Playstation Soccer: Featuring Shoe Commercials!

As I post this, the World Cup is just wrapping up and wow, what a wonderful event if you have absolutely no expectations. The United States’ coach said they couldn’t win and he was correct. But every little victory was celebrated.

We beat Ghana, the West African nation of 25 million that knocked the United States out of two consecutive World Cups! Woo!

We nearly beat Portugal! Yeah!

We lost to Germany but escaped the group of death anyway! YEAH!

Our goalkeeper is considerably better than the rest of our team! FUCK YEAH!

But if you go into the event with expectations, you’ll likely be disappointed. I can’t imagine what Brazil fans might feel – the host country, favorites to win it all, and they’re knocked out 7-1. They were dominated.

This was written before the third-place match but’ll go up after, so who knows? Brazil may pull out something there. But still.

In the following soccer games, I am Brazil and the computer is Germany.

Adidas Power Soccer

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Developer Publisher Release Date Best-Seller in Playstation Review Number
Psygnosis1200px-Flag_of_the_United_Kingdom.svg Pysgnosis 6/96 (Europe)
8/31/96 (North America)
Europe (Platinum) #47

This may be the first game I’ve ever played to include a commercial break.

Yes, every half time there’s an ad for Adidas shoes.

Adidas’ sponsorship of Adidas Power Soccer doesn’t end with the name on the cover or ads in the stadium. Every other goal is a PREDATOR GOAL; the German company’s shoe flashes up on-screen with the celebrations.

Adidas Power Soccer is the only one of today’s games to try to feature knock-off leagues instead of a knock-off international cup. It features German and French teams, as well as British teams – including Sheffield…Sunday and “Manchester”.

ThirtyTwoBits-2014-03-26 07 34 01A fast game, Adidas Power Soccer’s arcade mode adds sparking tackles, fiery shots and cuckoo birds over injured players. And since I’m bad at this, being down 3-0 at halftime was the norm. Once my goalkeeper was left defenseless after making several saves – unassisted by one of my players, who was just standing in the goal itself. However, I did actually manage to score goals.

Thankfully, Adidas Power Soccer doesn’t really try for realism. It has the kind of simple, colorful look that worked well on the Playstation in a way pure realism just couldn’t.

Realism is demanded in sports games, but they can’t be too realistic. I was watching a video of Football Manager 2014 and the player complained about a dumb move by one player, calling it a glitch. It may be. But soccer players, even good ones, often do stupid things. They score own goals, they give up the ball to the other team, they regularly bite people. But that’s not the kind of realism people want.

ThirtyTwoBits-2014-03-26 07 45 32I think I might have killed someone, but I wasn’t even given a yellow card. You can set the referee rate to “blind”, but they seem pretty blind even on default. 

Originally I was going to go the NBA Action route and simulate a whole season. However, several games in I was heading for relegation, so I just gave up.

But how are the goal celebrations?: The world GOAL flashes up pretty dramatically, but that’s it.

__________________________________________________________________________

VR Soccer 96

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Developer Publisher Release Date Best-Seller in Also Known As… Also On… Playstation Review Number
Gremlin1200px-Flag_of_the_United_Kingdom.svg Interplay 3/96 (Europe)
7/19/96 (Japan)
10/31/96 (North America)
Europe (Platinum) Actua Soccer,
Ran Soccer
Saturn, PC #48

VR Soccer ‘96 is a trying existential nightmare with a soccer game attached.

When starting the cup competition one page of results after another popped up. Advancing through them, witnessing the failures of those who came before, until your number is up.

I couldn’t triumph as the US. I couldn’t as Ghana. The cup was eventually won by Portugal, with runner-up Germany.

Other features include: unnervingly stiff players!

But how are the goal celebrations?: We see the team pumping fists while a big GOAL is displayed on a huge TV.

__________________________________________________________________________

Sega Worldwide Soccer ’97

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Developer Publisher Release Date Saturn Review Number
Seg900px-Flag_of_Japan.svga Sega 10/31/96 (NA)
11/29/96 (Japan)
#44

The best of the games, one that reminds me of Decathlete: a nice-looking arcade (or sim?) sport experience. Also simulates a competition between national teams, allowing you to set up a whole multi-team tournament (VR Soccer just allows you to pick what teams are competing). I remember multiple things about this game, such as: Graphics. Controls. Menus. Goals?

__________________________________________________________________________

Thirty-two bits on a screen,

Polygons still jutting,

Thirty minutes of in-game time,

Pretty much stopped me dreaming

Playstation Racing on Highways and in Formula 1

Today: I play an early street racing game and fail at Formula 1.

32 Bits is a series where I play and review the most popular console games of the past – the games that sold well in their day, not what we look back on fondly now. Why were they popular, what did their success mean, and do they hold up today? Some remain loved, others loathed, while many more are now forgotten. 

Current time: September 1996. The Playstation’s run of weak games continues, despite runaway successes like Crash Bandicoot and Resident Evil making it the number 1 console. The Saturn’s last grab for survival has seen several creative games draw critical acclaim – and commercial indifference. And the Nintendo 64 is about to make its debut…

Information on what games will be reviewed can be found here; my reviews of 1995′s games are archived on this page, while links to reviews from the current season can be found here.

New posts are made every Sunday, while Sega Saturn reviews are posted on some Saturdays.

Tokyo Highway Battle

Developer Publisher Release Date Best-Seller in Also Known As Also On Playstation Review Number
Genki Jaleco 5/3/96 (Japan)
9/30/96 (North America)
6/97 (Europe)
Japan (the Best) Shutokō Battle: Drift King Saturn #45

The History:

A sequel to the game Shutokō Battle ‘94 for the SNES, which never left Japan, Tokyo Highway Battle found worldwide release but only saw success in its native Japan.

The Game:

“INCOMPATIBLE PART”

Tokyo Highway Battle offers admirable customization for its day: the Speed Shop features dozens of parts in a dozen categories. And when you try to buy them, you’re liable to get told that part doesn’t go with your car.

ThirtyTwoBits-2014-04-16 08 53 28You aren’t told what car it does work with, or why it’s incompatible. You’re just told…well, that it doesn’t work with your car.

Such is life in Tokyo Highway Battle.
Continue reading

32 Bits: Can I Make the Milwaukee Bucks Virtual NBA Champions, 1996?

THE GAME

NBAAction_titleNBA Action is a basketball game for the Sega Saturn. It’s unremarkable in any way besides maybe its occasional glitches. It’s not a good game, and is as ugly as most sports games of its time that tried for realism.

Why did I play it? I have a retro game blogging series called 32 Bits that covers the library of the Playstation, Saturn and Nintendo 64 and one of the games on my list to play was NBA Action. I have no clue why, but I was playing it, so I might as well salvage it somehow.

THE CHALLENGE

In 1995-96 the Chicago Bulls went 72-10 in the regular season and won the finals 4-2 against the Seattle SuperSonics.

Michael Jordan had returned to the NBA the previous season, but 1995-96 was his first full season back. They remain the best team in NBA history and the only to reach 70 wins.

I’m going to knock them out in the first round as the Milwaukee Bucks.

WHO ARE THE BUCKS

Created in 1968, the Bucks won their first championship in 1971 thanks to players Oscar Robertson and Kareem Abdul-Jabbar. It’s also their only championship.

A perennial playoff contender through the 80s, their best days were behind them in the early 90s. They failed to make the playoffs between 1992 and 1998, but they had recovered by the end of the decade. They exited in the first round in ‘99 and ‘00. Then in the 2001 they finished second in their conference and nearly reached the finals.

Their history since then is one of mediocrity and first round exits. Swept by the Heat last season, this season the Bucks charted a league worst 15-67 record. During a season where the Philadelphia 76ers tied the record for longest losing streak, where every other team was accused of tanking, the Bucks still managed to finish dead last.

But a sale to new owners, and I don’t know the possibility of drafting the next LeBron James or something maybe, means hope springs occasionally for the Bucks.

The 95-96 Bucks went 25-57 and finished third-from-last in their conference.

THE BUCKS

STARTING LINEUP

  • Sherman Douglas (point guard): Drafted by the Miami Heat. Began the 95-96 season with the Boston Celtics before being traded to Milwaukee, where he remained until 1997. Closed out career with the New Jersey Nets.
  • Johnny Newman (shooting guard): When playing for Richmond his 12th seeded team upset Charles Barkley’s 5th-seeded Auburn team in the NCAA tournament. Played for eight teams, including one in Greece. On Bucks 94-97.
  • Glenn Robinson (small forward): Drafted first by the Bucks in 1994, he signed a 10-year, $68 million deal, the largest in history. One of the real world Bucks’ leading scorers, second after Kareem Abdul-Jabbar. Won a championship with the 2005 Spurs. On Bucks 1994-2002.
  • Vin Baker (power forward): Drafted eighth by the Bucks in 1993, he would win a Gold Medal at the 2000 Sydney Olympics. Career cut short by personal problems. On Bucks 93-97.
  • Benoit Benjamin (center): Seven feet tall. Began the season with the new Vancouver Grizzlies before being traded to Milwaukee, where he remained for just one season.

BENCH

  • Shawn Respert (SG): Drafted by Portland and traded to Milwaukee. Played on eight teams, including ones in Italy, Greece and Poland. On Bucks 95-97.
  • Terry Cummings (PF): Drafted by the Clippers in 1982, he played on the Bucks from 1984-1989. After a stint with the Spurs from 89-95, he returned to the Bucks. A two-time All-Star with the Bucks, his career was hurt by a knee injury and he closed out his career with the Golden State Warriors in 99-00. On Bucks 95-96.
  • Marty Conlon (PF/C): In college he reached the Final Four. Played on eight NBA teams and several in Europe. On Bucks 94-96.
  • Kevin Duckworth (center): Drafted by the Spurs but spent most of his career with the Portland Trail Blazers. A two-time all-star and 1988’s Most Improved Player, he died in 2008. On Bucks 95-96. The starting center for much of the playoffs.
  • Lee Mayberry (point guard): Played in the 1990 final four. Drafted by the Bucks, he spent four seasons there before closing out his career with the Vancouver Grizzlies. On Bucks 92-96; for his first four seasons, he never missed a game.
  • Randolph Keys (small forward) & Jerry Reynolds (small forward): Keys was drafted by the Cavaliers in 1988 and played on the Bucks only this season. Reynolds played on the Bucks from 85-88 before returning for this season. Best years came with the Magic. Supposedly the first person to say “24/7”.

The Eastern Conference

Construction WestConstruction East

I swapped out the Bucks for the real-life eighth seed, the Miami Heat, and kept every other team as-is.

In the first round the Orlando Magic face the Detroit Pistons, the Pacers versus the Atlanta Hawks, Cleveland versus the Knicks.

And I face the Chicago Bulls.

Chicago Bulls (1) vs Milwaukee Bucks (8)

Matchup

On April 11th 2001, during a World Cup qualifying match, Australia faced American Samoa. They defeated the Samoan team 31-0.

In 1916 Cumberland College had discontinued their football team, but were required to play one more game with Georgia Tech. The match ended with a score of 220-0.

Looking at those stats, I must conclude: I am American Samoa. I am the Cumberland College of NBA Action.

Game #1

Game 1 Roster

The Bulls’ squad includes Scottie Pippen, Dennis Rodman and the mysterious Shadow Person ROSTER GUARD, the legendary #99. The Greatest of All Time, and so lawyer friendly too!

Game 1 A

Going into the second half I’ve established a thin yet still unlikely lead of 62-59. And I somehow keep it up and finish with an improbable 111-95 victory.

BUCKS LEAD SERIES 1-0

Player of the Game: Vin Baker (Bucks)

Game 1 Baker

Game #2

Game 2

Going into the second round my team is dominating 81-60. They cruise to a 119-93 victory.

In modern sports games your virtual players have some approximation of feelings. Outrage your star player and their agent might call you pathetic, or they might request a trade. But this unsophisticated game can only manage one emotion: impotent rage. ROSTER GUARD fouls out, as does Bill Wennington. I miss every free throw.

BUCKS LED SERIES 2-0

Player of the Game: Vin Baker

Game #3

Game 3 A

In 1996, the NBA still used a best-of-3 format for the first round of the playoffs. So a Bucks win here would clinch the ultimate upset victory, a tale of a scrappy little squad that could due to being guided by the hand of someone who’s figured out how to operate a mediocre-to-shitty basketball game.

The first home game of the series goes into the second quarter with a 60 -52 lead, and the Bulls crush the Bucks 109-89. In the process starting center Benoit Benjamin is injured for 10 games.

The announcer chants player’s names, possibly as a prayer to Satan.

BUCKS LEAD SERIES 2-1

Player of the Game: Dennis Rodman (Bulls)

Game 3 Rodman

Game #4

Game 4

I have no clue what the second quarter score was, but I know that the series was tied up by an extremely close 119-116 Bucks victory.

Imagine if that happened in real life. If the 72-10 Bulls left the playoffs in the first round to the Milwaukee Bucks. How would the media have reacted? Stories about the Bulls choking under pressure? Thinkpieces about if baseball had damaged Jordan’s skills? Would the NBA itself disband in the face of such an inexplicable result? Would Michael Jord-ROSTER GUARD take up curling next season? The world will never know.

Update: I have yet to hit a single free throw. All fouls are vaguely defined. And I think, what sports games are missing is the element of awful officiating. There should be a random chance of a referee ejecting one of your players for laughing, or running up to a random, innocent person and giving them a red card. Alas, it is not to be.

BUCKS WIN SERIES, 3-1

Player of the Game: Vin Baker

Round 2

A Standings

Our next opponent: the Cleveland Cavaliers, who were actually swept by the New York Knicks and exited the playoffs in the first round. But the sophisticated computer simulations of the Sega Saturn awarded the win to Cleveland.

Game #1

Game 1

The Cavaliers are bested by the Bucks by a margin of 34 points. How did this happen.

BUCKS LEAD SERIES 1-0

Player of the Game: Vin Baker

Game #2

Game 2 A

I finished the first quarter 31-9.

I was the 9.

I don’t remember why I was so bad. I never recovered and lost 113-97.

SERIES TIED 1-1

Player of the Game: Terrell Brandon (Cavaliers)

Game 2 Brandon

Game #3

Game 3

A 1st quarter lead (41-23) falls apart when Terry Cummings jumps aboard the injury train. I win 113-94.

BUCKS LEAD 2-1

Player of the Game: Vin Baker

Game #4

FUCK FREE THROWS

FUCK FREE THROWS

Going into the 3rd quarter I’m leading 85-63.

Then Vin Baker’s injured.

The perennial player of the game is out three games. I narrowly pull off a 113-109 victory, decided in the last moments.

BUCKS LEAD 3-1

Player of the Game: Glenn Robinson (Bucks)

Game 4 2

Game #5

Game 5 1

Vin Baker’s out 2 games, and Benoit Benjamin’s out 4 more.

Injuries

Going into the second quarter I lead by one point. I win 114-101.

Update: I STILL can’t hit free throws.

BUCKS WIN SERIES 4-1

Player of the Game: Terry Cummings (Bucks)

Game 5 2

Conference Finals

Standings

As Seattle duels with the Spurs in the West, the Bucks must face the Magic.

Matchup

Magic also have a lawyer-friendly shadow person player, ROSTER CENTER. Good ol’ #99.

Game #1

Game 1 1

Going into the second half I lead 54-41, but it all goes south. I lose to the Magic 102 to 94.

MAGIC LEAD SERIES 1-0

Player of the Game: Roster Center (Magic)

Game 1 2

Game #2

Game 2

Vin Baker’s finally back! Again I lead going into the second half, 53-46, only to lose 101-94.

MAGIC LEAD SERIES 2-0

Player of the Game: Roster Center

Game #3

Game 3

Leading 54-49 going into the second half, I ultimately win 121-98. A score bolstered by endless fouls and me hitting a couple of free throws…out of dozens. At least I’m learning.

MAGIC LEAD SERIES 2-1

Player of the Game: Vin Baker

Game #4

HOW DID A DUNK GET IN THERE???

HOW DID A DUNK GET IN THERE???

New strategy. SHOOT THREES AND NOTHING BUT THREES. Sure, I can’t actually hit them, but I can always keep catching the rebound and passing back to my team until I do get that three.

Why? The computer never seems to go for three points. Perhaps they find three pointers greedy. Maybe they don’t regard the ABA as canon. Or maybe it’s against their religion. Either way, if I keep scoring nothing but threes and they just score twos, back and forth, I’ll create a game that’s simultaneously close and dull.

Going into the second half I have a commanding…six point lead. But I pull it off in the end 124-96 to tie the series.

SERIES TIED 2-2

Player of the game: Vin Baker

Game #5

Game 5

Perhaps I should reconsider the strategy as this round proved bizarrely close. The first quarter ended in a 20-20 tie. The second, a narrow 44-43 lead. The third another 69-69 tie. I win by just four points, 100-104 but from what I recall the AI didn’t seriously try to tie it in the final moments so it was a comfortable lead. Weird.

BUCKS LEAD 3-2

Player of the game: Vin Baker

Game #6

Game 6 1

A Bucks victory sends them to the finals. A Magic victory enters this series into a game 7.

I don’t quite understand why I keep alternating between absolute blowouts and games decided in their final moments, but according to the pattern game 7 would be one of the closer ones, so I’d like to avoid that.

After the second quarter I had a mere ten point lead, yet by the 3rd quarter I lead by 28. I closed out the game 124-97.

BUCKS WIN SERIES 4-2

Player of the Game: Sherman Douglas

Game 6 2

The Finals

Standings

The Seattle SuperSonics bested the Spurs 4-1. In real life they beat the Jazz in 7 games. Either way, they’re in the finals…though against the Bucks this time, not the Bulls.

Matchup

Game #1

Game 1

In this close game I lead by six points after the first quarter, then I’m three points behind in the second, then trailing by seven going into the third. But to my surprise I come back in the fourth quarter and win 119-111.

By this point I understand how this game works. Don’t go for that dunk because the game might instead make your player do a half-hearted lob at the backboard.

BUCKS LEAD 1-0

Player of the Game: Vin Baker

Game #2

Game 2

Again I expect failure in game #2, largely because I want this to go to a dramatic game 7, and initially I am rewarded. In the first quarter I keep missing every throw and keep giving possession back to the SuperSonics. I close out the first quarter eight points behind and fall back even further in the second round.

But in the third quarter I somehow score 42 points. In the second quarter I scored just 18, but one gargantuan quarter puts me barely head 88-81.

By the last minute of the fourth quarter I’m leading by a thin margin. This is when the endless spree of fouls begin. Hilariously, I notice that this means the AI players just pushing the air over and over until they hit someone. And to my surprise, I hit multiple free throws. I win the match 119-111.

BUCKS LEAD SERIES 2-0

Player of the Game: Vin Baker

 

Game #3

Game 3 1

Going into the first home game of the series (not that it means anything, of course, but at least the cardboard cutouts in the stands will be rooting generically for me) I’m optimistic, but I end the first quarter fourteen points behind. The second? Nine points behind. Going into the third quarter, I’m resigned to my fate: an overwhelming loss. Time to rest players to avoid injury!

Then I notice…I’ve slowly crawled my way up to 59 points. Seattle’s at 64. We close the third quarter tied 66-66. And then the fourth quarter concludes 100-100 and I enter my first overtime.

Keep in mind: I’m not cheating. I tweaked options early on, but there aren’t enough in this rather simplistic game to make cheating possible. And I didn’t tweak anything during the finals: all these games are on the default difficulty, no special options at all.

Game 3 2 Overtime

The lead goes back and forth, but I’m comfortably ahead by the end and win the game 127-122.

BUCKS LEAD 3-0

Player of the Game: Glenn Robinson

Game #4

Game 4 1

A win and my quest’s over. A loss and this drags on.

And I dominate. Over the first quarter I rack up thirteen points before the AI can even score once. In the second I lead by over ten points, concluding 54-40. Seattle makes a comeback in the third quarter but I’m so far ahead that in the last minute I swap out my whole team for the bench: Conlon, Cummings, Reynolds, Mayberry, Respert.

Game 4 2

Going into the fourth quarter I lead 81-64. I swap back in my best players…but keep Reynolds in. I discovered on a stats menu that I actually hadn’t used him before so I feel like giving this ugly jumble of pixels representing a basketball player some playing time.

Out of bounds - wait, what?

Out of bounds – wait, what?

Bizarrely, one player is knocked down…and the ball just drifts away. Slowly. No one can pick it up, no matter how much I try, and it’s marked out of bounds…even though I was knocked down at midcourt. It’s clearly possessed.

Game 4 4

The final quarter is a joke. Just an absolute joke, as I’ve finally. Learned. How. To. Shoot. Free throws! I nail nearly every one, bolstering my score. I win 108-104, which isn’t as close as it looks.

BUCKS WIN FINALS 4-0

Player of the Game: Vin Baker

I’ve won! I’ve guided the Milwaukee Bucks to a virtual championship. I get a bit emotional, then I remember, oh right, that’s weird.

And my reward for winning the championship? I get sent back to the menu. Huh?

Then I notice a new option. “View Awards”. And what do I receive?

Champions

THE 32 BITS VIRTUAL 2014 1995-96 NBA CHAMPIONS

MVP

  • Vin Baker
  • Benoit Benjamin
  • Marty Conlon
  • Terry Cummings
  • Sherman Douglas
  • Kevin Duckworth
  • Randolph Keys
  • Lee Mayberry
  • Johnny Newman
  • Shawn Respert
  • Jerry Reynolds
  • Glenn Robinson

(3)2-EXTREME BITS

Today in 32 Bits: I play a game so screamingly 90s that even its menu screens are extreme; a sequel to a Playstation launch title, it proved the last success in a short-lived franchise. Also, pinball.

32 Bits is a series where I play and review the most popular games of the past – the games that sold well in their day, not what we look back on fondly now. Why were they popular, what did their success mean, and do they hold up today? Some are loved, others loathed, and many more forgotten. 

Information on what games will be reviewed can be found here; my reviews of 1995′s games are archived on this page, while links to reviews from the current season – and a list of those to come – can be found here.

New posts are made every Sunday, while Sega Saturn reviews are posted on some Saturdays.

2Xtreme

ThirtyTwoBits-2014-06-01 10 13 37

Developer Publisher Release Date Best-Seller in Playstation Review Number
Sony Interactive Studios America SCEA 10/31/96 (North America)
4/11/97 (Japan)
3/6/97 (Europe)
North America (Greatest Hits) #43

Previously: I played ESPN Extreme Games, a Playstation launch title that tried to give an extreme sports veneer to the Road Rash formula. I didn’t like it.

2Xtreme is undoubtedly the most 90’s video game name ever conceived, a name that makes one run to the nearest source of Mountain Dew and Doritos. And the game is extreme. It’s extremely lazy, extremely poor, and you could make an extremely good case it killed off its series – despite its success. But more on that later.

2Xtreme begins with the typical mid-90s EXTREME TO THE MAX intro where athletes jump, ski and do tricks over a computer-generated mountain. Hilariously, even the game’s menu is extreme: not only is every option accompanied with a blaring explosion noise, each choice brings on a short, first-person cinematic of a skateboarder going down a half-pipe. At the end? You jump up to the other menu you chose. Amazing. Watch it above.

ESPN Extreme Games, this game’s predecessor (renamed 1Xtreme when it came out as one of Sony’s Greatest Hits) posited the existence of a race that sent skateboarders, mountain bikers, rollerbladers and street lugers careening through jungle temples and city streets. The shoulder buttons allowed the player to punch and kick their fellow racers. If the tracks didn’t go on forever, it might have made for some quick, zany fun. Unfortunately, it was just tedious.

2Xtreme plays similarly to the original: you race down courses, you go through gates to get money and power-ups (I honestly can’t remember if these were in the original).

But street luge’s out and snowboarding is in (and get used to snowboarding, folks, because I have Cool Boarders coming up at the end of the season and I don’t doubt that eventually every other game I review will feature snowboarding). Each race only allows for one type of vehicle: Japan for snowboarding, LA for skateboarding, Las Vegas for rollerblading and “Africa” for mountain bikes. The four vehicles mean four courses – less than the original – but each has three stages.

Los Angeles, night.

Los Angeles, night.

Los Angeles: a city strewn with barrels in the street. You play this stage on skateboards. Features a night stage that’s, amazingly, just the same level but dark. No streetlights or anything…even though, you know, they’re right there.

ThirtyTwoBits-2014-06-01 10 38 15

Las Vegas: rollerblade down the strip – or a generic city with occasional casinos you see in passing. Casinos with a suspicious lack of neon.

ThirtyTwoBits-2014-06-01 10 24 18

Africa: Where in Africa? The place with elephants, zebras, huts in the middle of the street, and that one tree that’s on the cover of every book set in Africa, of course. Probably the most fun track – to look at, not to play. Just like the South American track in 1Xtreme, jungles resemble every other indoor area, painted green.

ThirtyTwoBits-2014-06-01 10 17 58

Japan: A snowboarding track in Japan. Lots of snow.

Nothing else is different: the game still plays the same in every respect except, hey, you have snowboards now. You still pass through gates. You still face a large pack of racers – though I believe it’s less than the original.

ThirtyTwoBits-2014-06-01 10 19 24Courses wind on and are largely identical in terms of actual challenges; the 2D sprites used for the characters are still jerky and indistinguishable from one another; the Road Rash-esque mechanics just don’t fit, and the “XTREME” trapping make navigating the game’s menus an incredibly tedious experience.

I didn’t think it could be possible, but 2Xtreme is somehow worse than the original, and the original was awful. The mind-numbing extreme elements, the lack of content, the graphics (which aren’t just bad by modern standards like most Playstation games, but bad by the standards of the 1996), the lack of any change…

The top-selling Playstation games of all time allegedly include Gran Turismo (10 million copies), Final Fantasy VII (9), Gran Turismo 2 (9), Tekken 3 (8.5) and Final Fantasy VIII (8). On the list from 1996: of games I’ve played already, Crash Bandicoot (6.8), Resident Evil (5), Tekken 2 (3), Mortal Kombat Trilogy (2). Games I’ll play soon: Tomb Raider (7), Twisted Metal 2 (1.7), Jet Moto (1.2).

And 2Xtreme sold over a million copies.

I can almost understand why. 2Xtreme’s extreme! Arguably extreme to the max. And people enjoyed the first game. But just like Battle Arena Toshinden, people would reject the game’s third installment. After all, the standards for a launch title are lower and many

1999’s 3Xtreme reinvented itself as a fully 3D game, but kept the same gameplay. Letting the series lay dormant for three years probably wasn’t wise, since the resulting the game was hardly a masterpiece. Unlike its predecessors, I’ve played it before.

I only had a Playstation at the tail end of the system’s life. So in 1999 I popped in a demo disc. There was awkward, failing 3Xtreme. And next to it? Tony Hawk’s Pro Skater. One promised dull racing, the other speed and freedom. In 1999, this series was on the way out. The other was just about to spawn arguably the system’s greatest game.

It’s not even extremely bad.

WHO MADE IT?
In 1998 developers Sony Interactive Studios America were renamed 989 Studios, remaining Sony’s internal development division. They developed mainly sports games, but they also made games people like, such as 1997’s Rally Cross. But they also made Spawn: The Eternal, one of the system’s worst games. They also handled the post-SingleTrac Twisted Metal games – neither of which were exactly loved.

Their 1998 game Blasto was a comedic third-person action game starring Phil Hartman, and was released a short time before his death.

They’re also credited with publishing 1999’s Syphon Filter, a popular series in the Playstation’s last years, and the Cool Boarders games, as well as 1998’s animal racer Running Wild and NFL Blitz-esque NFL Xtreme (sigh).

A division of the company developing online games such as 1997’s Tanarus was spun-off into a new division that developed EverQuest, one of the first big MMOs. Now named Sony Online Entertainment, they continue to develop games like Planetside 2.

TRUE PINBALL

ThirtyTwoBits-2014-04-22 09 34 45

Developer Publisher Release Date Best-Seller in Also On Playstation Review Number
Digital Illusions Acclaim May 96 (Europe)
5/31/96 (Japan)
September 96 (NA)
Europe (Platinum) Saturn #44

There’s something ghoulish about playing a pinball video game. You’re experiencing pinball on the platform that killed it. Walls of video games crowded pinball machines out of arcades in the ‘70s.

The decline of pinball wasn’t due to creative sloth. Pinball designers responded to video games by merging the two forms. Pinball machines gained voices, LED screens, and new mechanics. This wild innovation sparked a brief pinball resurgence in the 1990s – ironically as arcade video games were themselves dying.

True Pinball’s surprisingly slick presentation offers up several different pinball tables, all emphasizing the kind of multimedia gimmicks you’d find in a contemporaneous pinball game. On the Viking table a fight begun on the screen above the table between two knights; I don’t quite know what happened, but I did acquire a grail, so there’s that.

The square button controls the right flipper, while the left arrow controls the left. Tilting is accomplished by the X button, R1 and L1. It’s an interesting layout since it spaces out the movements in a way that largely makes sense.

I need to confess: I’ve never even played a pinball machine. Except maybe one in the corner of a movie theater. The arcade age passed me by. I discovered them now and then: in a bowling alley, or scattered across hotels in a chintzy vacation town (my favorite: a hotel with a single Crazy Taxi machine in a random hallway). You find a good one occasionally, but it’s fleeting: most will be gone the next year.

In 1996, you’d have been better off playing a real pinball table – if you could find one.

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Next Time: I try to dethrone the 95-96 Bulls with an unlikely team in a review of the Saturn’s NBA Action; I look at Tokyo Highway Battle and Formula 1.

YIPPEE KI YAY MISTER FALCON: A pair of Trilogies starring Bruce Willis and Mortal Kombatants

32 Bits is a series where I play and review the most popular games of the past – the games that sold well in their day, not what we look back on fondly now. Why were they popular, what did their success mean, and do they hold up today? Some are loved, others loathed, and many more forgotten. 

Information on what games will be reviewed can be found here; my reviews of 1995’s games are archived on this page, while links to reviews from the current season – and a list of those to come – can be found here.

New posts are made every Sunday, while Sega Saturn reviews are posted on some Saturdays.

Playstation Review #41:
Mortal Kombat Trilogy

Developer Publisher Release Date Best-Seller in Also On
Avalanche Software Williams 9/1/96 (North America)
12/6/96 (Europe)
4/2/98 (Japan)
North America (Greatest Hits)
Europe (Platinum)
Sega Saturn
Nintendo 64
Windows
R-Zone
Game.com

Mortal Kombat, I must confess, is one of my gaming blindspots. I just don’t get it and never have. With ugly digitized sprites and cookie cutter characters, I can’t get why anyone in the early 90s would play it over the likes of Street Fighter – were they that starved for blood?

Yes! As someone whose introduction to gaming was the post-GTA III era of games where gory violence was the norm and often ultra-violence was used to compensate for poor quality, it’s hard for me to grasp an era so sensitive that not just violence, but even references to alcohol were banned. Anything potentially contentious, such as religious or political references, was nowhere to be found in gaming in the days of Mortal Kombat. Whether it was a church in a RPG or a game based on Bill Clinton’s cat, Nintendo’s seal of quality didn’t come without limitations. In a time that innocent, ripping out a spine was groundbreaking.

The gaming culture of the time prized the Sega Genesis for not censoring Mortal Kombat’s blood; they also gathered in arcades to witness mythical fatalities.

Mortal Kombat Trilogy, the second Playstation game in the series after 1995’s Mortal Kombat 3, contains an expansive set of characters: gods of thunder, centaurs, movie stars, cyborgs and a rainbow of ninjas. Characters and arenas from across the series return here in this collection.

The famed fatalities return and are joined by the strangely dull “brutality”. In a brutality, rapid attacks make the character…explode, their bones scattering around.

Aggressor bars.

Also added: an “aggressor” bar. Filling with attacks, a full aggressor bar makes your character stronger temporarily. I don’t think I ever filled it while playing.

Mortal Kombat Trilogy marked the end of the original Mortal Kombat craze. One last hurrah, combining elements from across the game’s most prized installments into one package. I’ll be playing 1998’s Mortal Kombat 4, which brought the series into 3D. Over the rest of the Playstation era the series would be diluted with awful spin-offs that tried to build action games around the characters of Jax and Sub-Zero. The PS2-era Mortal Kombats are liked but weren’t a phenomenon; 2011’s Mortal Kombat truly revived the series.

The culture that fostered Mortal Kombat’s rise to popularity was on its way out in 1996. A kid-driven audience base, only encouraged by parental worries about violence, gave way to adult gamers. Arcades, which thrived on displays of Mortal Kombat’s gore, were dying. No one was censoring violent games; indeed, the newly founded ESRB’s M-rated became a selling point. When critics attacked video game violence their new targets were Doom and Resident EvilMortal Kombat outlived its infamy as a source of moral outrage and playground prowess and just became another video game series, albeit a famous one.

If you’re someone who likes classic Mortal Kombat, well, this has all of it. If you aren’t, then there’s nothing here for you but a look back into a once-infamous game. 

(DON’T) PLAY THIS

One game that tried to replicate the infamy of Mortal Kombat: Thrill Kill for the Playstation. A four-player fighting game, the Paradox (not the grand strategy one) developed game was to be published by Virgin – only to be cancelled when Virgin Interactive was bought by Electronic Arts.

A great loss? Not at all. The engine was used for 1999’s Wu-Tang : Shaolin Style and the reaction was mixed. The cancelled game later leaked to the internet; now that people can play it…they found it just wasn’t very good. I haven’t played it personally but I’ve never seen anything positive said about it.

Playstation Review #42:
Die Hard Trilogy

Developer Publisher Release Date Best-Seller in Also On
Probe Fox Interactive 8/31/96 (North America)
11/96 (Europe)
12/13/1996 (Japan)
North America (Greatest Hits)
Europe (Platinum)
Saturn
PC

“THREE GAMES IN ONE”

Earlier this season I played Alien Trilogy, a game that turns the three Alien films into one tedious first person shooter. Today: Die Hard Trilogy, an adaptation of three films turned into three very different games.

Turns out Alien Trilogy and Die Hard Trilogy hail from the same developer: Probe Entertainment, later re-named Acclaim Studios London. A developer whose work spanned from 1986’s The Adventures of Bond…Basildon Bond for the Commodore 64 to 2000’s Dreamcast racing title Re-Volt. Their parent company went bankrupt in 2004.

Die Hard Trilogy turns three films into three different games.

Die Hard

“Die Hard” is a behind-the-back third person shooter.

Die Harder

“Die Harder” is a on-rails light gun shooter.

Die Hard with a Vengeance.

“Die Hard with a Vengeance” is a driving game, of a kind.

You can play any of them whenever you choose.

The “Die Hard” levels received the most praise in 1996. So, naturally, it’s my last favorite now. In “Die Hard” John McClane shoots (fake) terrorists screaming “YOU’RE DEAD YANKEE” and rescues hostages in the office complex of the film; he can sidestep and throw grenades. Though admirably difficult, looking back the Playstation was awash with this type of game, so this is the least unique now. But in 1996, it’s more remarkable.

“Die Harder” represents a type of game rarely seen on the Playstation and does it well. It’s a typical light gun game with plenty of power-ups, some minor side-routes and special grenade & rocket weapons. Nothing too innovative but nothing weak either.

In “Die Hard with a Vengeance”, you’re told to go left. In environments such as a park, city and sewers you race to find bombs in time to disarm them. Occasionally you must ram into a “bomb car” to destroy it. Yes, it’s easy to make up and take a wrong turn – at least then you can see a giant explosion.

Die Hard Trilogy deserves praise for its presentation. The high score entry screen gives each letter to one of your enemies; spelling out your name means accruing a line of terrorists and even people on fire as you run around the circle of villains. The pause menu gives you the option to “think over” quitting, and taunts you for choosing it. McClane can mistakenly mow down screaming pedestrians in “Die Hard with a Vengeance”. It strikes a playful, and completely nuts, tone that works with the frantic arcade gameplay.

Why was Die Hard Trilogy a success? Not just because of its license but also because of the supposed value. Three different games for the price of one, all decently long, all pushing into genres not usually found on the Playstation at the time? It’s a good sign of the diversity that was to come over the system’s life span.

In 2014 I found that I enjoy this kind of uncomplicated arcade experience, precisely because it’s simple. The “Die Hard” section is less compelling due to its necessarily awkward movement and slow gameplay but this game wasn’t meant to be perfect or particularly innovative. And that uncomplicated nature makes it the most enduring tie-in game I’ve played yet. 

POLYGONAL BRUCE WILLIS HISTORY

Bruce Willis starred in an original Playstation game, Apocalypse. The first example of an actor starring in a non-licensed game like it were a movie, he was originally due to appear as a non-playable sidekick. A character you could actually see and hear talk. But he was changed to the game’s hero, a solo type seen from behind who rarely speaks. So Activision paid handsomely to show off Bruce Willis’ ass and have him spout the occasional one-liner in an alright shooter.

Most notable for being cancelled midway through development and restarted, and due to its engine being used for the far superior Tony Hawk’s Pro Skater and 2000’s Spider-Man.

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NEXT SATURDAY: Soccer.

NEXT SUNDAY: Myst and pinball.

When Crash Bandicoot ruled the world

32 Bits is a series where I play and review the most popular games of the past – the games that sold well in their day, not what we look back on fondly now. Why were they popular, what did their success mean, and do they hold up today? Some are loved, others loathed, and many more forgotten. 

Information on what games will be reviewed can be found here; my reviews of 1995’s games are archived on this page, while links to reviews from the current season – and a list of those to come – can be found here.

New posts are made every Sunday, while Sega Saturn reviews are posted on some Saturdays.

Playstation Review #40:

Crash Bandicoot

Developer Publisher Release Date Best-Seller in
Naughty Dog SCEA August 31 1996 (North America)
November 1996 (Japan)
December 6 1996 (Europe)
North America (Greatest Hits)
Japan (the Best for Family/PSOne Books)
Europe (Platinum)

6 million copies sold. Pizza Hut ad campaigns and sitcom jokes. The mascot of the era’s most popular console. For a time, a goofy bandicoot was the face of gaming.

Western gamers love Japanese games, but the Japanese rarely play Western games. Crash Bandicoot is one of the few games to cross over – with the help of some retooling to Crash’s appearance and the addition of tutorials.

A global phenomenon, from 1996 to 2000 each year saw a new Crash game. Three platformers, a kart racer, a minigame collection: everywhere Nintendo took Mario, Crash Bandicoot soon followed.

Fame’s fleeting. After the departure of original developer Naughty Dog (who were acquired by Sony in 2001), Crash Bandicoot went multiplatform – and faltered on all of them. Did you know there’s a Crash game on the Xbox 360? Did you know it still, after all these years, apes the basic formula? Do you care?

As Naughty Dog rose in prominence as one of the premiere Playstation 3 developers their original creation faded away in the hands of others.

Last week in my review of Nights I said I hadn’t played any of these games before. Eighty games in and I finally hit one I’ve played before. I owned four Crash games; they’re one of a handful of Playstation games I played before this series. Around 1999-2000, when I briefly owned a Playstation before moving on to its successor. I enjoyed them when I was nine, especially the third and Crash Team Racing.

While some of the games I played when I was young baffle me – why the hell was I so into Gex? – I can understand Crash Bandicoot. Among the most graphically accomplished games of their day, they’re constructed perfectly and are kid-friendly.

But replaying Crash’s debut I discovered, not fond memories, but instead a game that’s deathly dull and profoundly uninspired.

A level where you ride on a hog – animal stages are a common level in the series.

A contemporary of Super Mario 64, Crash Bandicoot takes inspiration from gaming past. It’s not a radical reinvention of the platformer, just a transposition of 2D platformer standards to a 3D era. The game alternates between purely 2D sidescrolling segments, 3D sections that follow behind the player character and a few gimmick stages.

Crash himself is a typical animal with attitude, though thankfully a voiceless one. He rescues the obligatory damsel in distress captured by a mad scientist. The damsel is Tawna, who disappeared from the series afterward – probably due to being a sexualized female anthropomorphic bandicoot. I’d ask why someone would conceive of such a thing, but searching for the character on Google autocompletes with “Tawna Bandicoot hot”, so Naughty Dog must have reached some kind of audience.

He hops through tropical locales. Unique among the Crash games and fifth-generation platformers in general, the first Crash game features – not a central hub warping you around – but a linear map that takes the player from a beach, across jungles and temples, and up a mountain dotted with labs and castles.

Crash games recycle level themes. A lot. This isn’t a problem usually, as palette swaps and reused assets are endemic and understandable. Except the levels are hardly distinguishable from one another: once you’ve seen one river level, you’ve seen ‘em all.

You won’t find any bizarre one-offs like Yoshi’s Island’s classic “Touch Fuzzy Get Dizzy” or Spyro the Dragon’s unexpectedly difficult “Tree Tops”, or Super Mario Bros. 3’s World 5-3, with its unique Kuribo’s Shoe. If a level type is hard, well, at least you’ll have skills for when you have to cross that invisible bridge again.

Temporary invincibility after finding three masks.

Crash Bandicoot can jump and he can spin. One hit kills him, unless he has an Aku mask. Three Aku Masks makes Crash temporarily invulnerable. Collect every fruit you see – 100 fruit confers an extra life. The mechanics of Crash Bandicoot stick rigidly to platformer standards.

Crash’s only true diversion from convention is crates. Added to fill in empty space, they became oddly vital. Crates contain fruit, lives, checkpoints, bonus round symbols and deadly TNT. Jumping on them doesn’t just give you items, but acts as a method of jumping across gaps crate to crate. The bonus rounds especially pivot around complex assortments of crates the player must jump over carefully.

Sidescrolling segments hold up well, though they’re unremarkable. You always know what’s going to kill you, you’re never left confused. You know what you did wrong and know that next time you leap over those pillars, you’ll wait for the lizard to pass.

Sidescrolling levels make use of vertical space: sections involve platforms Crash must spin to create, and take the player up high. Others bounce the player high into the sky to catch fruit or lives on the way down.

The game’s strongest levels, the machine-themed levels late in the game, are wholly decent 2D platforming that uses vertical space in the form of certain bouncing metal pads that shoot Crash up high.

Other sidescrolling levels just go on and on and on. A pair of levels on the outside of a temple throw an endless array of obstacles at you: lizards, bats, pushing walls, fire, long falls. Facing the same challenges again and again makes a game challenging, but it also makes it a slog.

Abetting this feeling: timing. You always have to wait for a flame to go out or an enemy to jump away. Unlike many 2D platformers, there’s no time limit in Crash Bandicoot – and no incentive to build up any momentum or not just take your time.

Behind-scrolling segments work best the less platforming they have. Early stages where the player must jump past giant rolling stones work well with 3D space and perspective, as you have to judge the distance.

My favorite behind scrolling stages are a pair of dark levels, where the only light is provided by Aku masks. The goal is to reach the next one before it goes out and you’re left platforming in the dark. These stages have a momentum to them lacking in the rest of the game.

Levels with precision platforming, like a series of temple levels with fields of quickly collapsing pillars, don’t work in 3D. Possibly because, well, they’re precision platforming in 3D: Nintendo and others largely abandoned precision platforming in a 3D era. But Crash attempts 2D gameplay in a 3D world to varying results.

Of the “gimmick” stages, the most famous are the front-scrolling levels where you outrun a boulder while avoiding obstacles you can’t see. These Indiana Jones-inspired stages became a hallmark of the series. Their gameplay is simple memory: know which way to go or Crash will crash into an obstacle, slowing him just enough for the boulder to hit him. Trial and error. At least they’re quick.

Breaking every crate in a level gives the player a gem. Most gems are clear, but a few are colored. Color gems open up new paths in old levels. These range from a path in the clouds above one level to a crystalline cavern beneath another. My favorite: the last machine level’s gem path is right next to the start and whisks the player to a hallway of extra lives – right above the exit so the player can skip the whole level!

Later Crash games feature secret levels with entry points of the obscure “hit this sign in a motorcycle level to be warped to another world” variety. The original is light on secrets: two keys found via bonus stages unlock additional hog and dark stages.

Crash Bandicoot’s developers sought to create a 2D mascot platformer for the era of 3D. They succeeded at that goal. Was that a worthwhile goal?

3D demanded significant reinvention. Crash didn’t offer that. Nor should it have. There is room for a SNES-type platformer with 3D graphics. Indeed, there are many good, even great 2D platformers in the 32 bit era – 1998’s Klonoa, for example.

But Crash is generic. There’s nothing special about how the game plays beyond the crates; it just faithfully copies the conventions of the genre without doing anything special with them. It’s constructed well – I was never left confused, but I was also rarely engaged. After spinning away so many spiders and jumping over the same flame traps, I just turned my brain off and continued hopping and spinning. Some levels dragged on while others were over in a blink. None of them were particularly memorable. Though Naughty Dog worked around the system’s limitations and created some of the system’s best full-3D graphics, the tropical theme is colorful and appealing enough but nothing especially memorable compared to the art of sterling 2D contemporaries Rayman and Astal. Even the best 3D graphics on the Playstation can’t match up to the sophistication of that generation’s few 2D games.

I understand why people flocked to Crash Bandicoot in 1996. It was the best-looking Playstation game yet (and the environmental graphics at least don’t look too bad today), platformers were popular, it’s appealing to kids and was a Playstation rival to Super Mario 64. Consider also the time it was released: it’s hard to remember sometimes that my week-by-week reviews that I’ve covered eight months of 1996. And during that time there was a grand two major games everyone had to own in 1996 – Resident Evil and Tekken 2Crash Bandicoot may not have been a great game, but it was the best game of its type on its system, and it marked the end of a fallow period and the entrance into the lucrative holiday season. A month before the launch of the Nintendo 64, Sony was making the case for owning a Playstation.

No one today cites it as a great game, except maybe for people who didn’t outgrow their childhood tastes. On lists of the best Playstation games the third game usually sneaks in, outpaced by the still-popular likes of Metal Gear Solid, Final Fantasy and Tony Hawk’s Pro Skater. While Super Mario 64 is well-loved and Nights attracted a fervent cult, Crash Bandicoot is remembered simply as a game everyone played, back in the day.

This is not to say Crash Bandicoot is a bad game. It’s not. It’s just aggressively mediocre, good enough to catch on in its day but not particularly innovative or special. If you removed the 3D elements from Crash Bandicoot and released it on the SNES, you’d have a polished but unremarkable mascot platformer, lost among the crowd. But its status as the premiere platformer for the Playstation, as a competitor to Nintendo’s Mario games, and its association with the 3D revolution causes it to loom larger in the mind.

It should just be an object of nostalgia and a footnote in the history of its prestigious developer. A game that occasionally comes to life – ironically, in its most last-generation stages – Crash Bandicoot is no classic. 

notes

  • I’ll be playing a Crash game every season from here on out: 1997’s Crash Bandicoot 2, 1998’s Crash Bandicoot: Warped, 1999’s Crash Team Racing and 2000’s Crash Bash. If I choose to go on and cover the PS2/Xbox/Gamecube era, I’ll also play multiplatform debut Crash Bandicoot: The Wrath of Cortex. Warped is the apex of the series but I remember Crash 2 being fairly weak.

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Next Time:

  • On Saturday – Lemmings 3D, Virtua Fighter Kids, World Heroes Perfect.
  • On Sunday – Die Hard Trilogy, Mortal Kombat Trilogy

Friendly Ghosts and Jet Fighters: Another Pair of Forgotten Playstation Games

32 Bits is a series where I revisit the most popular games of the recent past; from the launch of the original Playstation to the last days of the Xbox 360. Why?

  • To chart the evolution of games.

  • To destroy people’s nostalgic feelings by playing the “classics” they all know…alongside the detritus everyone played at the time, but no one remembers.

  • To rediscover games unjustly forgotten by history.

The time is August 1996: eight months into the Playstation’s first full year. The Nintendo 64 is three months away; while Sega’s Saturn system is fading fast.

A full list of 32 Bits articles from the current season (1996) can be found here; further explanations of the “greatest hits” series and what games I’ll include can be found here.

Saturn Review #34:

Casper

ThirtyTwoBits-2014-01-26 12 47 24

Developed by FunCom, published by Interplay

Released: August 31st, 1996

Best-Seller in: North America (Greatest Hits)

Also available on the Saturn & 3DO

One of my goals for this series is that by playing games popular in their day instead of what we remember now, I’m looking at the detritus everyone forgot playing, the kind of mediocre-to-awful flotsam that everyone played but no remembers when boasting about how gaming was at its peak when they were eight years old. And if there’s one type of game that’s almost always forgettable detritus, it’s movie-based games.jus

No one boasting about how games were just so much better when they were eight years old remembers the dreary Alien shooters or Wrestlemania-themed Mortal Kombat knockoffs. This is a universal constant: even today movie games are infamously bad, disappointing even the people who made the films adapted. But these games sold well, so people were swayed by the property into buying subpar games- even if they rarely admit it.

Well, I’ll admit it. As I’ve said before, my first console was a Playstation but I only had it for about a year before moving on to the Playstation 2, making the 32-bit era something of a great unknown to me and also minimizing nostalgia. Among the handful of games I owned: the usual Final Fantasy, Crash Bandicoot and Spyro. And games based on Toy Story and A Bug’s Life. The former is a capable enough action/adventure that improves the less like the movie it is. The latter is just awful. But I bought both – or had my family buy them for me – because, hey, I liked the movies and that was enough for nine-year-old me.

Casper is the first time I’ve played a game created as merchandise for a new movie. I had no idea that there was a Casper movie in 1995. But it was a massive success and the eighth highest grossing movie of the year in the United States (number 1 was Die Hard with a Vengeance, and I’ll be playing that movie’s game later).

I’ve never seen Casper but it’s not necessary. Games based off movies often turn their inspiration’s stories into a montage of clips representing the most basic plot points – or worse, their approach to the source material is incomprehensible and fragmentary. Casper follows the first method: it skips the majority of the movie, turning it into just four scenes. The final boss doesn’t make her debut until the fight begins despite being the villain of the film.

I was prepared to scorn Casper, but it turned out to be a strange little game. Most movie-games are horrendously uncreative – they follow the leader and copy whatever’s popular. I was expecting the usual generic 3D action game or a 2D platformer. Instead I found a 2D adventure game that’s based all around exploration.

Fleeing a boss in Casper.

Fleeing a boss in Casper.

There are no enemies, only bosses. There’s no combat, as boss fights play out more like puzzles. The game focuses on puzzle solving. The puzzles revolve around switches, keys and doors. It’s all the keycard-finding excitement of Doom, with none of that boring demon-fighting!

I sound like I’m scorning Casper but I actually enjoy this unusual style of game. And it’s easy to see why they made it this way. Presumably there was a directive to make the game non-violent, as its target demographic was children.

Then again, this game isn’t exactly perfect for kids. Why?

  • It’ll confuse them. The door and switch filled rooms all blend together after a while. The game helpfully suggests you draw your own map.

  • Progress can be unintuitive. The 2D perspective lets the developers hide passages and objects behind the foreground wall – you have to either methodically explore every last corner or just know where the secrets are.

  • Jump scares. Mild stuff for adults, but imagine a kid’s reaction when a ghost pops out of that chest they’ve just opened and attacks them, or when laughter echoes out from parts unknown.

  • Also the only characterization-based scene the developers bothered to include is Casper discussing his death.

So Casper will confuse, baffle and scare children, and remind them of their mortality.

But despite this, it is an easy-going, relaxing game. You glide around, solving puzzles, exploring, not worrying about threats or killing legions of enemies. Even boss fights are usually just puzzles to solve.

A catchy score and convincing environments lend a well-realized atmosphere to the decaying mansion in Casper.

Casper adopts the “carrot dangling” style of game design so prevalent during this time. You can explore anywhere, but you’re always running into areas blocked off due to you lacking the right objects and abilities. Since you saw these impediments earlier, it feels like you’re really making progress when you do earn the right ability to pass.

As always with these games, the early abilities are indispensable and the last ones practically worthless. The first “morph” lets Casper turn into mist and pass through vents, which appear at every stage of the game. But the last abilities may be used just once, right after you find them.

ThirtyTwoBits-2014-01-26 12 51 46Those who enjoy exploring would enjoy the many secrets of Casper, which include at least one terribly obscure puzzle. Solving a bonus puzzle gives you the “Casperman” morph; use it near a certain chair in the attic to reach a secret area. Then use the bonus “spring” morph on the spiral in the mansion’s lobby to enter a room with three walls of switches and gold spelling out 52-2-20.

The solution? All I’ll say is it involves binary. I neither found or solved this puzzle myself, and only learned of it on Youtube.

Casper can be repetitive due to the endless banks of switches and doors and keys, but it’s an unusually accomplished movie-based game. In 1996, this game was bought by parents for their kids. But in 2013 we can see how FunCom innovated within a usually uncreative, bandwagon-hopping genre. 

Saturn Review #35:

Bogey: Dead 6

ThirtyTwoBits-2014-01-28 08 58 19

Developed by Pegasus Japan, published by Sony Computer Entertainment America

Released: August 6th 1996

Best-Seller in: Japan (the Best)

There are a few interesting things about Bogey Dead 6.

It was one of the first games to support the Playstation’s analog joystick. First I mistook this for the analog controller, which is still sadly a year away. But this peripheral was a joystick for serious flight game fans. I didn’t have it so I felt the game’s control was frustratingly imprecise.

In its native Japan Bogey Dead 6 is known as Sidewinder. In Europe, it is named Raging Skies. The Playstation the Best rerelease renamed the game again to Sidewinder USA.

Personally, I know it as “second-rate Ace Combat that’s just too unremarkable to have strong opinions on, so it made me write the most half-assed review thus far”. 

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  • Sunday February 9th: Namco Museum, Volumes 1 and 2 
  • Sunday February 16th: Tekken 2 & King of Fighters 95 
  • Sunday February 23rd: Nights Into Dreams 
  • Sunday March 2nd: Crash Bandicoot 
  • Saturday March 8th: Legends of Oasis, World Heroes Perfect, Virtua Fighter Kids, Discworld, Lemmings 3D 
  • Sunday March 9th: Mortal Kombat Trilogy & Die Hard Trilogy 
  • Saturday March 15th: Adidas Power Soccer, VR Soccer 96, Worldwide Soccer ’97, NBA Action 
  • Sunday March 16th: Myst & True Pinball 
  • Sunday March 23rd: Tokyo Highway Battle & Formula 1 
  • Sunday March 30th: Ridge Racer Revolution & Wipeout XL 
  • Saturday-Sunday April 5th-6th: Saturn round-up, lineup to be determined
  • Sunday April 13th: Super Mario 64 

In 1996, Two PC Classics Made Their Way Onto the Playstation – How did they fare on consoles?

32 Bits is a series where I revisit the most popular games of the recent past; from the launch of the original Playstation to the last days of the Xbox 360. Why?

  • To chart the evolution of games.

  • To destroy people’s nostalgic feelings by playing the “classics” they all know…alongside the detritus everyone played at the time, but no one remembers.

  • To rediscover games unjustly forgotten by history.

The time is July 1996: seven months into the Playstation’s first full year. The Nintendo 64 is just over two months away; while Sega’s Saturn system is fading fast.

A full list of 32 Bits articles from the current season (1996) can be found here; further explanations of the “greatest hits” series and what games I’ll include can be found here.

Playstation #32 |  Playstation #33:

Worms  SimCity 2000

worms simcity

        Developed by Team 17, published by Ocean Developed & published by Maxis
        Released: 1995 Released: July 9th, 1996
        Best-Seller in: Europe (Platinum)  North America (Greatest Hits), Japan (The Best)
        Originally developed for Amiga | Originally developed for Mac OS

In the Playstation era, computers and consoles existed in separate spheres. In the next decade it was de rigueur for games to make their way onto the Playstation 2, Xbox and usually the Gamecube; big and small games alike now routinely find homes on the Xbox 360, Playstation 3, computers and even handhelds. But in the fifth generation, each console’s library consisted mainly of exclusives, with only token efforts at porting PC games to consoles and vice versa.

There are reasons for this, but let’s leave those for a later day. Today’s two games, SimCity 2000 and Worms, are PC classics with popular Playstation ports. One successfully translated to consoles. The other didn’t.

The quirky strategy game Worms fares well on a console. Controls are simple: move, jump, choose weapon, fire. It moves at a rapid clip, with each player’s turn lasting 60 seconds or until they fire. And to its benefit, Worms is a fantastic local multiplayer game. This game is so simple you could play it by just passing a single controller between players!

But just try navigating the many menus of SimCity with a controller. Yes, it can be done. But it’s never as intuitive as just using a mouse. Yes, there was a Playstation mouse – but how many people ever used it? Since the vast majority of players would use a controller, why not try to optimize the game for them? SimCity 2000 for the Playstation also runs somewhat slowly and graphically is inferior to the original, or even the Saturn port, which shows buildings evolving.

But people played SimCity anyway. Mainly because they had no other way. it’s hard to believe now, but once a game as simple as SimCity 2000 would be too advanced for some computers. And in 1996, at the dawn of the internet revolution, computers were far from ubiquitous.

You can slate SimCity for not being retooled for consoles; I just have, after all. But the goal of porting SimCity wasn’t to make a great Playstation game. It was to open up the game to new consumers on a new platform. These consumers just wanted to play SimCity; they didn’t care if the game wasn’t optimized for consoles, as they had no other option, or they just preferred their Playstation over their desktop.

Worms remains fun but has been superseded by later games; SimCity is frustratingly inaccessible due to the uncreative port. Both, however, opened up these games to new markets – and that’s all their developers wanted.

Worms: 

SimCity 2000: 

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NEXT TIME: Casper and Bogey Dead 6 and maybe some helicopters.

THEN: Namco Museum; Tekken and King of Fighters; Crash Bandicoot.

Konami and Sega bring the Track and Field game into the 32 Bit era

32 Bits is a series where I revisit the most popular games in the past console generations, from the launch of the original Playstation to the last days of the Xbox 360.

The time is June 1996: six months into the Playstation’s first full year. The Nintendo 64 is three months away, while Sega’s Saturn system is fading fast.

The only thing the Playstation games I play have in common: membership in Sony’s Greatest Hits line, or its European and Japanese equivalents. These games all sold at least 150,000 copies and are a guide to what everyone played then.

Some of these games are remembered fondly, some are despised and many are forgotten completely. Why were they popular then, and what can we learn from them today? Find out in 32 Bits.

A full list of 32 Bits articles from the current season (1996) can be found here; further explanations of the “greatest hits” series and what games I’ll include can be found here.

Playstation #31 & Saturn #32:

International Track and Field & Decathlete

Track

Developed and Published by Konami / Developed by Sega AM3, published by Sega

Released: June 28 / July 17 1996

Originally developed for arcades

International Track & Field: Best-seller in Europe

1996 was the 100th anniversary of the modern Olympic games. So naturally, they were held in…Atlanta? In the realm of gaming the world played platformers based on the Atlanta Olympic’s bizarre blue mascot Izzy and the then two-year-old industry convention E3 left Los Angeles for a brief run in Atlanta in 1997 and 1998.

And also in 1996 a type of game dating back to the days of the NES saw new life on the Playstation and Saturn thanks to Konami’s International Track and Field and Sega’s Decathlete.

A sequel to a 1983 game called Track & Field, International Track and Field features eleven Olympic events that you navigate with frenzied button mashing. That’s not a complaint; it’s the point of the game. Up to four players jam the square button to run as fast as they can.

Events include a sprint, hammer and discus throwing, long jumps, pole vaults and more. In some you run as fast as you can and then press an action button at the right moment. In others you use the run buttons to spin as fast as possible before hitting the action button to toss an object.

A race in International Track and Field

A race in International Track and Field

Track and Field’s frenzied minigames seem simple but are hard to master; simple enough to play easily with friends, quick enough so no one gets bored, and easy to jump in and out of. Additionally, the character animation can have moments that are quite realistic for their day – such as the characters falling over if they spin too hard.

Sega’s Decathlete is essentially the same at first glance; you still jam on run and action buttons. But Decathlete places a stronger focus on a single campaign – which makes sense, as it only allows two players versus the four in Konami’s game.

You run an athlete through a Decathalon of every event, all in one go. Decathlete is relentlessly cheery. The graphics are quite colorful in comparison to the realism of Track and Field; when you win, a cheerful – and poorly translated – message pops up saying “LET’S GO NEXT GAME”. The end credits display your character’s triumphs – even if you failed an event and scored nothing, it’s shown as an moment of glory.

A race in DecAthlete.

A race in DecAthlete.

Decathlete explains how to play every game; the games work similarly to those in Track & Field, with running and action buttons. In some races you are shown your character and rival’s strength so that you can pace yourself. One unique event is a 1500 meter race. This race, which is joined with unexpectedly majestic music, lets you maneuver around other racers. But since Decathlete only allows for two players, only one other racer is a “real” opponent and the rest are a horde of anonymous clones.

Games like this rely on pure muscle memory. Doing well requires coordinated repetition of the same movements. Players of International Track and Field created whole “methods”, guides to the best ways to hold the Playstation controller to achieve better times. It’s a shame that no matter what method you devised, you couldn’t easily share your time with the world back in ‘96.

Which one’s better? Decathlete has better presentation and some unique events; International Track & Field has four-player multiplayer. The latter would have the edge in 1996 due to the increased number of players. Does it matter today? These games provide a window into an era where slack-jawed Smurfs represented the United States to the world, and where people spent their days furiously mashing square buttons in the hope of a better time.

Decathlete:

International Track & Field: 

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Next Saturday: A look at three early shooters for the Saturn.

Next Sunday: PC classics Worms and Sim City make their way onto the Playstation.

Deception and Fade to Black: Two Cult Hits from Early 1996

32 Bits is a series where I revisit the most popular games in the past console generations, from the launch of the original Playstation to the last days of the Xbox 360.

The time is June 1996: six months into the Playstation’s first full year. The Nintendo 64 is three months away, while Sega’s Saturn system is fading fast.

The only thing the Playstation games I play have in common: membership in Sony’s Greatest Hits line, or its European and Japanese equivalents. These games all sold at least 150,000 copies and are a guide to what everyone played then.

Some of these games are remembered fondly, some are despised and many are forgotten completely. Why were they popular then, and what can we learn from them today? Find out in 32 Bits.

A full list of 32 Bits articles from the current season (1996) can be found here; further explanations of the “greatest hits” series and what games I’ll include can be found here.

Playstation #29:

Tecmo’s Deception: Invitation to Darkness

(In this video I play through an early mission. I waste a lot of time here and the next fight was more exciting, but I had stopped recording, so.)

Developed and published by Tecmo

Released: July 1996 (North America/Japan)

Best-Seller in: Japan (The Best, Books)

“You must be heartless or you won’t survive here…”

Despite what the once-common controversy over video game violence may lead you to believe, video games are often rigidly moral when it comes to violence.

Sure, you can beat a prostitute in Grand Theft Auto – but you’re never forced to: story missions generally pit you against fellow criminals or (usually corrupt) police. You’re rarely forced to murder innocent people; when you choose to do so, you incur a penalty like police pursuit or are sent down the “evil” path in a binary moral system. Video games often cast the player as socially acceptable warriors like soldiers or cops, and many of the most bloody only make you kill inhuman creatures.

Tecmo’s Deception series isn’t like that. It doesn’t justify the violence at its core. It is gleefully, unapologetically bloody. The anti-game crusaders of the 90s often called games “murder simulators” – and there’s no better description of Deception.

In Deception you play as a Prince, rescued from execution and taken to an isolated mansion. You’re soon made the master of this fortress, which is a gateway to hell. Your mission is nominally to take revenge on your brother for sentencing you to death and to resurrect the Devil; but your real goal is to murder everyone who steps foot into your new home.

PillarYou can’t fight directly. Instead, you lay traps and lure your foes into them, like a bloody, Satanic Home Alone. These traps range from the mundane – pitfalls, bear traps and spikes – to wonderfully over the top contraptions like giant, demonic feet and hands that stretch out of the walls; magnets that suck enemies into Hell; and, of course, a bucket you drop on their heads. Yes, Deception doesn’t take itself terribly seriously.

Traps are split into three categories: destroy, capture and confuse. Confusion traps are largely worthless; destroy and capture traps are self-explanatory. Capturing enemies is easier if you weaken them with damaging traps first.

You can lay as many traps as you can afford. They must be spaced apart: you can’t just fill every tile with traps. Each can be used just once before disappearing. Traps can only be laid in three special rooms, so if you mess up you have to trek to one of them to set more.

These intruders aren’t anonymous. The game shows you them arriving, giving them all names and backstories. Most are mercenaries trying to collect a bounty on your head. While many are generically thuggish, some levels are more ambiguous. In the game’s third level, the enemies are two parents who plan to use the bounty to cure their dying daughter. Once you’ve killed them, you’re shown their now orphaned daughter, crying out for their parents.

The enemies you kill are warriors and mages, descending into a dark castle to defeat a great evil. So in Deception, your victims would be the heroes of any other game – and you’re playing as the final boss. When I played Resident Evil I wondered who would design a mansion full of inexplicable death traps – Deception casts you as that diabolical architect.

TrapsThe intruders are also frustratingly idiotic. Though they’re all there just to kill you, they can forget your existence if a door closes. And the fearsome wizards you fight have a tendency to catch on pillars and doors, firing their spells harmlessly into walls. You can lure them to your current position with masks, but enemy types only respond to certain masks.

Deception kicked off a franchise that included two further games on the original Playstation, a lone entry (under the name Trapt) on the Playstation 2, and a new title on the Playstation 3 and Vita, to be released in 2014. I was only familiar with the third Deception game, released in 2000. So it was surprising to see how different the first game was.

Many features of the first game are later abandoned. Later games are third person, while the original is first person. The switch to third person was a wise decision. It’s hard to see if an enemy is in the path of a trap when you’re running away from them…especially because you must be looking at a trap to activate it: later games will let you place one ceiling trap, one floor trap, and one wall trap and assign each to a face button on the Playstation controller, a far more intuitive setup.

While later games in the Deception series are more action-based, this one has many RPG elements. You unlock new traps and monsters (more on them below) by leveling up; you can also use items to increase your stats and heal.

CapturingThere are two approaches to fighting enemies in Deception. Killing them outright is faster. However, the preferred strategy is capturing them with one of the capture traps. Once captured, you have three options: you can kill them for gold (used to buy items and new traps), extract their soul for MP (used to set traps), or keep their body for use in monster creation.

Another element unique to the first Deception game: monsters. You construct them out of the bodies of specific enemies. You can lure specific enemy types to the mansion between missions; some special enemies required for monster construction can only be found in these “body collecting” missions, under specific conditions. An early zombie monster requires a cleric, who can only be found by luring a pirate, soldier and wizard.

Using the zombie monster on a enemy.

Using the zombie monster on a enemy.

Monsters include zombies, werewolves and dragons. You summon them with “Block gems”. Summoned monsters strike the nearest enemy once and disappear; others give them status effects, such as poison or insanity. Monsters gain experience and evolve into new monsters by attacking, but letting them kill enemies in your stead deprives your character of experience.

The player can customize the mansion. Adding rooms lets you set up new choke points to catch enemies; you can also add bedrooms, where the player can regain HP by sleeping. All this customization comes at a price: Deception’s saves take up 9 blocks out of 15 on a Playstation memory card and loading screens are constant.

While later games may not let you customize your home, at least their castles feel like a place. Later games will add in environmental dangers you can interact with – for instance, a fire you can knock enemies into. Deception’s rooms feel empty – because they are. The whole game takes place in the mansion yet it never feels like more than a collection of differently colored blocks.

There’s a great idea at the core of Deception. Only a modest success in its time, contemporary reviews of Deception were decidedly average: an 8 from the site Absolute Playstation, a 7 from IGN, 6s from NowGamer and Gamepro. Reviews praised the idea but described the game itself as clumsy. They were right.

The inexplicable AI and necessary backtracking to trap rooms is frustrating. The game also feels quite repetitive. The same kinds of enemies return to the mansion again and again. The limited number of traps and the lack of any way to chain them together makes dealing with these enemies extremely same-y. Once you’ve lured one archer through a spike-lined hallway and caught them in an electric cage, you’ve lured them all. And the first person viewpoint doesn’t work.

Luckily, I know that Deception will be retooled completely for the second game, an advantage people in 1996 didn’t have. It feels strange to judge a game by the standards of its successor, whose release is over two years away. I only owned a Playstation for a brief time in 1999/2000 before moving on to the Playstation 2; I’m only immediately familiar with games from the system’s last years, so of course they’ll dominate my mind. But that’s a problem I’ll have to grapple with over the course of this series.

Either way, my ranking isn’t about quality but if it’s still worth being played in 2014. Deception‘s three stars reflect that it’s a flawed but good game for its day, but there’s no real need to play it today – especially in light of its superior sequels.

Yet despite the rough spots and the prominence of its improved sequels, Deception remains entertaining thanks to the primal allure of being wicked. Isn’t it fun to be the bad guy for once?

Who developed it?

Tecmo, a Japanese company known for Dead or Alive, Ninja Gaiden, Monster Rancher, Fatal Frame and many more. Tecmo merged with Koei in 2010 but remains active as a division of that company.

Observations

  • Six endings. They diverge at a few points. One mission has to be completed in less than two minutes or you can’t get the “good” ending. Some of the endings are fun; unfortunately, the “good” ending is way too happy.

  • If you fail the two minute mission, a character dies. You’re immediately given the option to resurrect them as a monster. If you win, the same character storms off in disgust over your crimes and only reappears in the ending – where they’ll either reconcile with you or kill you.

  • One of the odder missions, the tenth, pits you against three psychics. Angry over losing a beauty pageant, a girl storms the mansion in an attempt to prove that girls can do everything boys can. Seemingly teenagers, they look more like small children – and they’re pitifully weak.

  • A late mission sees a man catch you in a cage. But if you access the trap menu, you can disable the cage. Credit to the developers at Tecmo for letting savvy players evade this trap instead of forcing you into it.

  • The mansion invaders come from a pair of warring Kingdoms. Enemies include medieval European knights, bearded wizards…and ninjas. Names range from “Lou” to “Saizo” to “Coolbou”.

Playstation #30:

Fade to Black

Fade to Black Title

Developed by Delphine, published by Electronic Arts

Released: June 1996 (NA), July 1996 (Europe), May 1997 (Japan)

Best-Seller in: Europe (Platinum)

The dawn of 3D gaming meant that many pre-existing series from the 8- and 16-bit days had to be retooled and redesigned to work in three dimensions – and not every developer succeeded.

Mario thrived and codified how 3D platformers would be made for years to come, while Legend of Zelda succeeded without changing the core gameplay substantially. Yet Konami’s attempts at a 3D Castlevania failed, and Sega’s 3D Sonic games are still controversial.

Fade to Black is a sequel to 1992’s Flashback, a 2D “cinematic platformer” for the Amiga, Super Nintendo and Genesis, among other systems. That game featured cinematic views and precision gameplay. Fade to Black tries to import that game’s features wholesale into 3D – and it just doesn’t work, largely due to the controls.

JumpPrecision jumping and shooting works in the tightly controlled realm of a 2D platformer. But in 3D? In a time before analog sticks? Not a chance. Jumping over an obstacle, or evading foes, is easy there and painful here due to the minute positioning required.

Fade to Black’s camera follows behind its protagonist, Conrad Hart, similarly to the camera in Tomb Raider (out later in 1996). Unlike Tomb Raider, Fade to Black takes place entirely in confined interior hallways and rooms. It also frequently cuts to “cinematic” camera angles when flipping switches, reloading or just because. Enemies are often hidden away in corners, so they can get cheap shots at you before you can turn around. So it plays like Resident Evil, but controls like Tomb Raider, and does neither style well.

Whenever you die, you’re shown a loud death cutscene. They’re lavish and gory, and sadly the game’s highlight. Cutscenes are the game’s main storytelling method, using them to show off everything from space battles to someone handing you a key. Yes, pre-rendered cutscenes were often necessary in this era of gaming but even then this would be extreme saturation.

MorphThe opening level is a prison. Conrad has been imprisoned on the moon by Morphs, shape shifting reptilians who have conquered Earth (insert David Icke joke here). One could expect a difficult prison escape. Maybe you’ll trick a guard into letting you out and steal their weapon. Or maybe the game will open up after Conrad breaks out.

Nope, neither option occurs. Conrad finds a handgun in his cell, and escaping is a simple matter of walking through the unlocked door. The only resistance: a simple drone and a tile puzzle. So if nothing else, Fade to Black features the most pathetic prison in gaming history.

Levels take you from organic space stations around Venus to ancient pyramids on Pluto. All are long and winding, requiring you to find a key card or password so you can open a door and find another damn code. Puzzles are simple matters of jumping and repeating patterns. The protracted levels reflect the worse qualities of lazy mid-90s level design. And then there’s the obligatory vehicle stage, where you guide a ship through magma-filled underground tunnels.

And of course, you can always die. You can be sucked out into space, instantly incinerated, or crushed by invulnerable golems. At least it’s a distraction from the weak combat, mindless wandering and our generic hero.

Death

One of the game’s death cinematics.

Some elements of the game are unjustifiably cumbersome. Voice messages giving the player their mission must be played manually through a menu. Why not just play them automatically and reduce confusion? All items are used through the same menu and you must flick through them one-by-one.

Fade to Black is an early example of the mediocre, behind-the-character 3D action games that would flood the market after the success of Tomb Raider. Alas, if only Fade to Black were mediocre. Its awkward controls, poor level design and the failed attempt at transferring 2D gameplay to 3D worlds make Fade to Black terrible.

There are two kinds of terrible: the interesting kind and the boring kind. Fade to Black is the boring kind: it’s bad, but just because it’s unenjoyable due to bad decisions – decisions that make it a dull experience.

Who developed it?

Delphine Software International, a French company.

Before Fade to Black, Delphine Software was known for acclaimed, “cinematic” cult hits like Flashback and Out of this World. These games were quite similar to Jordan Mechner’s Prince of Persia. Out of this World was designed by Éric Chahi, later the designer of 1998’s Heart of Darkness (which also copied Flashback, but wisely stuck to 2D) and 2011’s From Dust.

 After Fade to Black, Delphine worked on reasonably popular motorcycle game Moto Racer – but their most infamous work is 1994’s Shaq-Fu. After five Moto Racer games and a budget Diablo clone called Darkstone, Delphine closed its doors in 2004.

Lead designer Paul Cuisset resurfaced in 2012 at a new company, VectorCell. Their first release, Amy, was a horror game that was immediately denounced as one of the worst games of the year, though its worst flaws were eventually patched. Their second game was…a remake of Flashback. Its reception was solidly mediocre.

What did the critics say?

Contemporary reaction to Fade to Black was mixed, leaning towards positive. Largely they praise it for being similar to Resident Evil; some also give it credit for a fully 3D environment, though the graphics aren’t even good for their day compared to contemporaries like Resident Evil, Warhawk and Wipeout.

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Next Time: Next Sunday, a Saturn round-up including Guardian Heroes, X-Men: Children of the Atom and more.

Looking Ahead: Reviews will proceed weekly. After next weekend, if I’m reviewing Saturn games then that post will go up on Saturday and a Playstation review on Sunday. In April I’ll reach September 1996 and Nintendo 64 reviews will begin with Super Mario 64. Coverage of 1996 will continue until July, when I’ll reach games from December ’96.