Tag: kerr9000

150 SNES games reviewed #39: James Pond’s Crazy Sports (aka The Super Aquatic Games)

You have your Sonics and your Marios, then there are all the lesser-known platforming heroes – some of which are in games which could rival the likes of the above and others who are in games that are poor, pale imitations.

If you owned an Amiga there were certain characters you were bound to know and love, and one of these was James Pond. He was a well-loved star of several games but they weren’t Amiga exclusive. In fact I think all of them ended up on the Mega Drive, and the SNES got everything apart from his first game. (James Pond 2: Codename Robocod was released on the SNES under the name Super James Pond, almost ignoring that there was a previous game.)

Now you might think that I am going to be talking about Super James Pond or its sequel James Pond 3: Operation Starfish but actually the game I am going to be talking about today is James Pond’s Crazy Sports (known as The Super Aquatic Games in the US, and just The Aquatic Games on Mega Drive). Basically this game took the character of James Pond and used him to front  an aquatic-themed parody of the sports mini games joystick wigglers like Konami’s Track & Field.

This game is the only James Pond title not to be a platformer. You can’t help but think the developers had the idea they could spin the character off in to other genres and in doing so might help him to grow in fame and begin to approach Mario levels.

The first thing I noticed when booting this game up was that I knew the opening music. I more than knew it, it was something I have found myself humming before and then it hit me it was a particularly cheery eight-bit version of Ode to Joy (from Beethoven’s ninth symphony). I have to say this was a good start as I put a smile on my face before I had even pressed a button.

Now in talking about James Pond’s Crazy Sports, I have to admit some of these issues are not really raised in relation to the game but to the whole genre at that time. There’s only so much you can do when it’s bang buttons like mad till you win or lose. It tires your fingers, you get blooming scared you will break the pad. The game does nothing to teach you how to play it so you end up spending so much time just messing around working out what you are supposed to be doing. Sure back in the day you would have had the manual and that would have helped but it wouldn’t have been that hard to put some in game instructions – some text on the screen – before an event? All of the games are really basic and despite my best efforts I couldn’t come anywhere, I admit I didn’t hammer the pad as hard as a kid would have done back when this came out but who really wants to risk breaking a joypad from an old system when the number out there is finite?

I loved the three James Pond platformers as a kid. I found them funny charming and enjoyable. I even enjoyed picking up the Nintendo DS re-release of the second one so the problem here is I was and am invested in the character. I think James Pond rules and if you can’t manage to sell a spin-off to someone who clearly loves the original franchise then you are clearly barking up the wrong tree.

It’s just a shame. The game’s bright, has good music, but just doesn’t deliver. It feels souless and shallow and well I feel I need to give it 2.5 out of 10 – a sad, sad day for James Pond.

At first I thought it didn’t even hit these shores as all the copies I saw were American and between £10 to £15. Add to the fact that a modfied machine wont even play it without a heavy-duty Datel Universal Adapter and it’s expensive. But then I realised that in the UK it had a different name and it’s about £8 to £10 for a PAL game, but it’s still not worth it.

150 SNES games reviewed #37: Spindizzy Worlds

Spindizzy Worlds is a puzzle game published by Activision, originally released on the Amiga and Atari ST in 1990, which was then ported to the SNES by Ascii Entertainment.

The game is a sequel to the 1986 video game Spindizzy which was released on early home computers such as the Amstrad CPC, Commodore 64, ZX Spectrum, etc . Spindizzy Worlds uses an isometric view, and the player controls a robotic device named GERALD (who looks like a yellow spinning top). His name is an acronymn for Geographical Environmental Reconnaissance And Land Mapping Device. The idea of this game is to explore a star system before it is destroyed, collecting the jewel like icons there as you go.

The best way to think of this game is as a less cutsey prototype of Super Monkey Ball, which features a yellow spinning robot instead of a trapped simian. Now take that image and push the graphics back about 10 years from Monkey Ball and you will be pretty darn close to what is on offer here.

Gerald will spin everywhere you direct it – but you’ll have a tough time getting it to stop at first, meaning you’re going to go shooting off of this and that platform, you’re going to get half way up a ramp and fall off, and you’re possibly going to do it again and again. Going up and down elevators is hard because no matter how careful you think you’re being, or how softly you think you’re using your fingers, sometimes you will find that you just cant seem to hold the little blighter in place long enough. The trick to this is Gerald travels at around his medium speed, if you try the face buttons then you will soon learn that one of them if held makes him go faster and another acts as a sort of brake or slow movement button.

A lot of this game kind of relies on you knowing when to go quickly and when to slow down, and of course once you think you have the hang of this the game will decide to give you a treacherous task to perform and decide to up the ante by making you have to do it quickly. Of course, this stops the game from becoming a cakewalk once you think you have gotten the hang of things, but it can also cause the game to get incredibly frustrating and I wouldn’t be surprised if there are not people who have torn there own hair out in flights of swearing and frustration. However I have seen people play this like they have some kind of neural link with the bloody game. Just like in Super Monkey Ball there are some players who with the right amount of practice manage to get so in tune with the controls and Gerald’s strengths and limitations that they can turn this in to a form of video game ballet and it becomes amazing to watch. Players like this are a rarity though. Most people will bounce around like a mad spinning top shooting off the sides or crawling at the pace of a snail and I think that in a way this makes this a hard game to show footage of. I am not saying that I am incredibly bad at this game or anything but I am quiet a shaky person mostly due to medication I am on for epilepsy, so I hardly make this kind of thing look graceful.

The graphics and sound are both adequate but that’s the best I can say about them. They don’t really add anything much to the game. For me this game is a bit of a Marmite game, you will either love it or hate it. If you want a fun challenging puzzle game then it might be worth giving it a whack but I would only recommend this if you have played the living hell out of things such as Monkey Ball, Kororinpa and Marble Madness and simply need more of that kind of game. If you decide you want a crack at this game you can get it online with a cartridge-only PAL copy going for around £7 which I would say is quite a fair price for this title. My copy is boxed but not in the best of shape and in all honesty I cant remember where the heck I got it from, or when I even got it.

I would give this game six out of 10, but like I said I think it is a real Marmite game. I can see some people saying it deserves eight and I can equally imagine people calling it a poor sliding mess and claiming six is far too generous, and that they would have given it three. If you like puzzle games maybe give it a bash but I can promise you that if you don’t usually like this kind of thing then this game will not be the one to change your mind.

150 SNES games reviewed #36: Super Strike Eagle

Super Strike Eagle for the SNES was both developed and released by MicroProse. Yes, that MicroProse.

MicroProse was a US video game publisher and developer, founded in 1982 by Bill Stealey and the one and only Sid Meier. It developed and published numerous games, many of which are fondly remembered either to this day as groundbreaking or as titles with huge cult status, examples being the Civilization and X-COM series. The majority of its internally developed titles were often either vehicle simulation games or strategy titles.

The name MicroProse still exists today but it has basically nothing to do with the original company, all of the big names and talent from the original MicroProse left and formed Firaxis Games in 1996. The name MicroProse was acquired through the original company having been bought up when it was struggling and the people who brought it at Hasbro have since sold the rights to the name and various other assets which have been sold on and on till they ended up in the hands on someone who wanted to use it.

The basic story behind this game is that you are a fighter pilot flying for the United Nations whose overall objective is to bring various governments around the world back into cooperation with the UN basically by blowing the crap out of them. Yes this could be termed as diplomatic negotiations James T Kirk style, or at least it could be if there was a mini-game involving sex with hot alien women, but I digress.

The game uses three different perspectives. When you take off the game starts you off in third person, utilizing its Mode 7 graphics to give you an interesting interactive take off. Then once you’re up in the air the view switches to an overhead world map, where the plane can be moved between objectives. In this view you can see enemy jets and missiles and if you can keep your distance then you’ll stay in this view. When enemy planes get close to you the game switches briefly to a first-person cockpit mode. This is kind of like Wing Commander, in that you chase the planes and try to get them in your sights. This is kind of the most realistic looking part. When you find yourself near to mission-critical targets (ones which you have to bomb) then the game again switches view, this time to an overhead bombing mode, this is where the game uses its Mode 7 scaling and rotation abilities the most.

I find the game fun. It kind of just leaves you to it though and doesn’t hold your hand much which is either a good thing or an awful thing depending on how you like your games. Also the switching of views is something which some people will probably like, others will probably be confused by. In my opinion though this is one of the things that makes the game really interesting and different. Some of the graphics are amazing for when this game came out but they are a little bit dated now. There is a real sense of effort with this game though, like they tried to throw every trick in the book at it in order to make it stand out. Back in the day I remember this game getting a lot of 65%-type ratings. To me there seemed to be a general attitude of this game not being the kind of thing that belonged on a console. Now days though we have seen just about every type of game possible both on PC and on console. Yes, some might lend themselves to one slightly better than the other but I always feel the need to salute people who try to get a new trick out of an old dog, who try to break convention. For this reason I give this game seven out of 10. Back in the day If I had played this game I would have scored it even higher than that I believe.

I bought this game specifically for this review because I managed to get a US copy boxed with manual for £6 including postage, and at that price I have to admit I am incredibly happy with this game. There are a few copies online now knocking around the £8 to £12 figure for boxed US copies. As for UK PAL versions though they seem to be few and far between with people asking up to £25 for a cart alone. This game is an easy import it played on my modified machine and through a regular cheap converter with no issues at all so it might even be cheaper to get a boxed copy and a cheap import converter rather than go PAL.