I just did my regular playthrough of Super Castlevania IV for the Halloween season. This used to be a yearly tradition for me but it’s been a while since I’ve play it so it was nice to revisit it. This time I did it through the Castlevania Anniversary Collection, which includes a lot of the early games. I suspect that anything I say in this post has been repeated a billion times better by other folks but it’s still a lovely game. It’s always been one of my favorites in the series, with some of my favorite bits of it being the directional whipping and the jazzy soundtrack. Neither seems to really come up in later entries and that’s a shame. I know Mode 7 effects only make sense on a SNES but you know what? Later games should have had those too.
I’ve always been fascinated by this being a loose remake of the first game but still being labeled the fourth game of the series. It feels like something we probably wouldn’t see today with a lot of this stuff being more standardized. At the very least it feels different from how the industry does remakes today.
Screenshot taken from MobyGames. The background in this level rotates.
If I did have any complaints about the game, it’s that I personally feel like it starts to become a slog once you get to the castle. The game moves so quickly up until then and it has a wonderful variety of environments but then you get to the castle and the variety seems to drop and there’s a big difficulty spike. It remains this way for a few levels and then I think the level design becomes a lot more interesting again towards the end. It’s still a fantastic game though and the one I probably go to if I want to recommend a level-Castlevania game, partially because I haven’t played that many that aren’t on a Nintendo console.
Super Castlevania IV is part of the Castlevania Anniversary Collection, available on Switch, XBox, Playstation 4, and Windows.
The Magical Quest Starring Mickey Mouse is platformer where you play a Mickey Mouse and must save Pluto after he’s been kidnapped by Emperor Pete (Spoiler: The whole thing is a dream). You do all your standard platforming stuff while going through a variety of environments. The main gimmick in this one is that you get a new type of power in each new area. I had played this one a long time ago and thought it would be fun to revisit and…..eh…..it’s fine. I thought I would have enjoyed it more since I have such a soft spot for this era of Capcom games but I often found myself getting frustrated by how finnicky the controls felt to me and the hit boxes on some of the bosses, which ended up being my least favorite part of the game. I was surprised by all of this because I remember it being a fairly short game back in the day, which must have warped in my mind to it being easy. Although I probably did play it on easy mode back in the day instead of at a harder difficulty.
Anyway, sometimes you revisit a game from your childhood and it ends up being merely ok. At least all the art and music is great and what I would expect from an early 90s Capcom game. The game eventually got a rerelease on the GBA where you can also play as Minnie and I believe this version also adds some mini games, but I don’t think there’s any way to play the game today.
The Magical Quest Starring Mickey Mouse has not been rereleased and is available on your favorite emulation site.
Developer: Kemco Publisher: Kemco Year: 1993 Genre: Platformer System: NES
Kid Klown in Night Mayor World is a pretty basic platformer for the NES where an evil magician has kidnapped your clown family and it’s up to you, Kid Klown, to rescue them. You run through level throwing balloons with the only real innovation being that you can also put balloons on the ground and jump on them to give you a big jump, or hold onto a balloon to descend slowly after jumping. It’s all very basic and the game can be completed in about an hour since it’s pretty easy. The only real challenge is on the final level where you have to go through a frustrating maze sequence that feels more like padding than a challenge, since the game gives you many opportunities for extra lives. It’s not an amazing game but I do have a soft spot for it since I completed it as a child without using any cheats, which felt like a pretty rare thing to happen for me due to the difficulty of so many NES games.
So none of that is really that interesting, what I did find interesting was the background of the game. It was originally a Mickey Mouse platformer in Japan and part of the Crazy Castle series, which played very differently and ALSO not a Mickey Mouse game here. In the US it used a Bugs Bunny license. For whatever reason they did not use that license and decided to launch their own IP, Kid Klown. It’s not a terribly interesting IP, you’re a kid who happens to be a clown. Everything about the original Mickey Mouse version sounds much more interesting since occasionally uses music from Disney properties for the game and known Disney characters for the villains instead of brand new enemies that aren’t particularly interesting.
Kemco continued to use the Kid Klown IP in a half assed way where most of the games in the series weren’t even released as Kid Klown games in the US, none of them were platformers like this, and the character was redesigned after this first game as well. There was a runner game for the SNES called Crazy Chase, a second Crazy Chase that only came out in Japan, a Game Boy Color puzzle game that was later released as an entry in the Crazy Castle series here, and a Playstation puzzle game that did come out here but didn’t have the Kid Clown name in the title.
Just overall a very weird history of an IP they owned and sorta tried to push but never did it consistently anywhere.
Kid Klown in Night Mayor World is available for the NES on your favorite rom site.
Developer: On-Line Systems Publisher: On-Line Systems Year: 1980 Genre: Adventure System: Apple II
I finally played one of the first graphic adventures (the first I know of but I thought “this”very first” was under debate?) and the first game by Roberta Williams and Sierra and: It’s cute.
Mystery House is a text adventure with very basic line graphics where you are locked in a house with other folks and must find some hidden jewels. You start seeing dead bodies showing up and need to figure out who the murderer is and stop them before it’s too late. The actual design of the game is very basic, as you would expect for an adventure on home computers at this time, and you type in commands to walk around the house, find clues and items, and use them to progress elsewhere. It’s a pretty short game where you restart a few times since it relies on learning through failure a little bit but it’s not as cruel about it as a lot of later adventure games. The biggest thing I actually fought with was the parser. Even though it’s incredibly early in the genre’s lifespan, other text adventures already had better parsers at the time. I also found that the graphics also make the game harder since pure text tells you everything you can interact with, this game needs you to guess what the correct object name is to interact with it. Sometimes it’s also just hard to see what you should be trying to use. The game also features a pretty annoying maze. So maybe not a game I would really recommend to folks for the plot but I still had a fun enough time playing something of historical importance. Renga in Blue has a very good writeup of the game and I definitely liked it more than him, but I agree with all of the criticisms of it.
One of the weirdest parts of the game to me is that there is an optional person you may never see, a grave digger named Joe. You can walk to a graveyard outside of the house (so I guess you aren’t actually locked in?) with six graves dug in the yard. If you walk into one of the graves, he buries you alive. But you don’t actually need to see him or go into the grave to complete the game so I have no idea why this screen exists. You can also stab him and kill him, which seems a bit excessive. But he does try to kill you if given the opportunity so I guess he deserves it? It’s all really weird.
It also got a release in Japan a little bit later with some slightly better graphics. I don’t know how the rest of the game or its parser is.
Anyway, glad I played it. It’s dated and simplistic but it’s also short enough that I think if you’re a little generous with the walkthrough to deal with the clunky parser, you might have some fun with the novelty of playing the first Sierra game.
Mystery House is public domain and available for free to download such as the ScummVM website.
Developer: Art & Magic Publisher: Psygnosis Year: 1992 Genre: Arcade
I am still going through my retro gaming phase and thought I would finally check out a game that has been in my Amiga backlog for a long time, the shmup Agony. It’s a pretty straightforward arcade shooter. You’ve been transformed into an owl and must stop an evil wizard by flying through levels and shooting at stuff. You occasionally pick up powerups that you can use at any time to briefly help you through obstacles but there aren’t any innovations in this one. It’s not anything I’m upset about and I enjoyed the shooting quite a bit, but that’s not why people still talk about the game today.
Where the game really shines is the art and music. The vibes are amazing. Everything is gorgeous and features incredible animation. I wonder if people lost their minds over Psygnosis finally publishing a game where you play as an owl. Between each level is a transition screen where you have some really nice art to look at as the game loads the next level.
The game itself mostly isn’t too difficult to play except for the big difficulty spike at the end. I guess that’s expected because it’s an arcade game and people would beat the game in 15 minutes without that, but I actually found the first few levels to be cozy and relaxing. Like I said, it’s pretty simplistic and why there isn’t much to say about this one, but I had a good time with it and would recommend it if you’re looking for some games that are exclusive to the Amiga. I’m surprised that this one didn’t get ported anywhere else since it probably could have worked in some form on other platforms.
One of the developers wrote about the making of the game on his site and it also includes a download of the game. I don’t know if that means it’s officially freeware but clearly no one cares and no one is selling it today so have at it. I also just recommend looking around the site if you want to see more Amiga game dev history.
Agony is available on your favorite Amiga rom site.
I don’t know why this became RoboCop video game week for me. I completed that Unfinished Business game and then I guess RetroAchivements got me to start playing old British games. I believe this is a loose adaptation of the RoboCop arcade game by Data East. It’s a 2D scroller where you walk through stages shooting various gang members with the game switching things up at a couple points, like two levels where you have to shoot someone taking hostage
I think this is actually the first Amstrad game I’ve ever played and thought it was pretty neat. The use of color was really interesting to me and I’ll have to check out more games for the platform, especially if there are any exclusives. I’ve heard the ZX Spectrum version is better but wanted to give this computer a shot since I’ve played games similar to this one before like RoboCop 1 and 3 on the NES. While the game is clunky, movement is awkward and I thought the mini games don’t really work, I can see why it was a hit and has its fans. The NES already had better arcade games at this point and I think the Amiga was out there as well, I imagine that it was fun to have something like this on the home computer.
The inclusion of mini games feels like a thing that’s very specific to British computer games in the 80s? I suppose the thought is that it adds a lot of variety but I don’t know if I’ve ever enjoyed any of these in any game? In this game the hostage saving is frustrating because you have to shoot the hostage taker a lot of times like it’s a boss fight and I hated the Suspect Identification mini game because I felt like it’s incredibly fussy about getting everything right or else you lose.
I still had a better time with this than RoboCop 3, where I was constantly fighting with the controls and got frustrated with the instant deaths. Like that game, it’s only a handful of levels but once you’re done, it loops around back to the first level, giving it more of an arcade game-like feel. Little quirks like the game only having music and no sound did not bother me and it was fun dipping into an area of gaming I wasn’t familiar with.
RoboCop is probably available on your favorite rom site.
Well, after completing RoboCop: Rogue City ‒ Unfinished Business, I wanted to finally play this one since I’ve been a fan of the soundtrack of it for a long time. This post will be the farthest thing from a hot take because I’m here to confirm that like the movie it’s based on, RoboCop 3 is not an amazing game. Like the previous RoboCop NES games, it’s a platformer where you walk through levels and shoot bad guys. While those were developed by Ocean, this one is by Probe and only published by Ocean. None of the RoboCop NES games are that amazing but this is the worst one. The controls just feel off and the difficulty is cranked up to a very high degree to make up for the game only having five levels. One of these levels is just a repeat of the previous level but in reverse order.
RoboCop 3 does a really “fun” thing where if your body takes enough damage, parts will malfunction. You can repair parts between missions by finding powerups that you use on the Repair screen between missions. It’s a really interesting idea in theory but is just not executed well. It’s too bad because I don’t really like criticizing games that are ambitious but it turns a game that was already hard to control into something even more frustrating. I watched Jeff Gerstmann play this and agree with his take that this is more frustrating than when RoboCop 1 is just frustrating to play because of clunky controls. Choices were made to make the game more difficult and it just makes the game worse.
So overall I wouldn’t recommend the game but I can recommend the soundtrack Jeroen Tel. It absolutely rules. Listen to this theme!
From listening to it, it sounds like something that was made for the Commodore 64. I do want to give that version a shot because from reading the YouTube comments and watching a few seconds of it, it does seem like a better version. It still seems to have some clunky movement but something about it being on a computer makes it more acceptable to me.
RoboCop 3 isn’t available legally anywhere but it’s easy to find on your favorite rom site.
Developer: Trilobyte Publisher: Virgin Interactive Entertainment Year: 1993 Genre: Adventure
The 7th Guest was an early cd-rom game that became such a massive hit that it helped lead the cd-rom drive to becoming a common feature of PCs. It’s a first-person adventure game where you play “Ego,” a faceless character who explores a haunted mansion and figures out what has happened by solving puzzles that will reveal cutscenes of ghosts showing what they did when they were alive. Even early on in development the developer and publisher knew they were making something big. The game was originally proposed to the CEO of Virgin Games, Martin Alper, by Rob Landeros and Graeme Devine. Martin was impressed and “fired” them so they could found their own company, Trilobyte Games, and focus completely on the game instead of letting company politics get in the way. The game was technologically groundbreaking in many ways and was being talked about by others in the industry at conventions and pitch meetings. Sierra On-Line talked to the developers about publishing the game at one point and when Myst was being pitched around, the developers were asked if they could make something that would look as good as The 7th Guest. The GROOVIE game engine allowed continuous streaming of data from CD-ROM and it was the first adventure game to have 640×320 graphics with 256 colors.
While the game was ahead of its time when it was released, it’s a little hard to recommend now. Conceptually the game isn’t a bad idea, you wander around a haunted house and do puzzles, and successfully completing a puzzle means being rewarded with some fun FMV. Unfortunately many of the puzzles you are required to do require lots of trial and error, or they’re just not fun to do. I don’t think the maze puzzle in the basement is quite as poorly designed as its reputation says it is, but even once you figure out how to get the solution it’s still incredibly tedious to solve because of the slow walking animations between each scene transition. The slider puzzles in the game aren’t too difficult either but are also an incredibly boring puzzle style. I think that’s the main issue with the puzzle design, not all of them are incredibly difficult but even a lot of the ones that are solvable are just boring. There’s still a few gems in the game, such as the famous cake puzzle where you need to divide a cake into equal sizes with the same number of pieces. Many of the puzzles were pre-existing ones from previous sources like puzzle books, explaining why they’re almost all standalone. I don’t think this is necessarily an issue though. Both the Puzzle Agent and Professor Layton series have self-contained puzzles and are a lot of fun. So the idea works, it just needed some better puzzles in places and snappier movement for the other puzzles that relied more on trial and error.
The parts of the game outside the puzzles are very charming though. When the FMV was being created, it resulted in video with a blueish aura around everyone and at a lower fidelity than expected, but this resulted in choices being made for the game’s design that I think ended up benefitting it. The developers had to pivot fully to it being a ghost story and the lower quality video meant the actors had to do bigger performances that give the game a camp appeal. The cutscenes are there to advance a story, but it’s a pretty thin story and really just an excuse to see awful people doing bad things to each other. It’s technically a horror game but the cutscenes are schlocky enough that it keeps the game from being scary, which I’m fine with. Robert Hirschboeck is a lot of fun to watch in his over the top performance as the evil Stauf and his scenes in this game are the highlight of the franchise. The soundtrack by George “The Fat Man” Sanger remains a classic and probably what he is still known best for, which is impressive considering that he also contributed the soundtracks to games like Wing Commander and Putt Putt Saves the Zoo.
The game was a massive success when it was released, both critically and commercially, and was responsible for many cd-rom drives being sold. The success kicked off a franchise that is still going today with various ups and downs and even survived the developer Trilobyte going under. Even though the game is a little hit or miss for me in the design department, I would still maybe recommend it if you’re ok with having a walkthrough next to you to get through some of the more annoying puzzles. There’s still some really fun puzzles in here, the soundtrack is great, and the FMV is entertaining too. I would probably recommend going with the original version of the game, which is supported by ScummVM. There’s a remastered version but reviews seem to have various minor issues with it. Fans should also look up the Philips CD-i version of the game. It features higher quality video of the transition animations but also seems to be missing music in some spots.
A few years ago there was a VR-only remake of The 7th Guest which reimagined the entire game with new puzzles, mansion design, and FMV. I haven’t played it yet but it seems to have received positive reviews and it’s lovely to see that the game is being kept alive by interesting new takes on the idea.
The 7th Guest is available on DOS, CD-i, Mac OS, Windows, iOS, Android, OS X, Linux, Nintendo Switch, PlayStation 4, and PlayStation 5
Developer: iD Software Publisher: Softdisk Year: 1991 Genre: FPS
I am a fan of the incredibly inaccurate box art for the game
Catacomb 3-D is the third game in the Catacomb series and the first in the series to be a first person shooter. I feel like people sometimes claim it’s the first FPS, but that’s incorrect and it’s not even the first FPS by iD Software. In this game you play as a wizard named Petton Everhail and must explore a series of catacombs to defeat the evil lich Nemesis and rescue your friend Grelminar. Different releases of the game switch the names around but that makes no sense to me and the later games refer to the lich as Nemesis so that’s what I’m sticking with.
Today the game is pretty simplistic compared to even FPS that would come out a few years later. You wander around maze-like levels and shoot fireballs at a variety of monsters that you would expect to see in a fantasy setting. The fireball is the only weapon you have, but you can pick up two different powerup types that shoot multiple fireballs at the same time but in different patterns. It still has a little bit of a rpg influence since you pick up healing potions that you choose to use when you think you need them.
Even though it’s dated, I still had fun. It’s very interesting from a games history perspective and I liked seeing what id software dropped and what they carried to their later FPS. Walls can be destroyed by shooting at them, adding more of an exploration element to this game compared to Doom. There’s also some puzzles that you need to figure out from reading scrolls. I think the enemies are charming too. I really enjoyed the pixel art for them and their animations.
I would recommend the CatacombGL source port if you want to check it out. It adds a lot of nice features like widescreen and smoother movement.
Glypha: Vintage is a remake of the 80’s Macintosh arcade game of the same name. It’s a variant of Joust, which happens to be my favorite arcade game, where you fly around on a giant bird and use your lance to destroy enemies by bumping into them while you are at a higher height than them. As far as Joust variants go, I think it’s one of the better ones, but to be fair there’s not really that many Joust clones I can think of. It’s mostly the same game, but with everything modified to have more of an Egyptian theme. The thing that stands out to me is how fast it moves compared to Joust. Everyone moves faster and less floatier, so you have to hit the flap button quite a bit more to stair in the air and enemies can turn around much faster. The egg items hatch a lot faster too. This all makes the game a lot more difficult than the original but to compensate, Glypha is much more generous with the extra lives you get from accumulating points. It took a few minutes to get used to but once I did, I thought it had felt very good.
The original Macintosh era was all a bit before my time. By the time I was in elementary school, our classrooms all had Macs that had color, so I don’t have any nostalgia for this era of computers. That doesn’t mean I don’t love the art in black and white Mac games though. It’s essentially the same art as the original Glypha game but obviously at a much higher resolution and a lot smoother. I’m guessing there’s some additional animations as well but I’m not familiar enough with the original game to know. I think it looks great.
I never played the earlier Glypha games but my understanding is that they eventually got color and probably other changes as well. I think they were all developed by John Calhoun, who is also know for his paper airplane arcade game Glider, also for the Macintosh. He eventually worked for Apple for a long time before retiring and I think this most recent version of Glypha was developed either right before retirement or right after. If you want to see what else he’s up to, I highly recommend adding his blog to your RSS feed reader.
Anyway, this is probably one of the best versions of Joust that you can actually buy for the PC. As far as I know, the original arcade version of Joust isn’t for sale anywhere and yes, obviously you can always just emulate the game, but it’s nice having this version as well with its ideas on how Joust should play and I’m not usually an achievements person but they’re fun in an arcade game like this.