
Thursday, June 10, 2010
E.T. The Extraterrestrial

Tuesday, June 8, 2010
Venture



Saturday, June 5, 2010
Berzerk

Ok, I know I said at the end of the last post that I was going to review Megamania: A Space Nightmare next. However, that cartridge is having some personal troubles and asked that I focus on something else this week. Fear not, though, because Berzerk is here. This game has the distinct honor of being the first of those that I have reviewed that has actually given me a modicum of gaming pleasure. Berzerk comes to us from the year 1982, the same year as Bullshit Swordquest and Bullshit Raiders of the Lost Ark (those are new titles I've made for those games using cleverness). So I guess the technology to not suck existed then, some just chose to ignore it. Upon first flipping on the Atari's Frankenstein's-lab-like toggle switch and seeing my pixellated little hero in an all too familiar room layout, I cringed a bit, remembering the 26 1/2 minutes of futility I spent on the last two action-adventure entries (and that's time I can't get back...think of all the stuff I could have looked at on Craigslist in that amount of time...I probably missed out on the notification of a free, used bathroom vanity sitting in an alley somewhere...fuck!). Anyway, within seconds of beginning, my horror was replaced with something I haven't yet felt in Atari World. I think I remember it being called "fun". So, what was the difference? Well, first off, there were other characters to interact with, not just lame-ass "puzzles" (used very loosely) to solve.

Now, after I had played this game long enough to be able to write this technically accurate, in-depth review, I did look at a bit of information about it on Wikipedia. I was both intrigued and disappointed to learn that Berzerk was one of the first games to use voice technology (disappointed because I can't hear it). The robots actually spoke. While this is great and everything, my Atari is currently producing no sound, so I don't get to hear what I'm sure is some pure, synthesized ear-candy. I think the addition of sound may have made me devote more time to this game. Especially after reading that those robo-assholes will even call you "chicken" for hiding behind a wall. Oooh, that would it be it for my Atari hero. He's like Marty McFly, if you call him chicken, it's on.
So, that's it. That's my review of Berzerk. It's actually kind of fun...for a little while. After that, its ability to promote a short suspension of reality fades, and you remember that you are alone on your couch playing Atari at 1:00 on a Saturday. Anyway, for next time: I'm not telling you, that way I don't have to test any cartridges right now. Stay tuned.
Wednesday, June 2, 2010
Swordquest: Fireworld
Before I start my wonderful review of Swordquest: Fireworld, I would like to give an internet shout out to my friend Libby for generously lending me a large box of Atari games that were vacationing in her basement, they will be loved during their stay with me. Ok, fun time.
Unlike my previous review of Raiders of the Lost Ark, I have no prior knowledge of the story line or characters involved in Swordquest: Fireworld. Whereas with Indy, I knew he wanted nothing more than to keep precious artifacts out of the hands of nazi occultists and maybe steal a few hearts along the way, I have no clue what drives the Swordquest hero. What's he all about? What are his favorite foods? Who is he rooting for on the Celebrity Apprentice? And how did he get himself mixed up in this maddening maze of bullshit puzzles and "games"? (games in quotes for sarcastic effect. Get it? The games suck, so if you were talking to me, I would make air quotes when I said "games". See?) Anyway, here's a really quick breakdown of the gameplay. I think the whole point of this game is to move from room to room (like the one above) and beat a series of mini-games (like the one below). The problem is these mini-games are not very self-evident as to how they can and should be beaten. I spent most of the time trying to figure out if I was the bird-like creatures falling from the sky or the rainbow colored box at the bottom. Fucking thrill ride, right?
That's basically the point where I gave up on this game. I tried to play through about five or six of these little games with no apparent luck on any of them. I say "apparent" because I'm not sure if I beat some of them or not. I don't know how you would know. Maybe you get a prize. Maybe if you win one of them the game just turns itself off and you realize that it's a nice day outside. That would be the only victory here. So, that's the gameplay. In my opinion, it's shit. I don't know what the first real success was for the action-adventure genre, but this is not it.

I had the grand idea here to create some sort of backstory for this character, but I feel like that would be putting too much effort into a game I spent 12 minutes playing. I don't even know where I would start. I'm not really even sure what the nature of this Swordquest was. Was I using a sword to complete my quest or was I questing with the goal of finding a sword? Oh, also, it's supposed to be fireworld, but I never saw any fire. A lot of rainbows, but no fire. I feel cheated. So, after two games, I need a reprieve from action-adventure. For next time: MegaMania: A Space Nightmare. Christ, what an epic title! I think I'm going to try to beat this one. Stay tuned.
Tuesday, June 1, 2010
Raiders of the Lost Ark

Ok, I tried, I really tried to give this game more than 15 minutes of my time. As it is the first of my reviews on here I thought I would be really dedicated to advancing through the game and determining its purpose or, at the very least, figuring out what the icons on the bottom of the screen were. However, after advancing to the fourth screen for the 18th time only to be robbed and sodomized by Anubis (or a nazi in a black hat, I can't be sure) I had to call it quits. So, not wishing to cause myself any further psychological harm, here is my quick summary of the first four boards of Raiders of the Lost Ark.
- Watch out for that Snake: The first board of the game consists of a blue background (you might be swimming), a rock, and an indeterminate brown object that Dr. Jones apparently needs to retrieve. The goal here: pick up the brown thing, don't get killed by the snake, move on. Simple enough, and it even has some relation to the film. We all know how Indy hates snakes, especially light blue ones that constantly regenerate. I was pleased with the ease of completing this board and had high hopes for the rest of the game at this point. I even thought for a second that the brown thing might be my whip and I could start throwing down on those pesky blue snakes. However, I had no such luck. Time to move on.
- Loot Like it's a Race Riot: So, walking through the bottom of the first board apparently takes you out of the middle of the Nile and into the heart of a temple somewhere, or maybe a museum gift shop. Either way, there's some goodies hidden in here and it's time to get them. As you collect, the goodies show up as icons at the bottom of the screen. I got a gun, a key, something that resembled a frag grenade, and a...I don't know...crown maybe. Again, this level had more snakes, red ones this time, the same color red as one third of the floor, which means you can't tell where the bastards are until you die by slowly dissolving. Fuck you, early 80s game designers. Also, you can't use that gun you collected, what the hell. Ok, get over it. It's time to walk through the bottom of the screen and move on again.
- Oh Shit!: Apparently no matter where you exit the previous screen, you're in trouble. This board consists entirely of Indy falling through the sky, past a tree on a cliff face, and right into the fourth board...where you die because you just fell 500 feet. I thought maybe I could grab the tree with with my whip or something and get into some kind of pitfall swinging action. Nope, the one button on the joystick still has no function. Fall. Die. Next.
- Violation by an Egyptian Dog God...or Nazi: Ok, now you're in the garden maze behind the Overlook Hotel. The snakes are gone, but in their place is a nondescript creature with a gun or a handful of rocks or something. This creature employs a swarm of bees to paralyze as you try to navigate the maze. At this point, said creature runs up to you, steals some of your goodies and then chucks rocks at you. If he misses, you get to keep going once the neurotoxin wears off. However, the bees are way faster than you, so this process of being paralyzed and robbed carries on until all your goodies have been taken. But, the humiliation doesn't end there. Now when you get paralyzed, you have no goodies to appease Anubis and you must therefore offer up the only thing you have left; the young, handsome body of Harrison Ford. At this point in your bee-induced incapacitation, the Dog God (or nazi) simply moves onto your character and gyrates for a while. After this went on for several minutes, I felt too dirty to continue, pulled my toggle switch to "off" and decided never to turn this game on again.
Labels:
Atari,
gaming,
Indiana Jones,
Raiders of the Lost Ark
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