ELECTROPLANKTON (DS)
Electroplankton might seem like an odd choice for a Forgotten Gems article. For one, it was released in 2006, which is much more recent than other games that have been, or will be, covered in this series. Second, it’s not really a game. Sure it plays in your handheld video game system, but it was created by interactive media artist Toshio Iwai as a piece of interactive art. However, the title has already been forgotten by the vast majority of the gaming community, and it is definitely a gem, so I figured its inclusion in the series would be appropriate.
Every part of this non-game is open from the outset, allowing players to experiment with the software however they see fit. Players are given the choice of 10 different musical experiments, each with unique Electroplankton that respond differently to different types of interactions.
For instance, Tracy is one creature that will continuously follow a line drawn by the player. The sounds emitted from the Tracy will differ depending on the directions of the line and the speed at which it is drawn. Another creature, Rec-Rec, allows players to use the microphone to record four short sound-bites which are put on a continuous loop. Beatboxers are sure to get the most out of this particular Electroplankton.
Of the remaining eight stages, Nintendo enthusiasts are sure to be most enthralled by the NES inspired Beatnes. While playing on this stage, players are encouraged to tap different parts of the Beatnes to recreate sounds from Super Mario Bros. while music from a variety of Nintendo games plays.
So why has this creative work already become a forgotten gem? A lot of it has to do with Nintendo’s distribution decisions for the software. The only store that ever carried it was the Nintendo World Store. Unless you lived in, or planned to travel to, New York, your purchasing options were limited to those of the online variety.
Also, timing was an issue for the title. It preceded the non-game craze spurred by Brain Age by a few months, which is unfortunate considering the appeal the title could have had within the expanded audience crowd.
Nintendo did honor the software and its fans recently by including a level based on the game in the widely-purchased Super Smash Bros. Brawl. The small percentage of gamers that actually know what Electroplankton is where pleased by this homage, while the majority of smashers let out a collective “huh?”
Showing posts with label Forgotten Gems. Show all posts
Showing posts with label Forgotten Gems. Show all posts
Thursday, April 24, 2008
Thursday, April 17, 2008
Nintendo's Forgotten Gems
If you took the time to scroll down to the bottom of this article, you may have noticed that it is significantly shorter than the last edition of Nintendo’s Forgotten Gems. While there are many reasons for this decrease in word count, it largely comes down to the fact that shorter, bite-sized articles will make it easier to post these more frequently, as well as to allow you readers to enjoy them without having to invest too much of your precious time. Be sure to let me know if you like this change, or if you prefer the old format.
GUMSHOE (NES)
Gumshoe is one of the strangest platformers you are likely to ever play. It’s not strange in a Michael Jackson way, though. In fact, upon first inspection, it seems like a fairly typical side-scroller, complete with a typical storyline involving a detective on a quest to rescue his kidnapped daughter. It isn’t until you find out how the game plays that it throws you for a loop.
All of the action in-game is commanded by way of the Zapper light-gun. Want to clear away your enemies? Shoot them. Want to collect ammo-replenishing balloons? Shoot them. Want to make your character jump? Shoot him. It is a unique system that is completely foreign and captivating at the same time.
Though most people may not remember Gumshoe, that doesn’t mean it doesn’t have its place in history. The game likely played a big role for the inspiration of the on-foot sections of Yoshi’s Touch and Go for the DS. Both are auto-scrolling platformers that utilize a non-virtual item to directly interact with the game through the screen. However, rather than shoot Yoshi or his power-ups, players simply employ a tap of the stylus.
So, if Gumshoe was good enough to inspire a game twenty years later, why has it become a forgotten gem? The main reason is that it was never really given a chance by most players when it was first released. At that time, gaming magazines were not a very popular way to stay informed on the industry. Most game-buying decisions were based on knowledge through advertising or by choosing a box that stood out on the shelves. Unfortunately, there were no ads for the game, and the screenshots on the back of the box made the game look, well, lame.
Also, despite the immense popularity of Duck Hunt, Zapper games were largely ignored at retail. Plus, due to the Zapper’s lack of precision, certain games were difficult to play and required a high level of skill to play effectively. This is especially true in the case of Gumshoe, which has many small targets and requires a quick timing. It is very likely that any kids that did give the game a chance quickly became frustrated and deterred their friends from making the same mistake.
Still, the game is definitely worth experiencing for Nintendo fans, if not for the enjoyment of the game, then at least for a history lesson.
GUMSHOE (NES)
Gumshoe is one of the strangest platformers you are likely to ever play. It’s not strange in a Michael Jackson way, though. In fact, upon first inspection, it seems like a fairly typical side-scroller, complete with a typical storyline involving a detective on a quest to rescue his kidnapped daughter. It isn’t until you find out how the game plays that it throws you for a loop.
All of the action in-game is commanded by way of the Zapper light-gun. Want to clear away your enemies? Shoot them. Want to collect ammo-replenishing balloons? Shoot them. Want to make your character jump? Shoot him. It is a unique system that is completely foreign and captivating at the same time.
Though most people may not remember Gumshoe, that doesn’t mean it doesn’t have its place in history. The game likely played a big role for the inspiration of the on-foot sections of Yoshi’s Touch and Go for the DS. Both are auto-scrolling platformers that utilize a non-virtual item to directly interact with the game through the screen. However, rather than shoot Yoshi or his power-ups, players simply employ a tap of the stylus.
So, if Gumshoe was good enough to inspire a game twenty years later, why has it become a forgotten gem? The main reason is that it was never really given a chance by most players when it was first released. At that time, gaming magazines were not a very popular way to stay informed on the industry. Most game-buying decisions were based on knowledge through advertising or by choosing a box that stood out on the shelves. Unfortunately, there were no ads for the game, and the screenshots on the back of the box made the game look, well, lame.
Also, despite the immense popularity of Duck Hunt, Zapper games were largely ignored at retail. Plus, due to the Zapper’s lack of precision, certain games were difficult to play and required a high level of skill to play effectively. This is especially true in the case of Gumshoe, which has many small targets and requires a quick timing. It is very likely that any kids that did give the game a chance quickly became frustrated and deterred their friends from making the same mistake.
Still, the game is definitely worth experiencing for Nintendo fans, if not for the enjoyment of the game, then at least for a history lesson.
Saturday, March 8, 2008
Game Boy's Forgotten Gems
For the third straight post, I am unveiling a new series of articles that will continue through May. These “Forgotten Gems” articles will examine three of Nintendo’s more obscure - but awesome - games. A different system will be highlighted in each of these pieces. This week, let’s take a closer look at the forgotten gems of Nintendo‘s original handheld wonder.
BALLOON KID
In the first few years of the Game Boy’s life-cycle, Nintendo was keen on releasing sequels to some of their favorite NES titles. These years saw the release of well-remembered classics like Metroid 2: Return of Samus and The Legend of Zelda: Link’s Awakening. Less remembered, however, is the sequel to the relatively obscure classic Balloon Fight.
Balloon Kid retains the simple gameplay mechanics of its predecessor. The player’s on-screen avatar is held afloat by a small group of balloons, and well-timed button presses will keep the character floating to avoid obstacles. However, the original’s Joust inspired play is left for multiplayer bouts, while the main game is more reminiscent of Balloon Fight’s sub-game Balloon Trip. In the process, Nintendo created a unique forced-scrolling, story based platformer.
Balloon Kid’s protagonist Alice sets out on a quest to rescue her younger brother, who just happened to be carried away by a large grouping of balloons (never mind the Cold War; I’m pretty sure 99 Luftballons is about these sinister kidnappers). Her quest takes her through a variety of lands, in which she must evade everything from birds to camp fires. Balloons, left as a trail by her brother, serve as collectibles.
While Balloon Kid is a very fun game, it is easy to see why it never really gathered a fan base. The childish characters and artwork likely turned away fans of the original Balloon Fight. Additionally, the game has a relatively steep learning curve which surely frustrated younger players that took to the game’s colorful box-art. However, Nintendo fans with some patience and a tolerance for cartoony characters should thoroughly enjoy this title.
SOLAR STRIKER
Nintendo is not particularly known for creating shoot-em-ups, but as they were first breaking into the arcade gaming scene, many of their creations belonged to this genre. Game historians will likely remember that one such game, Radar Scope, was expected to be their first breakout hit in the US; at least until it fared horribly in focus testing. The company ended up using Radar Scope’s cabinets to house Donkey Kong, effectively ending their interest in shooters and creating a tradition of character-based action games. From there, Nintendo never looked back…well, except for a short period of time when they created the next forgotten gem, Solar Striker.
In addition to being Nintendo’s last vertical shooter, Solar Striker also has the distinction of being one of the only games of its type that is actually fun on the Game Boy. The game play is slower than current-day shoot-em-ups, but well placed enemies and patterns make the game surprisingly addictive.
So, why was Solar Striker destined to be forgotten? Well, after the industry crash in the early 80s, shoot-em-ups have continuously struggled to find anything more than a niche market. This is especially true on the Game Boy, where puzzle games and platformers ruled. Still, this is a game that shows a different side of Nintendo, and gives us a hint of the types of games they would be making today had Radar Scope not floundered.
MOLE MANIA
In this intriguing action-puzzle game, you take charge of Muddy, an obviously-named Mole that is tasked with rescuing his wife and children from the evil farmer Jinbe. Each of the areas Muddy visits contain progressively harder brainteasers in which he must lead a heavy ball to the exit door in order to break it down and advance. Muddy maneuvers around the playing field by burrowing underground. However, the holes left by venturing under the terrain can hinder the movement of the ball, so every move matters, especially in the more complicated levels.
The game’s worlds have a similar, though more linear, feel as dungeons in early Legend of Zelda titles. In each area, Muddy’s immediate purpose is to find a way to open the door which leads to the next area. After working his way through all of the regions in the map, Muddy then encounters one of the many memorable bosses, such as a kangaroo that is bested by placing a tack under him when he jumps.
Most players will have a fun and challenging time just seeing Muddy through to the end of his quest, but there is incentive for more experienced players to keep playing after the end-credits. The game tallies a score for each world based on how many areas have been cleared and how many items have been found. Obtaining a perfect score on each of the worlds is half the fun of the game.
With everything Mole Mania had going for it, the game seems like it should be one of the Game Boy’s fondly remembered gems. Unfortunately, it suffered from bad timing. In America, it was released toward the end of the Game Boy’s lifespan, when few people paid the grey brick much interest. In Japan, Mole Mania was released shortly after Pokemon, so the only way it stood a chance of standing out in that country was if you played as a character named Muddychu or Moleimar.
Fortunately, the game plays as well now as it did then. Mole Mania comes highly recommended.
BALLOON KID
In the first few years of the Game Boy’s life-cycle, Nintendo was keen on releasing sequels to some of their favorite NES titles. These years saw the release of well-remembered classics like Metroid 2: Return of Samus and The Legend of Zelda: Link’s Awakening. Less remembered, however, is the sequel to the relatively obscure classic Balloon Fight.
Balloon Kid retains the simple gameplay mechanics of its predecessor. The player’s on-screen avatar is held afloat by a small group of balloons, and well-timed button presses will keep the character floating to avoid obstacles. However, the original’s Joust inspired play is left for multiplayer bouts, while the main game is more reminiscent of Balloon Fight’s sub-game Balloon Trip. In the process, Nintendo created a unique forced-scrolling, story based platformer.
Balloon Kid’s protagonist Alice sets out on a quest to rescue her younger brother, who just happened to be carried away by a large grouping of balloons (never mind the Cold War; I’m pretty sure 99 Luftballons is about these sinister kidnappers). Her quest takes her through a variety of lands, in which she must evade everything from birds to camp fires. Balloons, left as a trail by her brother, serve as collectibles.
While Balloon Kid is a very fun game, it is easy to see why it never really gathered a fan base. The childish characters and artwork likely turned away fans of the original Balloon Fight. Additionally, the game has a relatively steep learning curve which surely frustrated younger players that took to the game’s colorful box-art. However, Nintendo fans with some patience and a tolerance for cartoony characters should thoroughly enjoy this title.
SOLAR STRIKER
Nintendo is not particularly known for creating shoot-em-ups, but as they were first breaking into the arcade gaming scene, many of their creations belonged to this genre. Game historians will likely remember that one such game, Radar Scope, was expected to be their first breakout hit in the US; at least until it fared horribly in focus testing. The company ended up using Radar Scope’s cabinets to house Donkey Kong, effectively ending their interest in shooters and creating a tradition of character-based action games. From there, Nintendo never looked back…well, except for a short period of time when they created the next forgotten gem, Solar Striker.
In addition to being Nintendo’s last vertical shooter, Solar Striker also has the distinction of being one of the only games of its type that is actually fun on the Game Boy. The game play is slower than current-day shoot-em-ups, but well placed enemies and patterns make the game surprisingly addictive.
So, why was Solar Striker destined to be forgotten? Well, after the industry crash in the early 80s, shoot-em-ups have continuously struggled to find anything more than a niche market. This is especially true on the Game Boy, where puzzle games and platformers ruled. Still, this is a game that shows a different side of Nintendo, and gives us a hint of the types of games they would be making today had Radar Scope not floundered.
MOLE MANIA
In this intriguing action-puzzle game, you take charge of Muddy, an obviously-named Mole that is tasked with rescuing his wife and children from the evil farmer Jinbe. Each of the areas Muddy visits contain progressively harder brainteasers in which he must lead a heavy ball to the exit door in order to break it down and advance. Muddy maneuvers around the playing field by burrowing underground. However, the holes left by venturing under the terrain can hinder the movement of the ball, so every move matters, especially in the more complicated levels.
The game’s worlds have a similar, though more linear, feel as dungeons in early Legend of Zelda titles. In each area, Muddy’s immediate purpose is to find a way to open the door which leads to the next area. After working his way through all of the regions in the map, Muddy then encounters one of the many memorable bosses, such as a kangaroo that is bested by placing a tack under him when he jumps.
Most players will have a fun and challenging time just seeing Muddy through to the end of his quest, but there is incentive for more experienced players to keep playing after the end-credits. The game tallies a score for each world based on how many areas have been cleared and how many items have been found. Obtaining a perfect score on each of the worlds is half the fun of the game.
With everything Mole Mania had going for it, the game seems like it should be one of the Game Boy’s fondly remembered gems. Unfortunately, it suffered from bad timing. In America, it was released toward the end of the Game Boy’s lifespan, when few people paid the grey brick much interest. In Japan, Mole Mania was released shortly after Pokemon, so the only way it stood a chance of standing out in that country was if you played as a character named Muddychu or Moleimar.
Fortunately, the game plays as well now as it did then. Mole Mania comes highly recommended.
Labels:
Balloon Kid,
Forgotten Gems,
Game Boy,
Mole Mania,
Solar Striker
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