Because sometimes, the cake actually isn’t a lie.
(Portal: Free to download until May 24. Now for Mac also. And I got it working, albeit reluctantly, on Linux/Wine. So you have no excuse!)
Because sometimes, the cake actually isn’t a lie.
(Portal: Free to download until May 24. Now for Mac also. And I got it working, albeit reluctantly, on Linux/Wine. So you have no excuse!)
A few years back I was going through a bit of a personal crisis where I felt like I had screwed up my entire life. I thought I was going to school in the wrong place and for the wrong major and I thought I had picked the wrong job and done a lot of wrong things and I just felt terrible. It wasn’t a particularly happy time in my life, and what’s worse is that this funk went on for weeks.
But you know what finally lifted me out of that phase?
Final Fantasy 6.
I replayed Final Fantasy 6 and so many characters in that game were dealing with the past and by the end pretty much all of them had learned some vital lesson and moved on. I identified with Cyan’s story in particular, and you would not believe the catharsis that was battling the monster that personified his personal demons. After that game something amazing happened. Suddenly I wasn’t feeling too bad about myself anymore. I mean, Locke and the gang had to deal with family members dying and a psychotic clown trying to take over the world. How impossible could my own problems be?
It wasn’t the first time video games had inspired me. I played Zelda: Ocarina of Time during a rough patch in my high school years when I was moving to a new school and I was scared as heck. But look, it’s Link, with the Triforce of Courage. It’s hard to articulate exactly how a pointy-eared kid in a green tunic who never talked became a personal hero to me at the time, but the fact is that he did.
Sometimes the “are video games art?” argument gets tossed around various forums and blogs. I’m probably not the best person to ask regarding the question, since I’m that girl who looks at a well-designed chair and declares it a piece of artwork.
I can say, though, that video games have uplifted me, inspired me, and touched my heart in a variety of ways, and I’m not afraid to admit it.
And, ya know, that sort of legacy is not too shabby for any type of entertainment.
I honestly can’t think of any educational game that has been more successful. Thanks to green-screen IBMs, an entire generation of people grew up knowing what the Oregon Trail is. …well, assuming the Oregon Trail has to do with dysentery, hunting, writing witty sayings on tombstones, and deciding whether to caulk the wagon or ford the river.
For the few among you that are uninitiated, this was a game about, well, pioneers and the Oregon Trail. It was one of those subjects that you were guaranteed to spend at least a few months on every year in elementary school, and it was one of my favorite subjects, partially because it meant I got to wear cool period clothes that my mom made me and play with wooden propeller toys.
Anyways, this was a strategy/simulation game that involved, well… trying to get to Oregon from Missouri or wherever the heck you started. (You states east of the Continental Divide are all the same and I can’t keep track, pffft.) Along the way you had to deal with whatever nature and various diseases decided to hurl at you. Not to be taken lightly as a kids game, people in your wagon party could– and would– die at a moments’ notice, which promptly led to the infamous playground trick where you would name your party after all of your least favorite classmates and then try to induce rattlesnake bites. (Come on, we all remember kids who did that. Maybe you were that kid.)
Looking back on it I think what the Oregon Trail game was most successful at, in terms of educational value, was teaching me place names. For example, apparently there is a rock somewhere that looks like a chimney. I would not have known this if not for the Oregon Trail. I mean, you never know when you’ll be in a life-and-death situation requiring you to point out various historical landmarks, right?
Now most people probably quit playing Oregon Trail right about the time they graduated into middle school, but if you were me, you decided to be hardcore and play the later editions, which had super shiny graphics.
This edition included the exciting hunting-for-plants minigame, where ten minutes worth of sorting plant pictures turned into about five seconds’ worth of food in the actual game. It’s much more economical to just shoot a bear. (Sorry, vegetarians!)
It also came with a super easymode option at the beginning of a new game where a guy would sell you basically all of the supplies you needed for your entire journey in one neat bundled package. Of course, we all know that only casuals pick that option, and us hardcore gamers start with only a gun, a box of bullets, and a grandfather clock.*
Speaking of your items, a word of warning: the people in this game that you can trade with love to rip you off. I mean, I could be wrong, but I’m pretty sure an ox isn’t worth a jar of pickles. As enticing as that jar of pickles might be. (And for the love of all that is holy don’t try to haggle with them, or they’ll start wanting TWO oxen for a jar of pickles.)
Ultimately, though, for all that we love to poke fun, this game and its derivatives are truly among the all-time greats. Long before the disaster that was “Mario is Missing”, there were truly fun and memorable educational games like Number Munchers, Odell Lake, Murphy’s Minerals, and of course, The Oregon Trail.
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* Is it terribly wrong of me to want to point out the historical inaccuracies in calling a longcase clock a “grandfather clock” prior to the year 1876? >_> SHUT UP, I KNOW THESE THINGS OKAY?
A few people have left comments here regarding this game so it’s got me thinking about it. This, folks, was the first SNES game I ever played.
And this game was GOOD. I mean, I dunno, maybe I’m just being nostalgic. And there was nothing particularly super-groundbreaking about it. But it was a solid platformer and every level had a sort of different twist to it.
There was a lot of memorization involved and a lot of trial and error. For the second level, you had to growl at monkeys in a particular order in order to beat it.
…and this was just a warmup for the ninth level, a labyrinthine series of caves that you could get lost in forever if you didn’t know where you were going.
Despite the many comments on YouTube crying about how hard the game was, however, it was never too hard for me a kid. I mean sure, there were levels I spent a lot of time on. But back then, (before I was spoiled by modern games which seem to put more emphasis on getting things right the first time), that’s just how games worked. Plus, it really wasn’t that hard. Not only did I memorize the cave level pretty quickly, but I also memorized all the little sideroutes where bonuses and secrets were hiding.
This game had tons of replay value and I don’t even know why, because once you nailed the game, every playthrough thereafter was essentially the same. I think it’s because once you figured it all out, you could beat the entire thing, bonus levels and all, in under a half hour, and it gave a smug sense of self-satisfaction to be able to do so. Sort of like how I would later go on to do repeat things like beating the 150cc Special Cup in Mario Kart 64 or redo-ing half of the Shadow Temple in Ocarina of Time or wandering around the map looking for stray clans in Final Fantasy Tactics Advance… just to unwind. These things were challenging but always do-able and they worked as little pick-me-ups because it meant you had mastered some skill, and The Lion King was no exception.
I’m not sure how well this game would hold up these days for someone who hasn’t played it before. But I guarantee that most of us who played this game back in the day have nothing but fond memories of it.
In honor of the latest OCRemix project, I am here today to talk about the greatest of the three Donkey Kong Country games:
I’d go into a more detailed analysis of why DKC2 was the height of the series, but honestly looking back on it I don’t remember much about the first or third DKC. It was the second one that was the most memorable to me, and in my experience a lot of people feel that way. So that’s a good enough reason for me.
Off of the top of my head, here are some of the things that stick out in my mind about this game:
I have this game on Game Boy Advance because I’m that person who buys new game consoles so she can play old games.
But honestly, if something is still just as fun fifteen years later, that’s a mark of success in my book. Rare in the 90s: The Pixar of Video Games. You can’t deny it!
(I figure since I already wrote about a Linux Conundrum, I might as well write about the WoW one also.)
When I was blogging about World of Warcraft I had the honor of becoming a very visible member of the WoW-blogging-community. When I stopped blogging about WoW, I didn’t want to remove myself from that community entirely, because I had made so many friends there. So I still talk pretty frequently to other bloggers, or people who used to comment on my blog. One of the side effects of this is that “Are you going to play WoW again”, “When are you going to play WoW again”, and “Do you miss WoW” are questions I hear very, very frequently.
So here’s the scoop:
I don’t know if I’m going to play WoW again– leaning toward yes but no promises.
I don’t know when I’m going to play WoW again. Leaning toward “Cataclysm” (or the Pre-Cata world events) but no promises.
Do I miss WoW? Of course I do. But not really in the way an addict misses her fix. I won’t deny I was, at one point, pretty addicted to the game, but that was then and this is now. No, I miss it in more of a nostalgic way. A “man, remember when I used to run around Westfall collecting Red Defias Bandanas and that was the only thing that mattered?” way, or a “Man, remember 30s-bracket Arathi Basin?” way.
As such, when I do feel the WoW urge, it is almost invariably an urge to play a low-level toon. Like my warlock, or one of my other lowbies. I really have felt no desire to return to my 80s or to raid. In a way, I feel as though I’ve closed the book on their stories, but that there are still chapters to be written for my other characters.
Now I know what you may be thinking. You may be thinking, “Well, why don’t you just go back to WoW and play your lowbies?” Mainly because it becomes a matter of worth. At this point in my life I would have time to log in maybe three or four hours a week. And for me, three or four hours a week isn’t really worth the $15 a month. Especially because I’m broke.
And before you offer to pay for my subscription, I already have people lining up at the door offering to do so, including my own parents. But I have turned them all down because I still think I have other things to focus on right now– like artwork, or like editing a certain novel of mine.
That’s not to say I haven’t had moments of weakness or cheated a little. Some of my friends/relatives have let me dink around on their toons on occasion, just for fun. And it’s hard sometimes when exciting new WoW news spreads through Twitter or the blogosphere like a forest fire. But for the most part, I do still consider myself “Done with WoW”. For the time being, at least.
So, that is that.
All that said– Tawyn’s “story” may feel over to me, but her legacy lives on. She’ll always be a part of me, I think.
There is a very good chance you haven’t heard of this game.
…but there is a very good chance that you have heard of what made this game famous:
Ah yes, All Your Base. The subject of a now-legendary flash animation, this is one of the earliest internet memes I can think of– early enough that “All your base are belong to us” was my “Favorite Saying” in my senior yearbook back in high school, and folks, that was a long time ago. Someday in the future, the early-2000s are going to make a fashion comeback and it’s going to happen with first-gen iPods and All Your Base T-shirts.
Little known secret, though: This game is really good. And really hard.
It’s a scrolling-shooter akin to Gradius, which means it’s basically like Robot Unicorn Attack, except you have powerups and lasers, and stuff is trying to kill you.
The onslaught of enemies is neverending and on top of that, you have to deal with obstacles like walls with tiny spaces that you have to squeeze through at just the right moment. This game is seriously difficult. I don’t think I’ve ever beaten the first stage. And yet I played it a ton anyway, because it was still fun.
Other things about Zero Wing that you may not have known:
In short, if you can find this game, you should play it, at the very least for historical significance, but mostly because it’s simply a good game. Be warned, though– it’s often called “Contra Hard” for a reason.
…yeah I dunno what’s up with the giant California Raisin at the end. Really, I don’t.
Most people who know me know that “Aliens” is one of my favorite movies ever. It has action, it has humor, it has thrills, and it has Ellen Ripley, who pretty much single-handedly kicks the collective butts of Lara Croft et al.
Before I watched the movie, though, I played the game. Yup. Back when I was about five or six years old we played this on Commodore 64 all the time. Ladies and gentlemen, let me introduce you to one of the hardest games EVER.
We start out with the dropship sequence. This sequence involved piloting the dropship through a bunch of hula hoops in a first-person view. Sounds easy enough, right?
WRONG.
This thing threw hairpin turns at you and “rough air” made your screen wobble and your controls go all over the place. And if you missed going through one of the hoops? “Game over, man. Game over!” The only redeeming quality for this level was the awesome music.
Nobody in my household (gaming was a family affair back then, often branching out to extended family as well) could beat this level except for my little brother, who I’m pretty sure was still in diapers. So we’d hand the joystick to him, he’d beat the level for us, and then we’d resume playing.
…you know, as if it was going to get any easier.
Because next was the level where you had to get all (well, four) of your marines to safety, which involved guiding them one by one through a giant maze where they were prone to being attacked by packs of aliens. Heaven help you if more than one of your guys was attacked by aliens at once, since you could only “be” one guy at a time.
Alien attacks were more frequent if you were in “the nest”, aka “A bunch of random pixels making squiggly lines”, but they could happen at any time, and if you lost said attack, your guy would slowly be devoured while you couldn’t do much about it.
There was a bit of an element of strategy to it though: if you had more than one guy together, then they were immune to alien attacks. Which was handy. Your best bet, though, was probably to get them through to the end as straight as possible. You started in a random place every time and this level was so labyrinth-like that my mom actually took a pad of graph paper and mapped the entire place out.
My mom: hardcore with video games before the rest of us.
Once you got through this level it was time for a further descent into nightmares with The Most Difficult Level of All Time. This level involved staving off aliens with a gun while you waited for the door to open. If an alien got through, he took one of your guys, until you had none left, at which point it was game over. Here’s the thing, though: the game didn’t care if they sent a superfast alien at you at the top of the screen and a superfast alien at you at the bottom of the screen at the same time. The game didn’t care that you couldn’t be at two places at once. As such, I am 99% sure that it is impossible to beat this level with all your “lives” remaining. Heck, if you get through it with more than one or two lives remaining, you are a god among men.
(As an aside, Blizzard remade this level as a Blizz-game-related Flash game on the BlizzCon site a year or two back. The nightmarish flashbacks: they happened.)
As I very rarely could pass this level myself, my memories on the rest of the levels are fuzzy, though they were just as difficult and involved another maze like level, this time with bombs, and then going back to the FIRST maze, except this time you’re Ripley and you have to save Newt. Oh, and you have a strict time limit.
This game did save the best for last, though, because you do, in fact, get to beat up on the Alien Queen with your hydraulic suit…
…in a sequence that was kicked off in one of the most memorable ways ever in Commodore 64 gaming.
Primarily because I was five years old and *gasp!* She said a bad word!
And if you managed to beat all of that?
“Not bad… for a human!”
For today’s CVGM I’m going to show you the greatest SNES game that no one ever played:
Uniracers.
See, back before Rockstar was Rockstar and making games about carjacking, they made a game about alternate-universe sentient unicycles who spent their days racing around on colorful tracks, doing stunts. This sounds like a rather, uh… interesting premise but boy, did they ever pull it off. The basic formula for this game was that doing stunts (jumping, spinning, flipping, etc.) made you go faster, so you had to do as many stunts as possible to win. However, in a game where the track goes up and down and twirls around and makes unexpected hairpin turns, doing a stunt at the wrong moment is likely to hurl you into a wall, which would cause you to lose a lot of time.
The solution?
Multicolored tracks which you learn to “read”. A normal blue-and-green striped track means it’s all clear and you’re okay to do stunts. Red-and-blue means be careful: some big jump or twist is likely coming up. Orange-and-yellow means be on the lookout for unusual obstacles, solid yellow means a shortcut is coming up, and finally, blue-and-yellow means you’re seconds away from the finish line.
This all probably sounds either very complicated or very simple. Trust me though: the execution was brilliant.
The trick to this game was that you could learn how to squeeze the most out of every inch of racetrack– and that was something you had to do if you wanted to beat the more difficult opponents.
Uniracers comes with dozens of racetracks and a sense of speed rivaling that of Sonic the Hedgehog. Of course, Rockstar, not do be outdone on that last point, allows you to name your Unicycles anything except Sonic or Sega… you will be informed that said name “isn’t cool enough”.
The Super Nintendo has got to be one of the greatest game systems of all time so narrowing its games down to “favorites” is difficult to say the least, but this game sucked up far, far too much of my SNES time back in the day, and it was worth it.
I should preface this by saying I’m a huge SimCity nut. I should then add that I always sucked at SimCity games until I figured out the secret for cost-efficient city layouts.
Anyways, no matter how much I sucked at it at the time… I present to you the game that is solely responsible for teaching me what those mysterious signs in front of empty lots saying “Zoned Commercial” mean:
If you’ve never played SimCity, it might be one of those things that has you wondering “Wait, you find this fun?” You know, like Harvest Moon or one of those other simulation style games. Well, I’m here to tell you that planning and designing your own city is basically one of the most addictive things ever. Why? Because it goes beyond just the planning/design stage. You gotta keep your citizens happy. And make sure they have enough schoolhouses and hospitals and fire stations and etc. While somehow pulling in enough SimCash to do so.
Another way that they pulled you in was by dangling technologies in your face. Most SimCity games start by default in the year 1900. Not that SimCity is dying to be particularly historically accurate in most respects, but at the same time, they won’t give you much tech until you are actually able to use it. If you wanna run your city on nuclear power in the year 1900, tough luck. You’ve got coal and you’ve got oil. You’ll have to wait to get the nukes. SimCity 2000 was brilliant here, because not only did they give you presents of better power technology as you went along, but you got Arcologies, a.k.a. giant bio-dome-esque houses that would quadruple your population and also double as spaceships.
You got these babies in the year 2000. (Speaking of which, ten years on and we don’t have these in real life yet? What the heck? C’mon people!) And they were awesome.
For a bonus challenge you could turn on disasters and have to deal with things like hurricanes, fire outbreaks, or giant Godzilla monsters attacking your city– you know, just the normal everyday stuff you see in the newspapers all the time.
So yeah. SimCity 2000. Sometimes I wonder how many addicts of this game went on to become actual urban planners. Perhaps not many, because thanks to this game I have a tendency now to look at the way my own hometown is laid out and mumble about how inefficient it is…