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	<title>StartGame &#187; Retro</title>
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	<link>http://www.startgame.org</link>
	<description>Gaming Features, Reviews, Humour and Opinion.</description>
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		<title>Blast From The Past: Sonic the Hedgehog Drowning Music</title>
		<link>http://www.startgame.org/2010/10/28/blast-from-the-past-sonic-the-hedgehog-drowning-music/</link>
		<comments>http://www.startgame.org/2010/10/28/blast-from-the-past-sonic-the-hedgehog-drowning-music/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 11:00:36 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Blast From the Past]]></category>
		<category><![CDATA[Drowning Music]]></category>
		<category><![CDATA[Sonic the Hedgehog]]></category>

		<guid isPermaLink="false">http://www.startgame.org/?p=5908</guid>
		<description><![CDATA[Dun dun duh duh.]]></description>
			<content:encoded><![CDATA[<p>First and foremost, welcome to this new retro feature I&#8217;ve had on the back burner for a while. Blast From The Past is geared towards taking a look at awesome stuff from days gone by, whether it be levels, weapons, music, characters or even peripherals &#8211; you name it, it could appear here. So, let&#8217;s get started&#8230;</p>
<p>If you&#8217;ve ever played Sonic the Hedgehog before, you probably already know what I&#8217;m talking about, especially given my extremely descriptive post title. Before I start rambling further, I suggest you watch the video below to give yourself a not-so-gentle reminder of the music in question. If it&#8217;s scarred you for life already, then just hide behind the sofa, cover your ears and go to your happy place. I understand.</p>
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<p>By my estimation, upon playing the video around 93% of you started frantically looking for air bubbles, whilst the other 7% ceased all movement and didn&#8217;t try to fight the sweet, sweet embrace of watery death. Many will most likely remember this from Sonic the Hedgehog&#8217;s dreaded Labyrinth Zone, where you needed to navigate mazes riddled with underwater sections. If you&#8217;re under the water for too long then Sonic will start to run out of air, causing this tune to start playing. If you haven&#8217;t found an air bubble (or even better, exited the water) before it finishes, it&#8217;s goodbye Sonic.</p>
<p>Thus, since 1991, that short, ominous tune has caused gamers all over the World to fear any Zones which contain water, and haunts their (obviously Sonic-related) dreams every night. The moment it plays you know you&#8217;re in trouble, and as it gets faster and faster you go deeper and deeper into a state of absolute terror. Your heart is racing and the adrenaline is flowing, and all that&#8217;s going through your mind is &#8220;I NEED AIR, I NEED AIR, WHERE&#8217;S A F***ING BUBBLE!?&#8221;.</p>
<p>It&#8217;s true that most gamers can play Sonic and experience the tune without adverse reaction and if that&#8217;s you, well, count yourself lucky. A number of players have subsequently been diagnosed with PSDD, or Post Sonic Drowning Disorder. I have personally seen a number of great men and women go on the downward spiral with PSDD until they&#8217;re reduced to frantic shadows of their formers selves. An early sign to look out for is anyone running from side to side whilst regularly opening and closing their mouth like a goldfish. Blowing bubbles near someone with suspected PSDD is strongly discouraged.</p>
<p>The Sonic drowning music really is one of a kind. Once you hear it you&#8217;ll never be able to forget it and it forces your mind into the single track of frantically finding air to survive, and all with just 18 little seconds of Mega Drive music. It&#8217;s genius and terror in equal parts and, in my opinion, hasn&#8217;t been bettered to this day.</p>
<p>You can come out from behind the sofa now.</p>
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		<title>Retro Rant: Text-Based Games</title>
		<link>http://www.startgame.org/2010/06/22/retro-rant-text-based-games/</link>
		<comments>http://www.startgame.org/2010/06/22/retro-rant-text-based-games/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 13:00:15 +0000</pubDate>
		<dc:creator>Stuart B (peespee63)</dc:creator>
				<category><![CDATA[Retro Rant]]></category>

		<guid isPermaLink="false">http://www.startgame.org/?p=3882</guid>
		<description><![CDATA[Pick up controller. Press button.]]></description>
			<content:encoded><![CDATA[<p>Have any of you ever played a text-based adventure game?  It&#8217;s unlikely, given today&#8217;s state of constant bleeps and bloops,  heavy light bloom and an overwhelming notion towards the brown end of the colour spectrum.  Now, this isn&#8217;t really a rant as such, but it&#8217;s retro-oriented.</p>
<p>Let me clarify something: some of the first computer games were incredibly wordy.  Even more wordy than Wordy McWorderson&#8217;s Very Wordy Word Compendium (that&#8217;s a dictionary, people, look it up).  In fact they consisted purely of words; you then had to apply your own imagination to get a sense of the world and what you could do.  And what&#8217;s more, you had to use your brain, and actually type things in via a keyboard.  Scary beans eh?</p>
<p>Mostly, they&#8217;re puzzle-based with a good mix of logic and physical puzzles to interact with.</p>
<p>Admittedly, I haven&#8217;t played much of them, the only one really being <a href="http://wp.me/pSNAn-10A"><strong>The HitchHiker&#8217;s Guide To The Galaxy</strong></a>, from Infocom and the legendary Douglas Adams.  A hilarious romp through space with fiendishly difficult puzzles and some of the best text graphics I&#8217;ve ever seen.  OK, maybe I&#8217;m slightly biased because I&#8217;m a fan of the series and I do love humour oh so much, but I really like it.</p>
<p>Maybe I&#8217;m not the best person to be bigging this forgotten genre up.  I know for a fact that Mezino has played a few text games in his time, after all, he&#8217;s got about ten or so years on the rest of us and he&#8217;s been around the gaming block a few times, so here&#8217;s a few words from him:</p>
<blockquote>
<p style="text-align: left;"><em>People can&#8217;t spell these days, so I doubt they can still read. *takes off cynic cap*.  The problem is, as already pointed out, that gaming these days is all about &#8220;look at what we can do&#8221;.  It (gaming) unlike a book doesn&#8217;t allow you to imagine things.  The great thing about text adventures was you had to imagine it.  I happily sat at a blue screen with white text playing some adventure where you had to type the commands, for example: Search room, Use Batteries.  Things like that. </em></p>
<p style="text-align: left;"><em>I think it&#8217;s just the way the world is going. Everyone demands so much and makes so little time for it. I read a book at work, and you&#8217;ve no idea how many people say &#8220;Oh I&#8217;ve not read a book for years&#8221;. Text adventures are just retro now, while point &#8216;n&#8217; clicks have a good niche.  Luckily there are a few people like myself who can say Legend of Kyrandia, Curse of Enchantia and (more lately) Simon the Sorceror, all point &#8216;n&#8217; click games, not text.  All those are recommended if you have the retro equipment (and it works). </em></p>
<p style="text-align: left;"><em>Text adventures are seen as lazy, especially when we have the graphical capapbility today to produce very pretty things.  However there are still throwbacks on the DS. Try Hotel Dusk: Room213 or Lux-Pain if you can find either.  If you like wordy games.  Anyway back to the one called peespee63.</em></p>
</blockquote>
<p style="text-align: left;">- Andrew (Mezino), 2010.</p>
<p>Sometimes you need to go back to look to the future.  Monkey Island has had a surge in popularity again just recently, so why not some of these text games too?  Next time you want to try something different, try a text game, it&#8217;s like an interactive novel.  They&#8217;re the precursor to the modern adventure game that we see today, it&#8217;s just that the information we&#8217;re given is now visual. We&#8217;re so much more immersed in the visuals but we can be equally, if even more, absorbed in the world of a good book and hence a good text adventure.</p>
<p>If you think about it, simple as they may seem, there&#8217;s a lot of cleverness that goes into one of these games.  Infocom were probably the bestest at doing them, so they had the most experience at conversation and language inputs.  They must have been sophisticated engines, dealing with an unlimited number of different possible inputs to all the situations that gamers are presented to have responses on various levels for a broad range of them.  Just something as simple as &#8220;Turn on light&#8221; could be interpreted in so many different ways: &#8220;switch on light&#8221;, &#8220;turn on lamp&#8221;, &#8220;make lightbulb go bright&#8221; or &#8220;let there be light&#8221; (if you&#8217;re in a God-sim). Even the spelling and character cases must be accounted for, not to mention the writing has to be pretty stellar, because what&#8217;s the point in these games if you&#8217;re not telling a good story?</p>
<p>Just something to think about.  You know, I may attempt at writing my own one, if I can find a good language to do it in (and learn the ins and outs first) and actually write something of some worth.  Who knows, it might be a world-beater.  Maybe not, but I can at least try, eh?</p>
<p>Thanks to Mezino for his input on this one.</p>
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		<title>Retro Review: The Hitchhiker&#8217;s Guide To The Galaxy</title>
		<link>http://www.startgame.org/2010/06/22/retro-review-the-hitchhikers-guide-to-the-galaxy/</link>
		<comments>http://www.startgame.org/2010/06/22/retro-review-the-hitchhikers-guide-to-the-galaxy/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 12:00:29 +0000</pubDate>
		<dc:creator>Stuart B (peespee63)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://www.startgame.org/?p=3880</guid>
		<description><![CDATA[Don't Panic! In Large, Friendly Letters.]]></description>
			<content:encoded><![CDATA[<h3>Reviewed Platform: PC</h3>
<h3>Release Year: 1984</h3>
<p>Arthur Dent: a confused and bewildered human dressed in pyjamas and a bathrobe is thrust into intergalactic hijinks with his alien friend Ford Prefect after the destruction of Planet Earth by the officious Vogons.  Armed with only his wits, a towell and the electronic guidebook &#8220;The HitchHiker&#8217;s Guide To The Galaxy&#8221;, Dent must traverse many dangers in the search for the lost planet of Magrathea and the ultimate question, to go with the ultimate answer.</p>
<p>Gameplay centres around you sitting (or indeed standing) with a towel and a cup of tea at your gaming station (a PC, or some old masheen, I played it on PC, cause you know, I&#8217;m cool like that) which has one of these new-fangled keyboard input interfaces.  The screen comes up with prompts and you type out (in English) a coherent response that the game recognises.  There are no visual clues, so all the information you need comes from the on-screen text, and whatever knowledge you have of the phenomenon (and you need a lot of that to even play the game).</p>
<p>Sounds like hard work, doesn&#8217;t it?  Thank yourself lucky you little cretins: this is what your dad played when he was your age, and he enjoyed it, because it was funny and smart and you had to use your brain.  Not every game came with a hand-holding mode and had every control and nuance explained to you in a conveniently placed tutorial.</p>
<p>As you adventure through the 30+ rooms in game, you must solve logic puzzles, which can often be fiendishly hard to do and can render the game unwinnable (see the Babel Fish puzzle for just such an example).  You must also pick up and use any objects you might find on the quest to make the game winnable.  Failure in a puzzle or to pick up items may not necessarily mean in-game death, but it will render your efforts moot as the game will be unwinnable at some point.</p>
<p>Graphics &#8211; what graphics?  It&#8217;s text on a screen.  Gordon Bennet, I don&#8217;t know.  Kids these days thinking everything has to be aesthetically pleasing to be of any worth. The typing input effect is perfect, accurately portraying what you&#8217;re saying and the text contrasts well with the background.  It&#8217;s crisp and clear so there&#8217;s no confusion about what&#8217;s happening. This is a bring your own soundtrack game.  Ideally something spacey, or maybe just <em>Journey Of The Sorcerer</em> by Eagles (well, essentially just Bernie Leadon) playing constantly.  And I mean constantly.</p>
<p>What more is there to say?  It&#8217;s a text adventure game that happens to be hilarious.  Go play it!  You can find the original on Douglas Adams&#8217; website, and the BBC has an updated version with a nice interface and some visual clues, but it&#8217;s the same game.</p>
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		<title>Retro Review: Silver Surfer</title>
		<link>http://www.startgame.org/2010/05/11/retro-review-silver-surfer/</link>
		<comments>http://www.startgame.org/2010/05/11/retro-review-silver-surfer/#comments</comments>
		<pubDate>Tue, 11 May 2010 09:00:03 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=792</guid>
		<description><![CDATA[Waves of frustration.]]></description>
			<content:encoded><![CDATA[<h3><strong>Reviewed Platform: NES</strong></h3>
<h3><strong>Release Year: 1990</strong></h3>
<p>Summoned by Galactus, you play as the Marvel character Silver Surfer in this scrolling shooter. You must navigate the levels, shoot baddies and destroy bosses in one of the hardest games known to man.</p>
<p>As you load up the game you could be forgiven for thinking that you&#8217;re about to play a half-decent shooter. The premise is sound: you&#8217;re a hugely powerful comic book hero taking on bad guys, so you must be in for an exciting time right? Wrong. Silver surfer is one of the hardest and most frustrating games I&#8217;ve ever played in my life. Whilst games like Mega Man are challenging but possible, Silver Surfer borders on the ridiculous. It will have you throwing your controller within the first few minutes.</p>
<p>Loading up the game gives you five different levels to choose from in a menu system reminiscent of the aforementioned Mega Man. You can complete them in any order you wish, although the completion part is probably not an outcome; I should really say that you can <em>try</em> them in any order you wish. All of the levels are themed in some way, with one a jungle setting, another a fire cave and so on. They&#8217;re not all side-scrolling shooters, though, some are played from the top-down perspective.</p>
<p>As you&#8217;d expect, you take on enemies with energy balls that you can fire. Picking up upgrades in the levels (in the form of small, silver balls) allows you to fire more than one projectile, up to a maximum of three. The direction of these can be changed to allow you to fire down or behind you, which come in handy in some areas. There are other power ups, too, which you can use to increase your projectile power or clear the screen of enemies. The levels are divided into sections and at the end of the sections are bosses (although you&#8217;ll probably never see them) for you to blast.</p>
<p>All sounds pretty standard so far, doesn&#8217;t? Now I&#8217;ll explain why this is one of the hardest games ever made. Firstly, you can only take one hit before dying. Touching an enemy kills you, touching a projectile kills you and touching the scenery kills you. Essentially you&#8217;re not allowed to come into contact with anything or you die. In comparison, enemies take multiple hits to kill, which makes the game extremely one-sided when you&#8217;re always outnumbered and outgunned.</p>
<p>The madness doesn&#8217;t stop there: the enemies follow crazy patterns around the screen which are nearly impossible to dodge; the screen is filled with projectiles 90% of the time, your board is massive on the top-down levels and the spaces that you need to fit it through are tiny; when you die you restart from the beginning of the level (or a checkpoint if you can get that far); and you have no idea what scenery will kill you and what won&#8217;t (some can be flown over whilst other, identical parts can&#8217;t be). So yeah, it&#8217;s bloody hard.</p>
<p>Silver Surfer appears to have been thrown together with random sprites because nothing seems to make any sense or fit in. In one level you fight flying lizards and fish, which sound fairly reasonable ( or probably not, on reflection), until you realise that ducks also make an appearance as well. They don&#8217;t look like real ducks, either, they&#8217;re bright yellow and look like rubber ducks you&#8217;d have in a bath. You fight Halloween pumpkins in another level. It&#8217;s bizarre. The look of the levels isn&#8217;t going to stun you as they&#8217;re all pretty standard, composed of dull colour palettes and stock background effects.</p>
<p>The music in Silver Surfer is completely forgettable, and has more in common with a random series of notes than something you could pass off as tune. They&#8217;re not going stick in your head and you definitely won&#8217;t find yourself humming the tunes to yourself. Effects are pulled from the stock collection of rubbish 8-bit laser sounds and static hiss which sounds like it&#8217;s being played through a broken speaker.</p>
<p>Silver Surfer is something that had some potential at some point. If only you could take more than one hit, the scenery didn&#8217;t kill you and the enemies were so powerful and plentiful, you might have a playable game. As it is, the only reason you&#8217;ll want to play Silver Surfer is to see for yourself how downright hard it is. Alternatively you could be completely insane and want the challenge, but other than that it&#8217;s awful. Not the Shaq Fu kind of awful, but not far off.</p>
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		<title>Retro Review: Chip&#8217;s Challenge</title>
		<link>http://www.startgame.org/2010/05/04/retro-review-chips-challenge/</link>
		<comments>http://www.startgame.org/2010/05/04/retro-review-chips-challenge/#comments</comments>
		<pubDate>Tue, 04 May 2010 12:00:04 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://www.startgame.org/?p=3378</guid>
		<description><![CDATA[A large portion of chips.]]></description>
			<content:encoded><![CDATA[<h3><strong>Reviewed Platform: Windows</strong></h3>
<h3><strong>Release Year: 1989</strong></h3>
<p>Chip&#8217;s Challenge is a puzzle video game where you&#8217;re tasked with collecting chips (the computer kind, not the potato kind) and completing challenges on a series of levels. Whilst not obvious, it does have a story: You&#8217;re the nerd Chip McCallahan, who met a girl called Melinda The Mental Marvel in a science lab, and you want to gain entry to the exclusive Bit Buster Club. To do so, you must navigate through Melinda&#8217;s Clubhouse, a set of puzzles with increasingly difficulty. Don&#8217;t ask me, it was the late 80s. Probably sounded plausible at the time.</p>
<p>As you&#8217;ve no doubt guessed, Chip&#8217;s Challenge is all about the puzzles. Each level starts you out with a certain number of chips that you need to collect before you&#8217;re allowed to exit the level, typically within a certain amount of time. Pushing blocks, collecting keys, navigating mazes and dodging monsters are just some of the things you&#8217;ll find yourself regularly doing on your quest for those precious chips. You may think that it&#8217;s a simple affair, but in reality it&#8217;s quite deep and complex.</p>
<p>Some levels involve water, ice and fire, each of which you can navigate differently depending on collected items. Stepping straight into water and fire unprepared will instantly kill you, but pick up the flippers and the fire boots and you can navigate those areas to your heart&#8217;s content. Stepping on ice without skates will just send you flying, but once you&#8217;ve found them you can walk freely on the icy surfaces. There are moving floors, warp blocks, switch doors and more which you&#8217;ll need to navigate to complete each level.</p>
<p>Many of the level tasks you&#8217;ll be solving need to be completed in a specific order, which could lead to frustration in some cases. Push a block into the wrong place or pick up the items in the wrong order and it&#8217;s back to the beginning of the level for you. There&#8217;s a lot of variety though, with nearly 150 levels for you to make your way through. The hardcore CC players will play each one consecutively, but the vast majority will play the training levels before typing in random passwords to access those later on.</p>
<p>There&#8217;s quite a community, too. In the 20 years since launch the game has received its own following, with numerous programs allowing you to create your own levels and capture videos of your best speedruns and high scores. If the levels included aren&#8217;t your thing then just have a go at making your own or download some made by others. The standard ones start off easy but soon get you thinking, with more complex puzzles and tasks to complete. They&#8217;re not so hard you&#8217;ll be throwing your computer out of the window, instead providing a nice, progressive challenge.</p>
<p>There&#8217;s not much I can really say here, other than there&#8217;s a lot of grey going on. The floor tiles are grey, the walls are grey, the chips are grey and Chip&#8217;s little shoes are grey; obviously an inspiration for the colour palette of Gears of War 3. Colour coded keys provide some much needed variety, along with some other environmental objects. The fire is red, the water is blue and the ice is a light blue, so yeah, there&#8217;s your colour. As for the animations, there&#8217;s not much I can say about that, either. When Chip moves he slides about in a Superman pose, and the enemies just seem to move around without any animation at all.</p>
<p>Like looping midi tracks? Great, you&#8217;ve come to the right place. CC offers two tracks to eventually make your ears bleed, cunningly titled CHIP01 and CHIP02 (on my version, anyway, they may be called chips01 and chips02  on other versions to spice things up). Either way, you&#8217;ll soon be switching it off and listening to something else whilst solving your puzzles. I did always prefer CHIP02, though; it&#8217;s quite catchy for the first few minutes but gets old by the hundredth time you&#8217;ve heard it.</p>
<p>Overall, Chip&#8217;s Challenge isn&#8217;t a bad little puzzle game. It&#8217;s simple on the surface but once you get stuck in it has all the elements of a classic puzzler. Good for both short blasts and extended plays there&#8217;s a lot on offer with it, so if puzzles are your thing there&#8217;s no reason why you shouldn&#8217;t try it out. Just don&#8217;t forget to mute the sound.</p>
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		<title>Retro Review: Duck Hunt</title>
		<link>http://www.startgame.org/2010/03/30/retro-review-duck-hunt/</link>
		<comments>http://www.startgame.org/2010/03/30/retro-review-duck-hunt/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 16:00:36 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=2440</guid>
		<description><![CDATA[Don't laugh at me, dog.]]></description>
			<content:encoded><![CDATA[<h3>Reviewed Platform: NES</h3>
<h3><strong>Release Year: 1984</strong></h3>
<p>Originally released in Japanese arcades in 1984, and later into US and EU homes in 1985 and 1987 respectively, Duck Hunt tasks the player &#8211; armed with the NES Zapper &#8211; with shooting on-screen ducks and clay pigeons for points. It was also later released in a multicart alongside Super Mario Bros.</p>
<p>The gamplay of Duck Hunt is relatively simple, and just consists of shooting ducks to gain points. There are three main game modes to choose from: the first is a one duck mode, the second being a two duck mode and the third is for clay pigeon shooting. The one duck mode gives the player only a single duck to shoot each time, where the two duck mode, surprising, gives you two ducks to shoot at once and requires faster reaction time and a keener eye. Clay pigeon shooting does what it says on the tin, and allows you to shoot clay pigeons instead of ducks. The main difference in this mode is that they&#8217;re much smaller and a lot harder to hit because of their trajectory, and thus require much faster reflexes.</p>
<p>To keep you company in your duck hunting is your trusty sidekick dog, who sniffs out the ducks for you at the beginning of each level. A duck will fly up and you&#8217;re given a certain amount of chances to hit it; if you successfully hit it then the dog will pop up holding the duck, but if you fail, either through taking too longer or missing too many times, the little beggar will pop up out of the grass and start laughing at you. Successfully completing a level allows you to progress onto the next, which become increasingly difficult. The main issue here is that every level is essentially the same as every other level, just with different duck speeds and patterns, meaning that there is severe repetition.</p>
<p>The NES Zapper is a real joy to use with the game due to the sheer simplicity. You won&#8217;t be complaining about the gun not being in line with a receiver or because it&#8217;s incompatible with your TV, it just functions. There are issues with faulty guns in some cases because they&#8217;re mostly over 20 years old now, but find one that works and you&#8217;ll have no other issues. In the one duck mode, you can even plug in a normal NES controller into the second port, allowing your friend to control the duck whilst you try to hit it.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>Pleasing on the eye and never distracting from duck-spotting, Duck Hunt has some nice, vibrant visuals to go along with your murderous activities. Green and blue are the main colours used throughout the game, due to the outdoor setting. There aren&#8217;t that many effects to speak of, although the sprites used for the ducks when they&#8217;ve just been shot are fairly funny. If you&#8217;re a bad shot then you should also get used to the laughing dog animation.</p>
<p>Simple audio for a simple game, but no less effective. All the tunes and sound effects are suitable jolly to fit in with the general style of the game, although most of them aren&#8217;t as memorable as some other Nintendo classics. There is one sound, though, which haunts everyone who has ever played Duck Hunt, which is the noise of the dog laughing when you fail to hit any ducks. You never forget it, and it will haunt your dreams.</p>
<p>All in all, Duck hunt is a a very good light gun game, and probably the best that was available for the NES. The beauty is in the simplicity, because the game has no unnecessary bells and whistles. It&#8217;s just simple, mindless fun which is just great for kicking back and relaxing , or relieving some stress. With only three extremely similar game modes the main downfall is the repetition, meaning you could get bored easily after a few rounds. Other than that, it&#8217;s something that shouldn&#8217;t be missing from your NES library. Just beware of the dog.</p>
<p style="text-align: center;"><a href="http://startgame.org/wp-content/uploads/2010/03/DuckHunt1.png"><img class="alignnone size-thumbnail wp-image-2446" title="DuckHunt1" src="http://startgame.org/wp-content/uploads/2010/03/DuckHunt1-150x150.png" alt="" width="150" height="150" /></a> <a href="http://startgame.org/wp-content/uploads/2010/03/DuckHuntDog.gif"><img class="alignnone size-thumbnail wp-image-2449" title="DuckHuntDog" src="http://startgame.org/wp-content/uploads/2010/03/DuckHuntDog-150x150.gif" alt="" width="150" height="150" /></a> <a href="http://startgame.org/wp-content/uploads/2010/03/DuckHunt2.png"><img class="alignnone size-thumbnail wp-image-2447" title="DuckHunt2" src="http://startgame.org/wp-content/uploads/2010/03/DuckHunt2-150x150.png" alt="" width="150" height="150" /></a></p>
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		<title>Retro Review: After Burner II</title>
		<link>http://www.startgame.org/2010/03/23/retro-review-after-burner-ii/</link>
		<comments>http://www.startgame.org/2010/03/23/retro-review-after-burner-ii/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 09:00:35 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=1688</guid>
		<description><![CDATA[Get ready to blast everything moving!]]></description>
			<content:encoded><![CDATA[<h3>Reviewed Platform: Sega Mega Drive</h3>
<h3><strong>Release Year: 1990</strong></h3>
<h3><span style="font-weight: normal;"> </span></h3>
<p>After Burner II for the Mega Drive is the home version of the arcade game of the same name, and sequel of the hugely popular After Burner. You take command of an F-14 Tomcat, and it’s your task to blast anything that moves.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>As far as gameplay is concerned, After Burner is a pretty simple affair. It’s essentially a rail shooter, where you’re able to move your jet within the limits of the screen to try and hit your target. Like most other arcade games, it’s broken up into stages, each of which has it’s own distinct visual style. To blast you enemies you’re given both machine guns and missiles, the former firing constantly, meaning that most of the time you just have to aim at whatever it is you want to destroy. The missiles, however, are fired by you. These are handy for taking down incoming aircraft (of which there are a lot) where a white box appears around the aircraft along with a voice shouting out &#8220;FIRE!&#8221;, which is your cue to blast them out of the sky with a barrage of missiles. Don’t worry about running out, though, your ammunition is topped up after every couple of stages when your jet connects with a support plane.</p>
<p>The controls for After Burner II are fairly responsive but sometimes not as fast as you’d like. At first, dodging missile can be quite a challenge, but after playing for a while you know what manoeuvres you need to pull to stay alive in the heat of battle. In the later stages, the screen is crammed with enemies and missiles, so quick reactions and a solid grip on the controls are vital. Added new in After Burner II is the ability to control the speed of your jet, giving you the opportunity to go full throttle or pull back in tight situations. If you’re hit, however, your jet will lose power, dive and crash on the ground, costing you a life.</p>
<p>Whilst using the normal controller is good enough to enjoy the game, it enhances the game drastically if you can play it using a compatible joystick. I played the game using a Quickshot Python and it worked really, really well. It’s much more intuitive than using the a gamepad and makes it feel much more like you’re playing it in an arcade.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>For the time of the original arcade release (1987), the visuals were great. Whilst most players were used to sidescrolling shooters, After Burner II brought thrilling 3D action to the table with vibrant visuals. As with most games of this type, the scenery varies considerably with each stage, and it’s enough to keep it from getting that repetitive. The jet’s are quite nicely modelled, although there’s not much variation so you’ll be seeing the same enemies over and over again. The explosions look great, as do the missiles that create them. All in all, it’s probably one of the better looking games available for the Mega Drive.</p>
<p>The audio of After Burner is, like the visuals, pretty good for the time it was released. The music is fitting and in no way intrusive, adding to the experience rather than annoying the player. The music changes as you enter different stages so you’re not stuck listening to the same track all the time. The sound effects are great, with no static or distortion. It’s nice to hear voice in a game where you can actually hear what is being said, as most games that tried to incorporate voice normally ended up with a distorted, fuzzy noise which you couldn’t decipher.</p>
<p>Overall, After Burner II is something that every Mega Drive owner should have in their collection. The gameplay isn’t deep, but it’s great to be able to boot it up and mindlessly blast enemy jets into oblivion to your heart’s content. Whilst it’s still inferior to the arcade version (which had a moving cabinet), it’s by no means less fun and you’ll get hours of enjoyment out of it, especially if you can rustle up a joystick to play it with.</p>
<p><em>Originally posted on <a href="http://www.thesixthaxis.com" target="_blank">TheSixthAxis</a> on September 9th, 2009.</em></p>
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		<title>Retro Review: Super Hang-On</title>
		<link>http://www.startgame.org/2010/03/16/retro-review-super-hang-on/</link>
		<comments>http://www.startgame.org/2010/03/16/retro-review-super-hang-on/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 10:00:16 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=1677</guid>
		<description><![CDATA[Motorbike madness.]]></description>
			<content:encoded><![CDATA[<h3>Reviewed Platform: Sega Mega Drive</h3>
<h3><strong>Release Year: 1989</strong></h3>
<h3><span style="font-weight: normal;"> </span></h3>
<p>Super Hang-On was a motorbike racing game released into arcades in 1987, and later ported onto home consoles in 1989, with a few new additions.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>As soon as you start the game, you’ll be given two options – arcade mode and original mode. Arcade mode is a straight port of the game found in the arcades, so all you need to do is pick your difficulty and music and you’re away. New to home systems is the original mode, which is a career mode for you to play your way through.</p>
<p>Firstly, the arcade mode. With this, you can jump straight into the action with the most powerful bikes and race to your heart’s content. As with any arcade racer, your main goal is to reach the next checkpoint without running out of time, which isn’t always as easy as it sounds. There are rival racers that attempt to block you and road side obstacles that will send you flying should you hit them, costing valuable seconds. Lucky for you, then, that the bike has a boost mode. Hit your normal top speed and with the press of a button you will shoot off at a ridiculous speed, exhaust flames and all. This leads to thrilling races as there’s nothing better than shooting through a checkpoint with only seconds to spare. You can partake in races in a total of four continents, each continent representing a different difficulty class, which is determined by the number of checkpoints that you must hit in time to finish. Finishing a race grants you a special ending for that continent. Whilst the gameplay is fast paced, sometimes things are a bit too quick, which can result in more crashes than you’d like. Even at top speed your bike is still incredibly responsive, which can cause you to overturn or hit something your didn’t mean to. Also, once you’ve come off the track, it’s fairly tricky to get back onto it.</p>
<p>Aside from the arcade, there’s also the aforementioned original mode to play around with. This is for those who like a bit of simulation thrown into their arcade racers. The racing mechanics remain the same, only this time you start out with a beginner bike and it’s your aim to keep on racing to win money and ultimately upgrade your bike with the best parts you can. You can also change mechanics during the career, with better ones costing more of your hard earned cash. This gives the game longevity, as a handy code is generated for you which allows you to continue from where you previously left off, negating the need to start over every time you boot the game.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>When it comes down to it, Super Hang-On looks great. The tracks are vibrant and full of colour, and contain different roadside objects depending on the continent that you’re playing in. The backgrounds are nice to look at, there’s beautiful blue or dusky-orange sky and it’s all just perfect when you’re flying by at 200mph. As the terrain, roadside objects and backgrounds change from checkpoint to checkpoint, there’s tons of visual variety to keep you entertained. The bikes and riders are all neatly detailed and move fluidly when flowing between the turns, and the game also includes other little touches such as smoke that comes off of your knee as it makes contact with the road. All in all it makes for a memorable visual experience.</p>
<p>Before each race, you’re allowed to pick one of four tunes to listen to whilst you’re burning rubber. Whilst most of them are pretty good, they won’t really add much to your race. They’re quite bland and after a while they do have the potential to irritate a bit, especially on some of the much longer races. The bike engine noises aren’t bad at all, and there’s a selection of other sound effects which add to your experience, such as the grinding of your knee pad on the road surface or the loud thud when bike meets bilboard.</p>
<p>For the time that it was released, Super Hang-On was a great gaming feat. It provided thrilling bike races to everyone on their home systems, truly bringing the essence of the arcade racer into everyone’s living rooms, and, for those who wanted it, a fully fledged career mode for you to play through. If you love bike racing or arcade racers, this is definitely one you should try. You won’t regret it.</p>
<p><em>Originally posted on <a href="http://www.thesixthaxis.com" target="_blank">TheSixthAxis</a></em><em> on August 16th, 2009.</em></p>
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		<title>Retro Rant: Treat It With Respect</title>
		<link>http://www.startgame.org/2010/03/10/retro-rant-treat-it-with-respect/</link>
		<comments>http://www.startgame.org/2010/03/10/retro-rant-treat-it-with-respect/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 10:00:56 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro]]></category>
		<category><![CDATA[Retro Rant]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=1591</guid>
		<description><![CDATA[As quite a big retro gamer, there are so many things that just get on my nerves, from the consoles themselves to the games I play on them, the shops that sell them and collecting in general. So, I thought I would bring you a Retro Rant every week, to give you an insight on [...]]]></description>
			<content:encoded><![CDATA[<p>As quite a big retro gamer, there are so many things that just get on my nerves, from the consoles themselves to the games I play on them, the shops that sell them and collecting in general. So, I thought I would bring you a Retro Rant every week, to give you an insight on what really splits my bananas. This week, it&#8217;s the lack of respect of the games from yesteryear.<span id="more-1591"></span></p>
<p>Now, as a retro collector, I tend to buy quite a few games from various sources. Whilst I strive to find games that are in good condition, I&#8217;m always seeing games which have been abused or mistreated, and I think it&#8217;s wrong. From battered cases to ripped/missing instructions manuals, to permanent marker and stickers liberally used on various items, there&#8217;s a fair amount of game mistreatment that happens nowadays. Now, I&#8217;m not saying it&#8217;s just individuals that do it, a lot of it is a result of the games passing through the pre-owned section of bricks and mortar game stores.</p>
<p>I&#8217;ll start with the permanent marker and stickers. By using these, it takes someone about 2 seconds to ruin a perfect game. Game shops sometimes feel the need to write on everything in permanent marker with a &#8216;P&#8217;, as well as sticking stickers on nearly everything they can. It&#8217;s not like they just stick them on places where they&#8217;re easy to remove, that would be too sensible &#8211; they would rather they&#8217;re stuck on a game manual, cardboard box or cartridge sticker. Trying to remove these is a complete pain as you ultimately run the risk of ripping whatever the sticker is attached to. To cut costs they normally use those cheap-ass stickers that just tear during removal, leaving you with half a sticker and no way to remove it without further damage. Also, what&#8217;s with the number of stickers? You need two at most, one for the bar code and the other for the price, so why does the case, manual, disc/cart all need to have them? It&#8217;s just another pain in the ass. As for the marker, it&#8217;s just inconsiderate. In most cases there&#8217;s no way it&#8217;s ever coming off, so we all have to get used to that huge, jet-black &#8216;P&#8217; whenever we play our games just because of some idiot in a shop.</p>
<p>Now, here&#8217;s what really gets on my nerves &#8211; why is it so hard to find complete games with manuals? What does everyone do &#8211; eat them? Use them for fuel? The number of games I see that don&#8217;t have the manual is unbelievable, I mean, come on, they really can&#8217;t be that hard to keep. We all like to read a game manual, especially if they&#8217;re funny or unique, but what&#8217;s so hard about putting them back afterwards? It takes no effort just to slip it back into the case, so there&#8217;s really no excuse for not having them. Keep your games nice and tidy, use them carefully and put them back when you&#8217;re finished. Don&#8217;t throw them around, leave things lying about or do anything else that might cause items to be damaged or lost; You&#8217;ll keep your games complete and in great condition, as well as giving the collectors of the future a much easier time.</p>
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		<title>Retro Review: Night Trap</title>
		<link>http://www.startgame.org/2010/03/09/retro-review-night-trap/</link>
		<comments>http://www.startgame.org/2010/03/09/retro-review-night-trap/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 09:00:48 +0000</pubDate>
		<dc:creator>David R (LiquescentShadow)</dc:creator>
				<category><![CDATA[Retro Reviews]]></category>

		<guid isPermaLink="false">http://startgame.org/?p=1577</guid>
		<description><![CDATA[It's actually ridiculous.]]></description>
			<content:encoded><![CDATA[<h3>Reviewed Platform: Sega Mega-CD</h3>
<h3><strong>Release Year: 1993</strong></h3>
<h3><span style="font-weight: normal;"> </span></h3>
<p>A group of girls are staying at Mr &amp; Mrs Martin’s house for a sleepover, but this is no ordinary house – some of the girls who have stayed before went missing. As part of the Sega Control Attack Team, it is your job to monitor all the rooms of the house during the sleepover to find out what is going on. As the night begins, the ‘Auger’ (vampiric baddies) invade the house, and it is your job to catch them using the traps built into the house.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>The basic premise of Night Trap is to spring traps at the right time to catch the Augers which invade the house during the night, and because of this there aren’t any button mashing or intense sequences to deal with. It’s pretty much just a simple horror strategy game, where you must assess your priorities and make choices accordingly.</p>
<p>Catching augers is a pretty simple affair to begin with – at the bottom of the screen there’s a bar which tells you the right time to spring a trap. When the bar reaches the red, it’s a case of just pressing a button and watching the Auger(s) be caught in a number of hilarious ways, whether it’s a trap door in the floor, moving bookcase or spring which removes the baddies from the vicinity. You can switch which room you’re viewing at any time, and there’s a floor plan you can access which you can use to track which rooms the Augers are heading for (e.g. if an Auger leaves the bedroom, you know it’s either going to be in the hallway or bathroom). However, after a few minutes catching the Augers gets a bit trickier. As is explained in the beginning sequence, the traps only work if you have the correct colour access code selected. The people in the house are free to change the access code at any time so it’s essential to listen in on specific conversations so that you can hear whether they’re going to change the code and, if so, what they’re changing it to. Missing one of these will mean that you’re no longer able to spring the traps and letting too many of the Augers get away will mean that the game is over. Game-overs can also be caused by the capture of specific house occupants, or if one of the characters breaks your connection to the house security system.</p>
<p>This is really where the strategy comes in, as you have to decide on what action you should take next. You might decide to watch the occupants on the off chance that code-changing is discussed, at the cost of missing a few Augers you could have captured. The game rewards multiple play-throughs as the story plays out the same each time, so you know what to expect and can be ready to capture the Augers at the right places at the right time.</p>
<h3><span style="font-weight: normal;"> </span></h3>
<p>There’s not much going on here graphically speaking, due to the fact that the story unfolds through a series of live-action cut-scenes. The cut-scenes aren’t of fantastic quality and are quite grainy, but are good enough to see what’s going on and allow you to spring your traps at the right time. The acting in the cut-scenes isn’t exactly blockbuster film standard either, but the awkward performances and extreme cheesiness are good for a bit of a chuckle.</p>
<p>There won’t be any synthesised sound effects to be found in this game, only live dialog spoken by the actors. The quality of this isn’t that bad really and it’s clear enough to hear what you need to without having too much trouble. There’s a bit of horror-style music that starts whenever you see the Augers, but it’s not really that atmospheric and doesn’t add much to the experience.</p>
<p>In all honesty, Night Trap isn’t going to win any awards. However, it’s a pretty unique game released for a console which saw a very limited life. If you want to, and have a bit of time to spare, then it’s worth a play or two just to experience it. It’s definitely not going to scare you but it’s an intriguing game which you’ll probably get a few laughs out of, especially if you play it with a few mates.</p>
<p>Originally posted on <a href="http://www.thesixthaxis.com" target="_blank">TheSixthAxis</a> on August 2nd, 2009.</p>
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