enough to buy them before business closes for the night), but if you spend too much time doing that the in-game clock will turn over and you’ll get a worse ending. Or “worse” ending; more on that sometime later. I don’t think there’s any in-game indication that you’re on a schedule, but the day/night cycle does hint at it.

Yes, a diurnal cycle. I can’t imagine Simon’s Quest is the first game to include day and night, though the only prior instances that come to mind are adventure games and RPGs. Ultima III had its moongate system, for instance. But action games? I think Castlevania may well have been an innovator on that front. Day turns to night and vice-versa, each time with a memorable snippet of text, at 6:00 on the dot. Monsters become twice as powerful at night — “powerful” in this case meaning they become twice as hard to destroy — and villagers close their doors. Aside from the handful of free-roaming NPCs in the wilderness and folks in Mansions, you’re basically locked away from character interaction between the hours of 6 p.m. and 6 a.m. This, more than the amped-up hostility of the bad guys, makes nighttime in Simon’s Quest feel lonely and intimidating.

The overall time limitation combined with the go-anywhere feel of the world and the steady march of day/night transitions creates what is, by far, Simon’s Quest‘s most compelling feature. The overall difficult level may skew low thanks to the too-forgiving continue system and laughable bosses, but the game nevertheless creates a sense of tension. Do you press on toward the next goal despite not having the calibre of equipment you’d prefer? Do you lurk near the entrance to town as sunset nears or sunrise approaches, or do you go about your business? Again, the way time stops ticking once you enter a Mansion does undermine this risk/reward mechanic somewhat, but the sense of safety and empowerment that cities offer makes delving into the far reaches of the Transylvanian wilderness an occasionally daunting task — not unlike venturing far from town in a game like Etrian Odyssey or Wizardry. It’s interesting that when people talk about how Simon’s Quest resembles an RPG they’re usually speaking of the light leveling mechanics or cursory inventory system, when in fact the game draws upon RPG influences in much deeper and more subtle ways.