We never owned a Super Nintendo so I never got around to playing the 16-bit incarnation of Metroid. Well, thanks to the Wii Virtual Console I have finally crossed this one off my list. These days I am much more familiar with the 3-D versions of the game and, even though I played it back in the day, I don't really have too much nostalgia for the NES version. There were some really frustrating moments of platforming incompetence on display as I made my way around the planet, but I eventually got the hang of the floaty physics and stuck it through all the way to the final boss battle.
A hodge podge of writings by me that warranted a little more gravitas than a blog post. These particular posts are all about old computers and technology like Apple ][ and Atari.
This is a classic FPS from the same people who brought us Duke Nukem 3D. In this outing, the politically incorrect humor is based around the protagonist's ridiculous Asian accent and culturally insensitive one-liners. It can be quite cringe-worthy at times, but inevitably it's harmless. Especially when compared to the over-the-top gore and violence. Ah, the 90's. If you can find your safe space, what remains is an exciting game that sticks to the usual run and gun formula of this era. There are a lot of crazy weapons, tough enemies and unique level designs (for the time). Modern gamers may scoff at the lack of narrative and primitive presentation, but I thought it was fast, offensive, silly fun.
You can download and play Teenagent for free from GOG.com, and, because of my obsessive-compulsive nature when it comes to completing games I own, I felt obliged to give it a whirl. It took about 45 minutes of frustration for me to realize that this point-and-click adventure really wasn't worth the logic-defying effort. This game commits all the puzzle design sins of 90's adventure games. It's the type of game design that pretty much killed the genre.
The past few weeks I have been diving into the world of assembly language programming on the Apple ][ computer. My interest in the topic stems from the recent book release of a compilation of articles on assembly language programming called Assembly Lines: The Complete Book. The articles were written by Roger Wagner and originally published in Softalk magazine back in the early eighties. This edition was edited by Chris Torrence and is available for download and purchase from a number of locations.
Now, I am pretty familiar with Applesoft Basic programming, but I was always in awe of commercially released software on the Apple ][ that ran so fast, had fancy hi-res graphics and used sounds other than the system beep. What was the secret of these mythical programs that required you to type "BRUN" in order to get them to load? The secret was machine language.
While this game was a pretty big improvement over KQV, it still was just too mired in Sierra adventure game brutality for me to really enjoy. There has been some attempt to make the puzzles a bit more forgiving here, including allowing for the player to take multiple paths to victory. I did alright through about the first third of the game then it just gets nasty.
This is another game, like Dream Zone, that I owned for years (decades actually) and was never able to finish. Now, thanks to the Internet and instant walk-through availability, I finally was able to continue past the point where I was stuck nearly twenty years ago. I had originally bought this game thinking I was in for some intense, four-color, commie-killing run-and-gun action on my Apple ][+. Imagine my disappointment when I got home, popped in the disk, and discovered that this was the text adventure adaptation of the film. Having bought this game at a B. Dalton's book store in the mall, I should have known better.
Dream Zone is a graphical adventure for the Apple IIgs that I was never able to complete when it was originally released in 1988. I managed to get about a quarter of the way through the game before I was stumped by one of the game's unfair puzzles. Now, twenty years later and with a little help from the Internet, I have managed to beat the game. These pre-Craft of Adventure era games can be pretty brutal and a walk through will come in very handy. Now, this is about to get fairly spoiler-y so if you want give the game a try before I go on, you can play Dream Zone in your browser right now. It's worth trying out.
Back in the late 80s, I learned much about computer programming from this book: Write Your Own Adventure Programs For Your Microcomputer. This is the same book that I used as a guide when creating Malfunction for my Apple IIgs back in 1988.