nuskadamo ha scritto una recensione su Llamasoft: The Jeff Minter Story
[la recensione della collection di per sé arriva fra qualche giorno forse]
"LLamasoft: The Jeff Minter Story" is a purchase that sparked plenty of joy within me, or at least that's what that japanese interior design lady would say if she had a knack for old european computer games. I look forward to writing down a proper review once i'm done reading, seeing and playing all that there is, so expect it to be a fat one. In the meantime, here's some of my thoughts about the individual games in the collection!
City Bomb
The first of many unofficial arcade conversions listed here, which was originally gonna be named after some sort of UK related skirmish going on at the time with another country for edgy effect, before cooler heads prevailed. You control a plane going back and forth above a row of buildings, slowly descending with each cycle, with the task of bombing them all away to ensure a safe landing.
Haven't played the game City Bomber was trying to emulate, and this simple premise as is doesn't have any holes, sufficing just fine as a cheap solo project in the early 80's computer scene, but i'm gonna assume the original is leaps better, with its higher frame rate allowing faster and more precise gameplay. Two and a half stars.
Rox 64
Jeff's very first Commodore 64 game, completed in just one day, according to the man himself... and it shows.
You play from inside a lunar base, and you can launch missiles at three different angles to stop meteorites from hitting the moon's surface, with 3 screen bombs allowed for when you're on the ropes.
In spite of the better hardware allowing for a consistent frame rate, Rox 64 is an overall downgrade compared to its Vic-20 predecessor, getting rid of the feature to cancel your missile launches past a certain treshold, having a more subdued surface destruction effect and showcasing graphics that didn't exactly push the boundaries of the Commodore.
Sometimes the base will explode before touching the ground in the intro animation. I think it's because of a specific input... never bothered to figure out which one. One and a half star.
Abductor
Yeah, this one reeks. It's a vertical shooter where the gimmick is having to stop the space ships from kidnapping the humans at the bottom of the screen, and it's got a couple of cute ideas like being able to shoot off the ships that caught a human before they leave the screen to free them, or the human skulls falling from the sky and hitting you once they get killed, but everything else is just so so awful. Sometimes ships will spawn from below you, killing you instantly with no way to predict their entrance, and everything you can actually see moves way too fast to be shot at reliably, plus there's the fact that to free the kidnapped humans from the corners of the screen you gotta acquire a special ship, and its shooting pattern still makes that inconsistent. Half a star.
Laser Zone
The first game in Jeff's developer career where his more psychedelic and artistic side starts to become apparent, in spite of a fairly basic gameplay formula. Laser Zone is a shooter where you control 2 ships at the same time, one moving vertically and one horizontally, both tasked to shoot at the invaders before they reach their respective floors. Most of the shooting will naturally be straight forward, but you can also tilt one of your ships diagonally to defend the other one in case an enemy got out of its range. You can... but you won't. It's a very clunky process.
While the Commodore 64 version has colorfoul graphics, bizarre looking enemies and an elaborate interface, it lacks the snazzy text animations that would frequently pop up in its Vic-20 predecessor. The Vic-20 also had this extra rule where you can only shoot from a given ship if they are positioned on the dotted half of their axis, a rule which thankfully was later removed. Three stars.
Matrix: Gridrunner 2
I'm gonna talk about Gridrunner in better detail within the Jeff Minter documentary review once i get to it, for now i'll just state that the sequel is a direct improvement in almost every aspect, and that i wish Digital Eclipse would have done a remaster for this one instead of the original, even if i understand the historical and emotional value it holds. You have better freedom of movement, your targets engage in a new pattern once they reach the bottom of the screen, there's more enemy variety and the visuals for the backdrop are more elaborate. This last aspect ends up inconveniencing you more than anything, because the moving grid makes tracking what row your targets are moving at less intuitive, and you already have so much to pay attention to. Three and a half stars.
Andes Attack
I've been wondering for the longest time where titles like Fantasy Zone and such took inspiration from for that very specific circular, multidirectional shmup gameplay, and apparently it all comes from an arcade game called Defender. Jeff Minter tried adding his own twist on the formula, replacing humans with llamas like he would become famous for, but that bit of extra visual flair is nowhere near enough to save Andes Attack from being a disaster. The ship has only one movement speed and takes up way too much space compared to the arcade original, hugging either side of the screen at all times which i've never a been fan of in this specific kind of shooter, and your projectiles are frustratingly finicky compared to anything the enemies can throw at you. The lack of mini-map is unacceptable, as you'd never know when a llama is being kidnapped if it's not happening on screen. One star.
3D3D
Not quite the tridimensional adventure this game presented itself as in magazines and advertisements, 3D3D is still an impressive piece of software considering the time of release ('82) and the hardware at hand (the Vic-20). You're tasked to climb a ten floor labyrinth recreated in faux 3D sprites, finding holes in the ceiling that you can climb on, and taking as few actions as possible along the way.
I haven't gone too far with this one admittedly, but if had the intention to i'd probably draw a grid of each floor right on a piece of paper as i enter it, keeping manually track of every step i take. 3D3D penalizes your final score for opening the map multiple times or checking where the holes on the ceiling are, so i don't know if my approach would be considered cheating or not, but i do like it when older games require you to use pen and paper in some capacity. Three stars.
Voto assegnato da nuskadamo
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