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buzz_clik

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Formative Titles

Every game enthusiast has a core group of titles that aren't just great to play, but they define them as a 'gamer'. These touchstones have had such an influence on that person's playing habits that they can't even conceive of their life without having experienced them. The ironic thing is I'll probably remember more of them after posting.

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  • This little gem of playability is still a great reflex-pummeling blast today. The game adds new enemies at regular intervals and by the time you've reached the 20th sector things are moving faster, the enemies are switching up their attacks and there's nowhere to hide. Eventually, the whole game becomes an exercise in pure twitchtastic shooting. It may look old and basic, but it's a well-made challenge that transcends its years.

  • An amazing piece of software. Combines high speed action platforming with puzzle elements beautifully; even though the two styles are played disparately, they are implemented so well that they come together to form a wonderfully cohesive whole. Chuck in some (at the time) revolutionary speech, fluid animation and randomised placement of all environmental elements and you've got a long-lasting game. Indeed, I'm still smitten with it 25 years after its release and would probably call it my favourite game of all time. And it's all contained in a single load!

  • Surreal bi-directional shoot 'em up. The art direction is inventive, the gameplay is silky smooth and the soundtrack is one of Martin Galway's finest.

  • This title is another I've finished time and time again, and the cart still gets popped in every now and then. It does so much with the Sega hardware that you'd swear it wasn't on the Mega Drive (Genesis, whatever), and even if you are convinced of that you'd find the fact that it isn't a Treasure game nigh-inconceivable. I still marvel at the line-scrolls in this every time I play it. The art direction and music top off a great package. It's still pretty easy on the hardest mode and the pace can turn rather sedate in places, but that doesn't stop it from being a fun and imaginative run-and-gun.

  • 1995 was the year my mates and I surreptitiously got Doom II onto the university servers. The computer labs were open 24 hours, and we'd stay in there from sundown to sunup. Getting pizzas delivered was the final stroke of decadent genius.

  • My boss and I used to play this against each other through the magic of dial-up. I also got mad into making maps, and spent hours with my head in the Build Engine. I didn't have Quake, and so I'd utilise the inbuilt stone and wood textures to emulate its look. I'd then spend hours making sure my not-really-Quake levels had lighting that looked more dynamic than the engine would really allow. I think I still have a bound printout of the Build manual somewhere, too...

  • I've finished it 3 times and still its siren song occasionally lures me back for another playthrough.

  • My heart hammers in my chest and I get all wobbly just thinking about this pulse-quickening slice of synesthesia. I never notice how hard I'm gripping the controller until I'm relaxing in the silent, warm afterglow of post-play stats. Intense and involving, this is a game that stands the test of time through its incredible visuals, sounds and replayability.

  • I used to go out to clubs all weekend, then come home and unwind with some manic futuristic shooty racing in this gem. I actually got this disc with no instructions as a pre-release thingy via a street press gaming publication - it was only after I completed it 100% that I discovered you could use air brakes! It probably helped my game no end that I was unaware of them, instead discovering the perfect racing line through each course. Oh, and Sasha's soundtrack is the duck's nuts (with maybe only Wipeout Fusion's tune selection being its equal).

  • This one made more of a mark on me than its predecessor, Ico. It's not that I don't love Ico, but I'd already played Prince of Persia: Sands of Time beforehand and the climby-jumpy-clingy-clambery action wasn't as new as it could have been. Shadow of the Colossus, however, was and is unlike anything I've ever played. The world is wonderfully realised despite its lack of dialogue and overt storytelling, and you're sucked into the landscape as you explore it and conquer its denizens. Oh, and the soundtrack is sublime.

  • This makes it just because five of my mates and I have regular Thursday night multiplayer sessions. We fire up some projector screen action, system link a couple of 360s and drink beer as we kill each other in the face.

  • I wrote a whole blog dedicated to how much I got into this game (go check it out) but in a nutshell: I owned it, unplayed, for way too long before I got sick and needed something to play while suffering on the couch. Between sniffles and coughs, I cursed myself for not investing time in this stellar experience earlier. I've currently logged 60 hours with this game, and because I really need to finish it with my gnarly bitch character I'm sure I'll go back at some stage. Mesmerising stuff.

  • I've already raved about this game in other spaces, so I'll keep this short. I came to Fallout 3 wayyy after it was out, but boy am I glad I did. I lost hundreds of hours to it (most of them when I should have been sleeping) and eventually got every achievement for the main game and all the DLC, such was the grip this title had. The sense of place and atmosphere found in Fallout 3 is simply amazing - I've never been as fully immersed in anything else.

  • I heart this game so hard I want to elope with it.

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ahoodedfigure

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Edited By ahoodedfigure

My Impossible Mission was on the 7800.  Rumored to be impossible to complete.  I should check the 'net to see if anyone's beaten any version, because that game was damn hard, but VERY different and very cool.  
 
Colossus was just awesome.
 
Good write-ups!

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buzz_clik

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Edited By buzz_clik
@ahoodedfigure: Yeah, I can speed run through the C64 version. Actually, you've totally given me an idea - seeing as it's my favouritest ever game, I should totally track down all the versions ever released on any machine and see if I can beat them all. Aside from the cherished C64 classic, I've also finished the Master System incarnation as well.
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ahoodedfigure

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Edited By ahoodedfigure
@buzz_clik: I didn't even know there WAS a Master System version.  You might want to read up on the 7800 version to make sure it's beatable, since I think I read somewhere that it was almost literally an impossible mission.  Good to know it's not generally impossible, though :)
 
What sort of strategy is there?  Search the stuff that takes the least amount of time?  Search everything, one after another?
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buzz_clik

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@ahoodedfigure said:
" @buzz_clik: I didn't even know there WAS a Master System version.  You might want to read up on the 7800 version to make sure it's beatable, since I think I read somewhere that it was almost literally an impossible mission.  Good to know it's not generally impossible, though :)  What sort of strategy is there?  Search the stuff that takes the least amount of time?  Search everything, one after another? "
Man, you've got me really curious about the 7800 version now! I'm about to head home, but tomorrow I'm going to do some research on it.
 
I've played the C64 version so much that it's pretty much second nature to me. The thing to learn is how to make the robots betray what kind of attack / patrol pattern they're operating under. The best strategy is to get somewhere -- preferably out of zapping range -- that the robot can see you, so it'll react (or not, as the case can sometimes be). Just like everything else in the game it's randomly determined, so you'll have to suss out each robot every time. But once you get into the swing of it, it's pretty easy to come up with strategies to jump and whizz past the little buggers.
 
I usually clean out every room going left to right, then once I've got all the puzzle pieces I quickly slap them together and finish the game. The puzzle pieces are sorta random, although it uses the same shapes all the time  - they're just disguised by having other preset shapes cut out of them. It's hard to explain, but once you start figuring out and recognising the different puzzle piece shapes, you'll start getting into it.
 
I should probably write a strategy guide. Then again, who's going to read it? :)
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ahoodedfigure

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Edited By ahoodedfigure
@buzz_clik said: 
 

 I didn't even know there WAS a Master System version.  You might want to read up on the 7800 version to make sure it's beatable, since I think I read somewhere that it was almost literally an impossible mission.  Good to know it's not generally impossible, though :)  What sort of strategy is there?  Search the stuff that takes the least amount of time?  Search everything, one after another? "

Man, you've got me really curious about the 7800 version now! I'm about to head home, but tomorrow I'm going to do some research on it.  I've played the C64 version so much that it's pretty much second nature to me. The thing to learn is how to make the robots betray what kind of attack / patrol pattern they're operating under. The best strategy is to get somewhere -- preferably out of zapping range -- that the robot can see you, so it'll react (or not, as the case can sometimes be). Just like everything else in the game it's randomly determined, so you'll have to suss out each robot every time. 


Correct me if I'm wrong on this, but I thought each room was treated as a puzzle in itself.   Where it was placed in the game world was random, but the room itself never changes, so all you have to do is notice what the pattern is for the room and you can figure out a way to beat the robots.  Watched part of a C64 playthrough and I recognized the exact same room patterns that I remember from before.  I think without the robots being the same, you might wind up with rooms that you can't beat without software, which might make it unbeatable if you run out of the sleepers.
 
I remember each robot had different potential behaviors.  Some were blind, some were deaf, some couldn't shoot, some were slow, and you had to remember/assess each robot in order to figure out how to get past it.  Man, I wished you could just blow the things up :)

 But once you get into the swing of it, it's pretty easy to come up with strategies to jump and whizz past the little buggers.  I usually clean out every room going left to right, then once I've got all the puzzle pieces I quickly slap them together and finish the game. The puzzle pieces are sorta random, although it uses the same shapes all the time  - they're just disguised by having other preset shapes cut out of them. It's hard to explain, but once you start figuring out and recognising the different puzzle piece shapes, you'll start getting into it.  I should probably write a strategy guide. Then again, who's going to read it? :) "

The coolest part for me was the puzzle pieces, because they had multiple ways to fit together but not multiple solutions.  I'd get fascinated with the puzzle early on, before I collected all the pieces, which may be why I never finished the game...  No fair having a fun distraction like that!  I really liked the personal computer that you had access to. 
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buzz_clik

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Edited By buzz_clik
@ahoodedfigure said:
" Correct me if I'm wrong on this, but I thought each room was treated as a puzzle in itself.   Where it was placed in the game world was random, but the room itself never changes, so all you have to do is notice what the pattern is for the room and you can figure out a way to beat the robots.  Watched part of a C64 playthrough and I recognized the exact same room patterns that I remember from before.  I think without the robots being the same, you might wind up with rooms that you can't beat without software, which might make it unbeatable if you run out of the sleepers.
 
I remember each robot had different potential behaviors.  Some were blind, some were deaf, some couldn't shoot, some were slow, and you had to remember/assess each robot in order to figure out how to get past it.  Man, I wished you could just blow the things up :) "
The original C64 tape copy I've got has one side labelled 'Non-Random Side', which I assume means that there's a version that always keeps things the same. I never used to play it, because I like mixing it up and having everything random for every playthrough. For me, each robot did something different when I'd (re)start the game.
 
There used to be an annoying bug in some copies of the game, too: sometimes if a robot was flush against the right-hand wall and fire its laser into it, your agent would get fried no matter where he was in the room (cue fizzling noise). Thankfully this wasn't on the tape I owned as a kid -- I doubt my long-term love for this game would have occurred -- but I've bumped into various legit copies over the years that do contain this flub.
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ahoodedfigure

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Edited By ahoodedfigure

 
Since my experience was just with the 7800, I can see what you mean.  The rooms were always randomly placed in the complex, but the rooms themselves were the same.  I guess the C64 version was different, then.  If it's true about the different versions I can see why.  A completely random game would make it impossible like that, so it would have to be random within certain limits to be worthwhile to play.
 
By the way, the wiki wiki describes the bug.