Monday, 14 January 2013

Top 10 shoot 'em ups

I've done a few Top 10s over the years, but as I'm winding down Arcade Throwback this year they also give me an opportunity to quickly cover some of my all time favourites from each genre. So here, in no particular order, is Arcade Throwback's Top 10 shoot 'em up of all time.

Galaxian


There's something almost comforting about Galaxian's familiar formula. The game is barely any different from Space Invaders, but in 1979 it was by far the most visually and aurally appealing game in the arcade. That initial ditty still puts a smile on my face today. Compared to Space Invaders, in Galaxian the player is in far more peril from the get go. There's no cover and the aliens start dive-bombing you almost straight away, but who doesn't get a kick out of destroying a flagship and both its escorts when it's millimetres above your ship.

1942


In a genre that is full of crazy over-the-top weapons, enemies and locations, there is something refreshing about 1942's simplicity. There have been many sequels and remakes over the years, but none have quite lived up to the purity of the original. It also started a trend for having shmups based on World War II fighter planes, one of which is in this list.

Fantasy Zone


In a genre full of glinting metal spaceships and gelatinous alien monstrosities, Fantasy Zone's cute and colourful graphics are completely out of place, but that's partly why I like it so much. There are other cute 'em ups (Twin Bee and Parodius for example), but for me, Fantasy Zone stands out because it's also a solid shmup.

Saint Dragon


Jaleco's Saint Dragon is one of a handful of shoot 'em ups to employ a manoeuverable tail into the gameplay, but for me, non did it as well. Careful use of the metal dragon's tail can protect you from all but the fiercest enemy ordinance, but the spray of bullets, leapest metallic panthurs and environment obstacles mean you cannot simply coil yourself up to avoid the flak. This is a great shoot 'em up, which is often overlooked and well overdue a nice, shiny remake.

Blazing Star


The SNK Neo Geo was a wonderful arcade machine, probably best pure sprite-based machine ever made and few games demonstrate this better than Blazing Star. Sequel to the rather poor Pulstar, Blazing Star is busy, beautiful shoot 'em up to behold.

Raiden series


Seibu Kaihatsu's Raiden series is a sublime collection of shoot 'em ups that have survived the death of the arcade and made a happy home for themselves on modern consoles. It's difficult to pick one game in the series over any other, but they all play brilliantly. I just wish that Raiden Fighters Jet compilation for Xbox had made it to the UK.

Radiant Silvergun


When it comes to Treasure's two vertically shoot 'em ups, there's always debate as it which is better, the polarising Ikaruga or the diverse Radiant Silvergun. Personally, I like that RSG gives the player loads of choice about how they deal with each enemy encounter right out of the gate. Add in the colour-coded score bonus system and I can't help thinking it has more game than its younger brother. And thanks to the recent (and brilliant) port to home consoles, it's no longer a mythical game nobody's played. Any shmup fan would be a fool not to pick up.

Akai Katana Shin


Released in arcades in 2010, Akai Katana (as it's known here in the UK) is by far the most recent game in this list. I love pretty much all of CAVE's games, but this probably my favourite. Balancing collecting steel to arm your spirit form and energy to power it up takes thought and plannning, which would seem impossible among the chaos of this bullet hell shooter, but a steady hand and a stiff upper pays incredible dividends. Seeing your patience and care pay off in a shower of giant Gs is one of those pseudo-orgasmic experiences that only a select few games can offer.

Gradius series


I love Gradius, although the first game I played from the series was actually Salamander - also known as Lifeforce. These games are tight, precise shoot 'em ups, with brilliant environmental challenges. Ironically, although I'd struggle to pick a favourite among the original arcade games, my absolutely favourite Gradius game is Gradius V, which is a Playstation 2-only game made by Ikaruga developers Treasure.

R-Type


This is the one, the shoot 'em up that has stayed with me longer than any other. I played it in the arcade, I owned it on my Sega Master System, Commodore Amiga 500, Nintendo Gameboy, Sony PlayStation, Sony PlayStation 2 and now Microsoft Xbox 360, with the sublime R-Type Dimensions compilation.

Honourable mentions

Here are a few other games that almost made it into my top 10:
  • Truxton (Tatsujin)
  • Galaga
  • Ikaruga
  • Batsugun
  • Mars Matrix
  • Progear
  • Tempest
  • Defender
  • Juno First
  • Darius series
MTW

Sunday, 13 January 2013

Wreck-it Ralph games come to life

When I originally saw the trailer for Disney's Wreck-it Ralph, I thought, "Oh wow, that's an old game to suddenly make into a film." Of course, it wasn't, because the Fix-it Felix Jr. game that features in the movie didn't exist before the movie. However, Disney went to extraordinary lengths to make it seem like a real old arcade machine, even going so far as to make a batch of arcade cabinets, complete with battered veneer. They even came up with a fake arcade manufacturer for it - TobiKomi.

Chances are you'll never see an actual Fix-it Felix cabinet, but thankfully you can play the game through your browser on Disney's website. It's a suitably simple, repetitive and addictive little game. Check out the link below:

http://www.disney.co.uk/disney-games/play/wreck-it-ralph

But that's not all, they also made commercials for all three of the fake arcade games that feature in the movie, so along with Felix-it Felix, there's Sugar Rush, a Mario Kart-style cute racing game, supposedly from 1997, and Hero's Duty, a light gun game from 2012 that seems to play like Time Crisis meets Starship Troopers. Check them all out below:




Gotta love the subtle references to inflation and the changing nature of arcades they've slipped into all three commercials.


Wreck-it Ralph is coming to UK cinemas on the 8th February.


Sources:

Wednesday, 2 January 2013

Classic of the Month - TX-1

Developer:Tatsumi
Distributor:Atari
Genre:Racing
Board:2x Intel 8086
Year:1983


Pole Position is an undeniable classic of coin-op gaming, but if you want something more technically impressive from that era, it's hard to find anything to beat Tatsumi's F1 racer TX-1. Distributed by Atari the year after Pole Position, it's not a game everyone remembers, but those that do will instantly recall the panoramic, wrap-around view the game offered the player, which was unlike anything else at the time. Instead of a single monitor, TX-1 had three, which provided an unprecedented view of the track and what was coming towards the player. Corners swept towards you in great, arcs and you could see the opposition jostling for position long before you reached the corner yourself. It made the road feel that much more real. The game also offered branching paths to the finish line, which meant the panoramic view was more than just a gimmick, even if that didn't make a lot of sense in the context of an a Formula 1-style race event.


I talked about Pole Position as a classic in June 2011 and there's no denying that it is the more famous of the two games, but at the time, TX-1 was a much more exciting arcade experience, even if things get lost in the gaps between the monitors.

Capturing live footage of this game is understandably difficult, but this footage taken from MAME gives you a good idea of what made this racer so unique and exciting.

MTW

Happy New Year 2013

Happy New Year coin-op junkies. Hopefully you've all had a good break and the opportunity to play the odd classic or two. This has been the first Christmas for years that I've had to work and although I had the new year off it is also my daughter's birthday, so between the two events my time is well and truly allocated. In fact, we only came back from visiting the in-laws in Scotland a few hours ago.

So what have I got lined up for Arcade Throwback in 2013? Well, I'm expecting it to be a bit of a slower year, as I don't have as much free time in my new job as I used to. As such, I'm replacing the last year's Boss Fight feature with a series of Top 10 favourites from each genre, as a way of quickly talking about some of my favourite games that I've missed over the passed 2½ years. That starts on the 15th. Of course I'll still be doing Classic of the Month, the first of which will appear in about half an hour (give this post a little while to get noticed), along with odd scraps of news and anything else I think might interest my fellow arcade throwbacks.

MTW


Sunday, 30 December 2012

Why arcades never stood a chance

It's almost the end of another year, but instead of a melancholy look back at how great arcade games were and how it's a shame modern arcades are a shadow of their former selves, I'm going to talk about how the fall of arcade gaming was inevitable and necessary for gaming as a whole to evolve.

The beginning of the end

PlayStation 1 shared DNA with the Namco
System 11 and System 12 arcade units.
For years, home computers sought the holy grail of the arcade perfect conversion. They rarely, if ever achieved it. Then in 1994 the Sony PlayStation came along, just as arcades were venturing into 3D polygonal graphics, and everything changed. The gap between arcade and home gaming closed with the PlayStation; Namco even used the same hardware for the basis of their System 11 and System 12 arcade machines. Games like Tekken 3, Soul Blade, Ridge Racer, Point Blank and Xevious 3D/G on the PlayStation were virtually indistinguishable from the arcade originals. At this point there was still plenty of life in the arcade scene, but the PlayStation, more than any other home machine to date, was the thin end of the wedge. 

The rise of internet gaming


By the end of the 90s the PC had become the dominant force in home gaming. Games like Half-Life, the Quake series and StarCraft became the competitive games to play, at home, over the internet. Rather that 2 to 4 people facing off, PC gaming allowed dozens of players to go at it. This was a much bigger gaming experience than anything the arcade had to offer — and all from the comfort of your home.

Games like Quake III Arena took competitive gaming
to a whole new level.
However, PC gaming had a relatively high barrier to entry. Firstly, it was expensive. PC graphics cards could (and still can) cost as much as a console and if you want to be cutting edge you had to spent hundreds of pounds every year. But the along with PC gamers, the number of console gamers was growing thanks to the PlayStation 2, which not only had the support of all the people who owned an original PlayStation, but also the support of people who wanted an inexpensive DVD player.

These two groups, the PC gamers and the console gamers, came together in mid-2000s, when the Xbox 360 and PlayStation 3 brought high definition, internet gaming to the masses. One game above all set the scene on fire and that was Infinity Ward's seminal first person shooter, Call of Duty 4: Modern Warfare.


Call of Duty 4 offered console gamers a taste of what
PC gamers had been enjoying for the past decade.

I remember a bunch of us at work watching the "All ghillied up" trailer during lunch and being utterly blown away. Then we saw the video showing the perks and how each player could tweak the game to suit their own play style. This was a deeper, more tactical game than the hordes of Quake games that came before it. Moreover, all you needed to take part was a few hundred quid for a console and a broadband connection, which by 2007, almost everyone had. Gamers played it in their millions and in comparison arcade games were basic and limited. 

However, by now console controllers had become multi-axis, multi-buttoned monstrosities that genuinely intimidated casual gamers, people who once upon a time might have played Pac-Man or Outrun.

Modern console controllers are just too
complicated for some people.

Accessible games for all

By now the arcade was all but dead, but it left a bit of a void in the form of casual, accessible games. Enter Nintendo and Apple with two completely different platforms, offering very similar experiences that appealed to those lost masses. I'm of course talking about the Wii and the iPhone.

Is there anyone left who's
not played Wii Sports?
The Nintendo Wii was a huge success with everyone, from kids to "cool" people who previously shunned gaming to old grannies who never worked out how to programme their VCR, let alone play games. In 2006 the Wii was selling out all over the world. The natural feel of motion gaming was epitomised by a game that was bundled with console, Wii Sports. Bowling, tennis, golf, boxing, all simulated to entertaining effect by swinging the Wii Remote in intuitive and instinctive sweeps of the arm. Playing Wii Sports with friends suddenly became a party activity, with groups of people unashamedly hurling themselves (often drunkenly) around their living rooms as they played. Such was the all encompassing and entertaining nature of Wii Sports that for many Wii owners it was the only game they needed. 

Cut the Rope, a brilliant little game
that costs less than a Mars Bar
On the less frenetic, but nonetheless popular end of the gaming spectrum, the iPhone's open market attracted literally thousands of small independent developers, making small, accessible games for less than a quid. It wasn't long before Google's Android and Microsoft's Windows Phone platforms attracted those same developers and suddenly everybody with a smartphone was playing games like Angry Birds, Words with Friends, Cut the Rope and Draw Something. Where the Wii got people playing games in public, smartphones got people playing games persistently. And like an arcade game, these were games you could spent a few minutes or a few hours playing, depending on what you wanted.

While there's plenty of duds on the iOS, Android and Windows Phone marketplaces, some of these mobile games look brilliant, play brilliantly and would not have been out of place in an arcade in years past. The experience these games offer and the cost to play them is as close to a modern version of the pocket money gaming of the arcade as you'll get.

The best price is free

If paying less than a quid for a game like Cut the Rope sounded cheap, in the last couple of years a new trend of free to play (or F2P) games has come along. These games are usually either ad supported or include weapons, armour, upgrades and power-ups that you can buy for just a few pence. Either way, the bulk of the experience costs nothing. And these aren't just simple little games. Massively multiplayer online games like League of Legends are free to play and many that did have a subscription, such as Lord of the Rings Online and even World of Warcraft, can be played for free.

League of Legends is incredibly popular and hooks its players by
virtue of its free to play model.

And the point is...?

Multiplayer arcade gaming, circa 1985
Individually, I don't believe any of these gaming trends betters the arcade experience, but as a whole they offer gaming that is deeper, more expansive, more accessible, more readily available and fresher than your typical arcade machine. As much as I miss those days, if I'm honest part of that is down to the period in my life that I experienced arcade gaming, those seminal pre and post adolescent years when so many things imprint on you for the rest of your life, from music and movies to school and friends. Over the last 10 years I've had some of my best gaming experiences ever on home platforms, specifically with games like World of Warcraft, Portal, Elder Scrolls and Mass Effect. And when I want something quick and simple to play, all I need is a browser and an internet connection or my smartphone and I can be playing some amazing shoot 'em up or puzzle game in seconds.

What's more, it's never been easier to find and play classic arcade games, with plenty available on Xbox Live Arcade, PlayStation Network and Wii Virtual Console. So you can have the best of all worlds. Play the deep, challenging online multiplayer games; play the quick and accessible motion games on Wii, PlayStation Move and Kinect; play lots of cheap, fun little games where ever you want and finally, play those classic arcade games if you're feeling nostalgic. The gaming world is your oyster and there is no longer a place in it for fixed arcade cabinets that cost millions to produce and distribute, only to age faster than they can be realistically updated, without actually offering anything that improves on experiences you can have at home or on the move.

GW

Tuesday, 18 December 2012

Boss Fight - The Greatest Boss of All Time

To end this year's Boss Fight feature I wanted to talk about the greatest boss in arcade game history. This meant I had to trawl through blog posts and forum threads from all around the internet to get an answer. As you can imagine there is a lot of contention over who is the greatest boss to have appeared in an arcade game, especially as arcade games tended to be so hard that most people only ever saw the first few bosses of any given game. But, after a considerably amount of crowd sourcing, I found the following candidates:
  • The Giger-esque alien, Dobkeratops from R-Type
  • The sometimes dead, sometimes alive Geese Howard from Fatal Fury/King of Fighters 
  • The robotic head of General Akhboob from Total Carnage
  • The toughest old bloke in video game history, Heihachi Mishima from the Tekken
  • One of the trippiest boss encounters ever, Xiga from Radiant Silvergun
But the name that appeared at or near the top time and time again was none other than Capcom's king of the criminal underworld, M. Bison from Street Fighter.

In the Street Fighter universe, M Bison is the head of the Shadaloo crime syndicate, who are based on a small island off the coast of Thailand. He dresses in the bright red uniform of Shadaloo's private military, complete with cape, which in early games he casts off before fighting. As well as being a crime boss he possesses "psycho power", which among other things allows him to turn his whole body into a flaming torpedo.

The first time I saw Bison in action it was in an arcade in my home town. Some guy I didn't know had beaten a load of people in one-on-ones using Guile and finished off his 20p by beating all of the computer opponents — all except Bison, who's combination of head stomps, double knee presses, somersault skull dives and psycho crushes quickly ended the player insurrection and left a 16 year-old me awe struck. At the time, nobody was talking about performing combos in Street Fighter 2. Instead most player matches focused on well-time special moves. Seeing Bison in action was the first indication I ever saw that moves could be strung together in fluid sequences. It would be years later before I got good enough at Street Fighter to be able to regularly beat Bison and even today, I'd need a good couple of goes with my main, Blanka, before I'd been up to the task.

So why is he such a great boss? For a start, his appearance was both striking and evocative; few people would deny the similarities between Bison's uniform and that of Nazi SS officers. Secondly, and perhaps most importantly, his popularity is linked to the popularity of Street Fighter itself, plus the vast number of spin-offs and sequels the franchise has had, meaning even if you didn't face him in the original Street Fighter 2 in 1991, you've probably faced off against him in another game since.

Rather than show a game footage of such a popular boss in action, I thought instead I would show the fight between M Bison and both Ryu and Ken, from the animated Street Fighter movie, which does a pretty good job of demonstrating how much of a bad ass Bison is supposed to be.


And that does it for my boss fight feature. There are loads of bosses I could talk about, not least the candidates listed at the beginning of this post, but I want to begin a new monthly feature next year, so I'm ending it here. Thanks for reading.
MTW

Friday, 7 December 2012

Big staff cuts at yet another UK developer

Eurocom, an independent UK games developer, responsible for such arcade ports as Super Street Fighter II Turbo, Hydro Thunder, Rodland, Mortal Kombat 3 and Mortal Kombat 4 had to lay off  ¾ of their workforce yesterday.

A statement issued by studio Director Hugh Binns to Gamesindustry International reads:

 "Eurocom are undertaking a restructuring which I regret to say has meant we've made the majority of our workforce redundant today. 
 "This includes many very experienced, talented and highly skilled employees, and we'd like to thank them all for your hard work and efforts. 
 "We've fought to try and save as many jobs as possible, but the steep decline in demand for console games, culminating in a number of console projects falling through in the last week, left us with no option. Eurocom has retained a core staff of just under 50 employees and will be focusing mainly on mobile opportunities moving forward."
Obviously, developers go under all the time, but I mention Eurocom's difficulties because until a few months ago, I worked there and the 3 ½ years I was there were some of the hardest, most humbling and also most interesting years of my working life. There's not many jobs where people wander around the building in shorts and bare feet or have racks full of machine guns in the offices or (my favourite) let their staff install games on their incredibly powerful workstation computers and permit building-wide games of Left 4 Dead, Battlefield and Star Craft 2 at lunch time. There's also very few jobs where 80-100 hour weeks are par for the course coming up to a deadline, but that's the dark truth about the games industry.

Hopefully they can transform their business model and survive the current turmoil in the industry, but it's still such a same so much talent is now out of work. My heart goes out to all of you guys.

UPDMTWE (7/12/12): Despite the best efforts of the directors to move into markets that might keep them afloat, the company announced today that they were bringing the administrators in, so that's it, all over.