In the early 90s, Apogee had a nice little market. They’d take a popular console game, hack together a PC clone, and distribute it via the then-popular “shareware” model (episode 1 on the house, episodes 2 and 3 available through BBS and mail order). They made simple games that were FUN, something not every game remembers these days between their 200 page design documents and procedurally generated worlds and Hollywood voice talent.
Now and then, though, they released titles that were a bit different. Take Mystic Towers…how would you sell this game?
Most Apogee titles are child friendly. This game has portraits on the walls of naked pin-up girls, and you play an elderly man who scratches his balls from time to time. It’s not an adult game, like Leisure Suit Larry, but you can hear the whisper of an envelope being pushed.
Additionally, the game is not terribly fussed about sticking to a style and at various moments plays like an RPG, a dungeon crawler, a shooting game, a puzzle game, and a platform game. Combining RPG and action gaming became a pretty trendy thing when that say-Devil-in-Spanish game came out but Mystic Towers is a bit different, more redolent of a real pen and paper RPG rather than a stat-grinding action game.
You must enter a series of towers, destroy all the monsters, destroy the monster generator that is spawning the monsters, and find the large red tower key that allows you to leave. You have lots of abilities at your disposal. Your wizard can drag boxes around to make a stack and reach high-up places, use powerups to fly or become invisible, and collect coins with which he can buy weapons. It’s all pretty simple, there’s no stats or classes. Beating the game requires exploration, patience, and a Rain Man-esque ability to memorize floor layouts.
Graphics are impressive by shareware standards. The game uses an isometric perspective for that classy pseudo-3D look. Sprites in Mystic Towers are drawn so that they look like they have depth and exist in real space. There’s some basic environmental interaction, such as dragging a statue backwards to uncover gold coins, and flipping light switches to illuminate rooms. (Why do medieval towers have 20th century light switches? Because they’re mystic towers, reprobate.)
The game is cool and original, but not perfect. I hate the obsessive exploring and item collecting, I hate how the player must go around and around in ever increasing circles. To unlock a door on floor 3 you need a key on floor 2 that is protected by a force field with a switch on floor 5 which is guarded by a monster that can be beaten with a weapon on floor 1…Mystic Towers depends heavily on “whoops, you triggered a trap” level design and this also gets old fast. There are hidden bombs that drop on your head, invisible tiles that poison you, and other annoying things that can’t be anticipated.
The controls are a bit too mystic for my blood. You can only move in four directions, so sometimes you need to walk an awkward zigzag path to get to a destination. Basic movements (such as stepping to the side) aren’t allowed. Fighting monsters is often difficult due to the control scheme, although unfortunately not for any legitimate reason. Killing monsters involves lining yourself up to one and blasting the Ctrl key until it dies.
Playing Mystic Towers is like watching a movie where the director was sacked halfway through production and replaced by someone with completely different ideas. It’s confused and confusing, and a showcase of good ideas in a merely acceptable game.
René Magritte painted a picture of a pipe with the caption “Ceci n’est pas une pipe” “This is not a pipe.” Of course it wasn’t a pipe, it was a picture of a pipe.
Muslim Massacre is a game made by SomethingAwful forumer Sigvatr (I refuse to call them “goons”) that lets you destroy little pixelly blips. There are lots of games where you destroy little pixelly blips, but in this one the pixelly blips represent Muslims. This has made it controversial. We can only guess at how many Muslims in real life have been killed because of this game, but it’s probably a lot.
The game itself is a nose-thumbingly cheap tribute to Postal. You control a true American patriot (hatriot?) carrying a pistol, although passing planes drop additional weapons like a shotgun and a rocket launcher. Your enemies possess everything from suicide bombs to burkas, and eventually you fight Osama bin Laden, Muhammad, and Allah himself. You use the WASD keys to move, and the mouse to aim and fire. Like games of old you can’t save your progress, so you have to beat the thing in one try.
Muslim Massacre is halal if pixelated violence is your creed. You can throw grenades that leave huge craters in the ground, fire rockets that send bodies flying like leaves in a gale, and each dead Muslim vents roughly twenty gallons of blood over the desert sand. Cheerful generic chiptune music plays over the slaughter.
However, I’ll say this: it’s probably not as outrageous as you’re hoping. As a game, Muslim Massacre is fun. As satire, it has a…mildness to it. The whole game involves shooting tiny sprites that sort of look like they have brown skin. A few changes to the art and Muslim Massacre would be just another shameless nostalgia trip to the days when Nintendo published official strategy guides and kids bought them. It certainly has some shock value (especially for people who want to be shocked), but it doesn’t go beyond what Postal accomplished ten years earlier, to say nothing of even older games like Custer’s Revenge.
One wonders why Sigvatr didn’t push the game’s concept further, into South Park territory. Why not allow pork-tipped bullets as an upgradable weapon, for example? If you’re going for edgy, why not go for the white-hot DEFCON 1 shit? Muslim Massacre is a paradox…too much, and not nearly enough.
Perhaps this game isn’t meant to be funny. I’ve read the creator’s webcomic, Electric Retard, which is a mixture of Monty Python’s comedy and Adam Lanza’s misanthropy. I’ve also seen his strange, po-faced apology where he tries to sell Muslim Massacre as an indictment of American foreign policy. Sigvatr’s funny like that. You’re never sure as to whether he gets his own jokes.
Anyway, the game came out, it upset people (but not to the extent where they’d pass up on free traffic by not writing outraged blog posts promoting it), then it went away. Maybe these games are offensive, maybe they’re not, and maybe “offensive” doesn’t matter. These kinds of games hurt nobody, and even if they do, the cure could be worse than the disease. Many people who promote freedom of speech are only thinking about their own speech. They don’t realise that there are a lot of ideas out there, and that – for better or for worse – they’ve opened Pandora’s box.
Adventures of Dino-Riki is a NES game similar to nearly every other NES game. It’s a top-down shooter set in prehistoric times that has you killing dinosaurs. How come nobody ever tweaks the formula? Is there a game where you have a stack of adrenaline hypos, and you bring dead monsters back to life by shooting them?
This game is hard. 80s hard. You can only have so much game on a NES cart, so developers compensated by designing games that killed you like their name is Inigo Montoya. Die, restart, die, restart. That’s how you stretch out half an hour of gameplay.
The game’s punishing difficulty is exacerbated by various lovely design decisions. You lose all your weapons and powerups when you die. And the screen scrolls upwards at a constant rate, so timing a jump requires you to carefully calculate your forward momentum plus the scroll rate. I’m pretty sure the Iraqi Royal Guard used this game to train soldiers to aim Scud missiles.
My enthusiasm for The Adventures of Dino-Riki is just flowing off the page, so the question remains: why did I play it? And why do I remember it?
Well, it has some positive qualities. For one (and this is huge) it’s not set in space. Instead of boring starry backgrounds you get actual things to look at. Trees. Bushes. Grass. It’s wonderful.
And the “real life” setting means you can apply logic to it in a way that you usually can’t for. If you fall down a hole, you die. You aren’t getting attacked by random phallic shapes but by recognisable creatures. Certain things make immediate logical sense. If you fall into a hole, you die. To compare, it was never clear to me why some objects in Star Force killed me while others didn’t. The controls in Dino-Riki feel tight and responsive (mostly, fuck you if you’re trying to fly). Some things take getting used to, such as the screen scrolling forward at a certain rate, but get used to it you will. The boss fights are awesome. Laying down an extinction level event on a T-rex is fun no matter the game, whether it’s Turok or Tomb Raider or this one.
In short, Adventures is a typical Hudson Soft game. Screamingly unoriginal, and it charms and frustrates in equal measure. There’s moments where the game comes together and it becomes fun, then there’s all these moronic, inexplicable ideas that serve no purpose other than to cultivate in you a deep dislike of the game industry. How come your shots are blocked by vegetation, while enemies can shoot you through anything? How come you have to hold down the X button constantly to fly (even though you might be in the air for as long as five minutes?) How come your character has the faggiest death animation in documented history? He looks like he’s having a seizure.
Oh yeah, and can we talk about death animations.
Nintendo game developers. How do you depict death, given
- Nintendo’s famous censorship
- Terrible graphics
Platform games just have you fall off the screen. Vertical scrollers just have you blow up. But Dino Riki. They end up .
You could never call Dino Rikki a classic, and as far as I’m concerned it barely makes it to “decent game” status. Despite this, I can’t bash it too much. The NES catalogue is a refuse bin of horrible games and this one is actually fairly decent.