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Wednesday, October 31, 2018

Videogame Review, Radar Rat Race (RRR) for the Commodore 64 Computer (Cartridge Form w/ Amiga Power Stick)




Videogame Review, Radar Rat Race (RRR) for the Commodore 64 Computer (Cartridge Form w/ Amiga Power Stick)

It’s a minimal fantasy.  You’re a blue mouse who is trying to get away from red mice while chasing for cheese and straying away from dark, glaring cats perching on their cornerstones between tunnels.  Graphics and visuals are light and sweet.  Still, although this is a maze game like Ms. Pac-Man, Ms. Pac-Man on the Atari 5200 has better images with more complexity of presentation in fruits and devoured pellets, whereas Radar Rat Race (RRR) doesn’t offer so much payoff in terms of video processing.  Definitely it’s a quickened adventure that calls for cheese and there are a pair or two out there even if there’s too much of the same cheese; in fact, even the double-up-the-points cheese feels lackluster compared to Ms. Pac-Man.  Controls with the Amiga Power Stick are good despite the fact we’re really just using one trigger to let the blue mouse exhibit stars behind him for blinding the red mice.  The stars behind him can be launched at red mice who are at more of a distance from the blue mouse although the closer they get, the harder it is to pull off the “star screen”.  The Commodore 64 was a gigantic computer and there’s no excuse for such a minimal fantasy: jarring music, paralyzed cats from the beginning, noticeable ease on difficulty and lots of memorization along the plain fields of a mouse’s labyrinth for cheeses of mostly one kind, far stretched from the yellow fields behind the walls despite the evil, terrible, motionless cats.  RRR was an early Commodore 64 game and it shows.  The computer’s keys for RRR are big and bulky and are best suited when the Commodore 64 (C64) is sitting flat on a huge desk.  Such fashion from the 80s is still applicable; I like using a huge desk for computing as opposed to sitting in some Starbucks location while on the tapper.  Maybe I’m not quite making sense but you’ll get the picture.  In comparison to Ms. Pac-Man for the Atari 5200 RRR for the C64 has too much resemblance to Atari 2600 games.  Out of interest, I’ve played this game seemingly forever while the irritating music keeps going “doo doo doo dee dee doo doo doo”.  Did the blue mouse fart or something?  Scientists must really be torturing those mice!  Even in consideration of the white tunnels I’ve found Ms. Pac-Man on the Nintendo Gameboy to be smoother.  Perhaps this is what Commodore fans have raved about with computing: downloading, maintenance, issues, glitches, obstacles in the way, a blue mouse farting on the red mice while going for a nice little kitten’s cheese.   




https://youtu.be/_2LG9Xbv_No

10 Hours into Pool Paradise for the Nintendo Gamecube




10 Hours into Pool Paradise for the Nintendo Gamecube

A lot of difficulty can be seen in the game.  Opponents from moments on end present us with tons of tasks for handling the pool sport along the lines between interest and vacuum in the fantasy world, visions it happens to portray the two minds of in 2D and 3D with sheer notion for time and space, during chaos under the stars across a table for pooling the ball into a socket.  Dreams happen for what they’re made of, looks in a game like Pool Paradise to be deceiving on some touches given to visual interruptions arriving from downloading and system maintenance.  Appropriate measures have to come in somewhere among the qualities showcased for Godzilla, Monkey, Frankenstein, and other creature of night and day working from dusk till dawn and beyond within grasp of pooling towards victory on money-flowing occurrences which won’t be used in vain; in fact, you can double up on some crazy table selections for further enhancement of skills for practicing with no money attached on them whatsoever, plus, the practice mode is available if a player needs to withhold aggression in some sort of differentiated privacy.  I’ve had problems with analog for a 3rd-party Gamecube controller since its thumbsticks are more extremely stiff and restricted compared to my refurbished Gamecube controller from Nintendo and Gamestop.  Particular occurrences with the 3rd-party controller include sudden jerks of movement I’m not responsible for- from time to time I’m finding the cue to suddenly launch into play while I’m issuing no such command, so there’s given analog on the cue which doesn’t offer as much variety in transgressional swinging when I consider the 1st-party controller’s vivid technology by Nintendo.  Controller port problems are apparent; in fact, I’m wondering if my 1st-party controller has gotten better after removing the 3rd-party controller prior to 1st-party replacement.  Some questionable things have been going on with the Nintendo Gamecube: menu, menu, menu.  I’ve been switching cues and now have an image of a pretty lady on my pool table in the jukebox bar.  There’s a variety of drinks and refreshments to choose from although the concept is imaginary compared to the pooling since I’m not actually drinking in the game; too bad, because there’s still enough suggestion of various bar modes: pooling, exercising, and relaxing, near music on the quarter and UK- and US-balls.  The UK games can be more strict and abrupt; this is perhaps because the British seem to like displaying lots of manners in pretense of virtue despite the fact Americans may excuse rules out of a kind of indifference and lack of romance when the moments are recognized for them.  Look, I have to have my opinion on something or else I’d just be rambling on pretense and indifference, and I’m not horribly like most British and Americans.  I know this because the public on Earth appears to often have decisions for things I don’t understand like focus and control, especially when the decisions for focus and control can turn us away from those elements for confusion and evil instead.  Just ask Godzilla.  Yes, he has LOTS of focus and control on his mind even when the confusion and evil tend to mark him for a losing streak against my likelihood for embarrassing ridiculous fiction.  




https://youtu.be/EvXP8REdU6U

Tuesday, October 30, 2018

4 Hours into Pool Paradise for the Nintendo Gamecube




4 Hours into Pool Paradise for the Nintendo Gamecube

When I heard all of the criticism Video Game Critic gave to this game, it sounded more like a bittersweet compliment.  Certainly I can be one who approves invisible opponents with interesting hands because of how the jazz, including tropical jazz, may help with the boredom so typical in modern games like Pool Paradise that take more of a depth approach as opposed to immediate, right-away-this-moment kind of feeling.  The camera angles are very good; in fact, just the camera angles themselves can make Pool Paradise more than one game.  Both the control stick and the C-stick are quite intuitive although there’s some give to the gameplay.  I like that.  Goals and ideas combine into a sort of frenzy until the gameplay matches a kind of mixture between reality and fantasy, with a tad bit of boredom on the side.  Flies get into the main pool room, the jukebox plays all night, the oceans are burning with gravity and colors… man, this is my kind of work.  It’s not a bikini game exactly.  It’s a surreal world where the sport of pool is being played by numerous creatures of the night and day including Frank and a Robin-cosplay kind of guy.  But the grammar of the instruction manual and different messages of the game is rather poor and informal with that intent of humoring people with doubts about gods and mystical creatures like hippies and ding-dongs.  A good deal has to eventually make the case although I’m still investigating the idea of pool through vivid action taken for granted under the stars of Hades.  No, I’m being sarcastic.  Trumpets must be blazing somewhere in the heavens out there on the island where the game just matches such sweet sounds of jazz melting into realization along the defenses for the pool table- a pool of sport, with balls of different colors, textures, and numbers to indicate what’s to be done although I’ve had to take a look at the instruction manual with some frustration.  If I had to pull the thumbstick back and forth after pushing A for hitting a ball they should’ve just said so!  Anyways, I’m not requiring that advice, but merely showing my frustration.  Vivid scenery will make you cry if it’s understood.  Art of this kind likes to speak on its permission for chaos for pool as balls swerve and dive over the pool table in a sheer amount of luck in addition to skills with the held pole’s cue.  Everything in this pool game is like a dream and appears to be ideal for multiplayer.  Now how can I find somebody to play with my Nintendo Gamecube?  So many gamers just want the hot stuff- give me give me give me, new new new, sparkle sparkle.  Due to my faith in God and other gods I’d simply put so much effort into understanding the past even if there’s new and old to consider for light out of bounds for glory as graphics prove their definitions.  Thus far my experience with Pool Paradise is positive although I’ll see to it if it’s a blend that makes the whole.




https://youtu.be/JlxUDBb-b4k

Monday, October 29, 2018

Videogame Review, 1080 Avalanche for the Nintendo Gamecube



Videogame Review, 1080 Avalanche for the Nintendo Gamecube


I’m not a reviewer who always gives questions we could’ve easily answered.  Let me ask you something, though.  How do I have control without the system’s power, or without the controller’s power, or without my power?  Electricity and mechanics aren’t the only powers.  There can’t be control without power.  Of course, there can be power without control because evolution has made us function along the lines even if some of them aren’t any fault of ours.  Look at the natures in 1080 Avalanche: something purple, something white, reflections outside in absence of permission… our future and our past speak to our present, letting us know the ride within a storm of conflict in the game where hikers crawl near the mountainous suburbs.  Don’t be too much of a control freak and don’t fool yourself.  Snowboarding gets unpredictable at times just like it should; for that matter you’ll find the ride to be built up on tricks up the sleeve against the mountains between freedom and privilege, a Gamecube given to absorbent colors for the visuals out of bounds for glory during a race or two with piles of snow-launching rocks.  Anger in a gamer can really lead to ruin if one is not careful about maintenance, or combination of power and handling, getting into the haywire towards victory at other competitors; besides, my Nintendo Gamecube needs to have the “power” on before I have any control to speak of.  In other words there’s no such thing as focus without energy.  We need energy sources: ourselves.  Power can live within us.  Nobody can really suppose that energy is an arrogant excuse for maintenance due to the fact we’re living in life with the powers we’ve already had from the beginning.  Wind itself is a source of power; there’s not a lot we can do to control it.  Usually in this Gamecube game you’ll find the snowboarders located in areas with powers around them and out of their control in the sense of duty and reason.  “You don’t tug on Superman’s cape.  You don’t spit in the wind.” (Jim Croce, “You Don’t Mess Around with Jim”).  I’m ready to handle the tasks before me.  The power is on in me as well as the machine; in fact, we’re working together in a winter’s spree along nature’s defenses against us.  You want control?  Ha!  Tell that to a rock!  Maintenance of a snowboard involves the elements in nature that may not go smoothly according to plan.  So many gods on Earth can’t have total maintenance let alone a future to behold on infinite greatness and I don’t understand why so many freaks of nature in our videogame industry want all this control while disregarding power.  Control is actually a power, power is actually a control.  How could we deny power and assume there’d be control left?  It’s the will of the universe people can display emotion under a gaze or else defeat pressure from those strange attitudes given to environments and dumb luck.  My diary writings for Avalanche 1080 explain a lot, too.  The game may become expanded from further investigation (that is, gameplay) although the trick mode is quite a situation of likelihood for masterminds as opposed to time trials and a handful of gates matches.

Sunday, October 28, 2018

Videogame Review, Hanna-Barbera’s Cartoon Carnival for the Philips CD-i Console




Videogame Review, Hanna-Barbera’s Cartoon Carnival for the Philips CD-i Console

Kids love spectacular visuals laid down on a TV.  Here, this is an educational game which presents a gamer (young or old) with puzzles ranging from beginner to moderately expert.  You’ll open presents, listen to picnic baskets, sniff through a maze, collect junk in space, go balloon-fishing, and answer ridiculous quizzes- the cartoon characters from Hanna-Barbera’s studios will be refined into likable personalities in the CD-i console’s graphical.  The sounds of music reign supreme and bounce off the TV when colors are flying into shapes.  No, literally.  Each letter you need to spell out for “Cartoon Carnival” will pop out in some kind of grotesque form that’s improved on by the cartoon world until humor is reached in visual format.  Controls are terrific because the action buttons go well with menus and options while the direction pad is used to let Fred gather balloons or move the Jetson’s space race in open air, figuratively.  Really tough worlds include Scooby-Doo’s island adventure and the Top Cat’s questionnaires over the Hanna-Barbera’s cartoons in need of attention on the CD-i; it’s actually fun to sniff around the mazes of different proportions and architecture types since the brown dog we’ve come to love is silly when approached by oncoming, closing walls; not to mention the Top Cat, who (after you’ve clicked on his hustler suit) has his homestead recover from an electrical outage after getting shocked and in a fall over the rooftop to his base for top-fact questionnaires.  It’s very funny!  DeviantArt users who draw will absolutely love the given visuals.  Nothing easy can be said for drawings and renderings of this sort which keep entertainment jolly until further notice on chaos and anxiety.  Values, as artists know them for drawings, become really wacky in Cartoon Carnival since there’s often an exaggeration made with a drawing for strange, odd creatures.  A lot of the game is philosophy of the impossible.  Who cares?  Maybe we’re turning our heads between facts and doubts while trying to understand the conflict among the Jetsons who must leak information between themselves and their friends during the most alluring events in the galaxy.  Once again I’d like to say that Nostalgia Critic from YouTube was wrong when he claimed that “Who Framed Roger Rabbit?” united all of the cartoon characters we’ve ever had for the television history of humanity.  Pure fiction.  However, it’s true that we appeal to cartoons from the get-go before coming to realize later what just happened.  My direction pad moves in appropriate ways considering the people I’m controlling in the animated worlds.  Don’t quote me here but I believe there’s about 30 little cartoon episodes on this CD-i game even if I’ve had to step it up a notch on the Top Cat’s questions for the cartoon shows themselves, so it’s likely that from moments on end until kingdom come you’ll be more educated about Hanna-Barbera in the end.  Each episode has very good quality programming and resembles imaging video from a DVD.  That’s good for Scooby-Doo and everybody else.



https://youtu.be/GvR33ylWh6I




Videogame Review, Astrosmash for the Intellivision 2 Console



Videogame Review, Astrosmash for the Intellivision 2 Console

Improvements can be seen on Mattel’s second Intellivision machine from the early-80s for Astrosmash, a shooter that isn’t as much about death on a ship in space as it is one of the company’s landing points for display of 16-bit innovation.  While it’s true that the Super Nintendo console has better graphics than the Intellivision 2 console there’s also a huge difference in innovation or what’s to be considered “the button layout”.  Each firing button on the Intellivision 2 controller feels nice.  So much is going on in this planet where falling objects reign supreme over the rich soil and graduate in flying colors; literally.  Highscores aren’t so much improved on from constant death battles as they are improved on from persevering and a gift of overall un-allowance of asteroid showers, alien invasions, or just general mayhem.  Graphics and visuals in the program speak for themselves: rich, fluid, exciting, and interesting.  Maybe I’ve left a lot behind.  I played the Intellivision 2 console considerably at my apartment in Sacramento where I hit 7-Eleven for a crazy poet and left her with the orange smell of Cheetos on my lips.  As said, each firing button on the Intellivision 2 controller feels nice and I’d appreciate it if the reader could take that more visually from this description after the dash- 4 firing buttons, all with white, solid color built with light means of functionality in deep plastic encasement, my fingers around them for sheer concept at execution while I play the Intellivision 2 console in comfort and game-to-game, session-to-session performance.  You could’ve watched me play all day if you were in Sacramento.  Every galactic object complements another through conflict we’ve come to terms with as Intellivision fans despite the fact I was born long after the Intellivision 2 console had its production halted in extreme quantities; in fact, after being born there has been constant new moments for me to be born again somehow.  Light comes from the TV.  I stay up at night mostly since I have this owl’s-instinct in me.  Resting my hands on an Intellivision 2 controller really goes hand in hand with my patience levels along lines of 16-bit innovation understood and cared for by surreal, vivid fingering over Astrosmash, or what’s an Intellivision highlight that’s appealing even on a grand scale for modern times due to the fact it just looks so different- spinning white tornados, crumbled asteroids, visualized invading sparks… man, it just all looks so good.  Keypads on the Intellivision 2 controllers are very nice and smooth for laying and swiping fingers upon the decorated edge of Mattel’s technology in red, black, and white.  Numbers are terribly soft buttons on an Intellivision controller although the 2nd Intellivision controller is marked with less bubbles for contact and more plain, direct, immediate direction.  You’ll get lots of extra lives in Astrosmash and yet have to contend with further revamping measures along pieces of land under changing skies of absorbent colors.  First the sky changes, then the game changes, and the difficulty can be controlled by the 1-+-9 pausing technique.  The TV goes blank in pause mode and provides the gamer with plenty of rest for their eyes before they switch gears on sudden impulse control, like fun and like friend.




Note: I took a picture of Astrosmash on TV when there was a typographical error.  Maybe this funny, erroneous letter can be some phrase given by a Martian!


Videogame Review, Star Trek: Strategic Operations Simulator for the Atari 5200 Console




Videogame Review, Star Trek: Strategic Operations Simulator for the Atari 5200 Console

This is a dramatic improvement over the Atari 2600 version.  Star Trek is that TV episode you’re familiar with and the Atari 5200 version of this game provides softer effects which are very effective if not utterly terrific; in fact, I can actually see enemies in more highlighted colors and thorough definitions, the kind Atari fans for the Atari Home Computers can be aware of.  Joystick controls are quite futuristic even if the joystick kind of locks into place depending on movement.  This is what makes Atari joysticks remarkable when they count: alluring, vivid physics.  Everything in the game is really clean for what’s approached on in gaming for a universe in trouble for letting the bad guys in with the good ones.  Diagonal angles are easier to handle thanks to the joystick’s analog interface.  Bad guys in the program, a simulator for galactic management of fortresses and energetic defense mechanisms, truly graduate in flying colors as well as shapes until further notice on good guy stuff.  I’m only being personal so bear with me.  Don’t just limit your words for the galactic conflict until something is tried from the dramatic effects visualized on TV for 8-bit-like gaming into another time and deep vacuum in space, particulars to suit taste and reason along the graphical with enhancements geared for war against innocents-shunning creeps.  Button mashers can do brilliantly in the gameplay despite the fact we’re supposed to pile up on healths, warp drives, and photon accelerators within grasp to freedom out of bounds for glory in those dark fields, mixed and propagated by enemy onslaught organizations.  The color black itself signifies a lot.  Definitions in the shooter are tangled between action and defense for the story-given program explained of in the interesting, spectacular instruction manual.  Mashing the buttons only works well at first because we’ll eventually have to exhibit pinpointed accuracy for mechanical improvements given to the Enterprise (or hero ship) near fortresses that change colors out of either means of reliance or deficiency plans.  Vision becomes a thing of the past in regards to the future we must keep for spooks in privilege on levels of insanity during experienced peace and quiet over temporary notion coming in its own good time.  A far cry can be heard in space.  I love pulling the joystick back to activate warp drives as I move it in means of copying time itself when given a number- my highscore, which is usually earned and often impressive.  My cartridge for the program is inserted into the Atari 5200 console while the power is off and displays two mysterious figures overlooking an attacked Enterprise outside the cockpit; it’s such a good drawing and rendering of the Klingons that, as I’m provided for on the creative instruction manual and intense programming, Star Trek: Strategic Operations Simulator ought to belong to every fan of the TV episode.




Saturday, October 27, 2018

Videogame Review, Triple Score: Super Hang-On for the Sega Genesis (Arcade Stick)



Videogame Review, Triple Score: Super Hang-On for the Sega Genesis (Arcade Stick)


What an excellent biking game!  I’m sure nurses ought to be interested in all the collisions occurring in the game near lampposts and cigarette advertisement boards- we have some real health hazards here.  Africa and Asia are the more beatable worlds in the motorcycle racing game even if North America and Europe aren’t that far off for masterminds of the Genesis console.  You can actually create your own soundtrack all around the world from the use of 4 classic themes from excitement to hyper before reaching subtle overarching differences in tune, so there’s got to be more motorcycle fun to have although the “normal” mode gets off to a bad start: you’re given the weaker bikes long before you can push it up!  “Arcade” is the best, classic mode.  In it you’ll find a biker who at first loses to the other racers at the beginning before pushing the throttle to the limit and flaming over those competitors into slides, kicks, or full-throttle showcasing.  Emerald-green mountains can be seen in the beginning strands of Asia before they’re marked-off territory for another quarter along the way to bigger extreme values.  Africa stretches out like a desert which complements plants over the radar into the yellow beams of soil across the horizon into eventual gutters for speeding.  This is especially correct in regards to North America, a varied pitch inside the landscapes reaching secrets that spell out doom for problematic drivers on a bike, although the computer’s bikers don’t seem too troubled and prefer to laze it in sonic velocity from the Genesis console’s illusion of blast processing.  Super Mario Kart for the Super Nintendo console is a great game but tends to leave moments on slower bursts compared to Super Hang-On for the Genesis; developers and programmers basically have to work on games within forced errors taken to computer-processing techniques and it gets difficult to have that true, ultimate machine for every conceivable thing, especially since such a machine doesn’t exist.  Xbox gets chunky, Xbox 360 gets blurry, and Xbox One gets marginal- how do I go on these machines when the Genesis might present something like those 3 Xbox machines?  Controls with the arcade stick become magnificent to feel and burn on.  With the controller on my lap I may get uncomfortable for the long run at a short burst but remain relatively at ease and tension over the long run of more than one short burst.  It’s actually possible to spend a good 5 hours or so playing an arcade game like Super Hang-On while taking momentary relapses or breaks until the limbs self-strengthen due to muscular activity, given quite like the breeze, made into basics on insanity levels between beginning and finish.  Visuals in the racing game tend to lay themselves down in “scattered” form up over the deep ends and curves elongating into tiny hills.  From what’s seen in the bumps I just stop, look, and listen, in whatever order as a situation commands me for it from traffic jams under the beautiful skies reigning supreme of color along a biker’s defense for crawling, then beeping and jogging, then, finally, flaming it into the breeze.

Videogame Review, Super Mario All-Stars for the Nintendo Wii (Super Nintendo)



Videogame Review, Super Mario All-Stars for the Nintendo Wii (Super Nintendo)

Slight controls may turn a whole game on my back in the receiving end.  Super Mario Bros. 2 and 3 play well with the controls (figuratively) although Super Mario Bros. 1 and Lost Levels can’t be more pleasing to the hands.  A problem exists in the first two games- when you tilt the direction pad lower for Mario or Luigi they stop dead in their tracks; such an issue like this one leads to random ducking, running, slowing, and freezing because you’ll be moving the directions without looking much at the controller during play.  2 and 3 in the Super Mario Bros. series function well on the controls even if the 3rd will bring you to awkward, unnecessary visuals: flames shooting downward, bushes with plus+ signs, ill-looking hillsides, cliffs, and mountaintops, reflections from the TV on what’s already colored, etc.  Super Mario Bros. 2 is the golden key.  It plays terrifically, appears marvelous, and doesn’t have broken running controls or unnecessary visuals.  Now I’ve been giving some of the same phrases in this review so you can follow along and not be too shocked from the get-go in reading.  Super Nintendo consoles existed when graphics didn’t often mitigate our perception for action in the breeze we were so familiar with after coming home from McDonald’s or leaving it to Gamestop.  My edition of Super Mario All-Stars is just the game for the Nintendo Wii.  Problems in control are especially horrifying and negatively effective on the Lost Levels brand.  I mean, try visioning Mario who stops dead in his tracks for seemingly no apparent reason, the gamer for him mashing the direction pad and struggling to move anywhere, and the Nintendo Wii remote itself can almost seem broken with this on such an important moment for plumbing under the sewers for gold and defeated turtle guys.  No instruction manual is included with the Wii game box until the opportunity for reading it always comes up, which means you’ll probably be doing things in the game in a lot of struggle and won’t know what on Earth is going on with 1 and Lost Levels.  Maybe I can try the Super Nintendo original on my Retron console.  Sometimes I’m not in the highest mood for gaming even when mushrooms are practically falling from the sky next to some coin-loaded blocks with question marks attached.  Most certainly I’m not going to look at my direction pad the entire time while playing; simply impossible.  What’s noticed from the control problems and unnecessary visuals is that a player, with much honesty for 16-bit gaming, is going to go through so much struggle just to get through and, if he lacks technical/mechanical knowledge of Wii controllers, won’t know the difference between dying in vain for the game and dying in fairness for the game.  A really psychic person who knows all the rules to the point of being an impossible person in gaming may disregard my message; Mr. Do!’s Castle has been played by devoted Atari fans and deep, intense Nintendo fans can share amusement with others on all likelihood to randomness in fashion for videogames.  Me?  I want a game that actually sticks with it.



   https://youtu.be/t_JKyMIpTDI

Friday, October 26, 2018

Videogame Review, Mario Kart Double Dash for the Nintendo Gamecube Console




Videogame Review, Mario Kart Double Dash for the Nintendo Gamecube Console

A Nintendo fan who doesn’t have anything nice to say about this Mario Kart deserves punishment of the highest order; in fact, he’s really vulgar if he says one of the following 3 things reviewers have stated off and on about Mario Kart Double Dash: 1) the rainbow road course “sucks” (whatever that means), 2) it’s a minor improvement over Mario Kart 64 (this 2nd point is false and absolutely offensive), and 3) all of our favorite weapons are here (favoritism of this kind is sinful; either something is good or it is bad and that’s it!).  Where was I?  Oh yes, Mario Kart Double Dash.  When I played this game over a decade ago there wasn’t a true vision for its greatness.  Readers may want to know what Mario Kart game I now think is the best out of them all and I believe the best one is Mario Kart Double Dash- intense, eccentric, bright, dark, saturated, effectually dramatic, super duper mayhem.  Cutting corners wasn’t Nintendo’s option at all with Double Dash.  The entire game explodes with action!  Finishers and beginners will find plenty on the surface and renowned depth along the lines over the edge of fun, kart-wrestling prohibitions.  Yes, Double Dash is better than Mario Kart 8, even better than Mario Kart 8 Deluxe, since the action really does speak louder than words; in fact, there’s few words on the menu to begin with, and you’re self-chosen in a computer’s world by the Gamecube’s immediate, flashy spectacle on TV.  Deserts and pyramids look like fantastic objects in some other dimension thanks to the lessened sharpness of the TV’s definition for it.  Want to launch into DK’s volcano at around 200 whatevers?  No problem!  That’s faster than 200cc in Mario Kart 8!  Plus, you’ll still feel the effects of that 200 (kilometers or miles) while crossing the grassy streams across the volcano’s edge of doom for which cliff-cliff-falling entertainment pursues the mind like cotton candy and ant-fish.  Fantastic job, Nintendo.  Courses are short and sweet like many of the best poems on Earth.  There’s no junk car, no ugly sidewalk, no rainbow untouched.  Obstacles get in the way and get dealt with on a special basis between stars and spangles.  Arcade action is here!  Music ramps up in short bursts for the appropriate physics out of bounds for glory into visuals that brighten the mood until the smile hurts a bit as it should.  Let’s dig deep into the curves!  I like movements that leak from chaos and understanding as opposed to dullness and misery; however, Princess Peach can reign supreme on demand for hearts spinning around the jewel of her bosom, the plumbing brothers can toss flames back and forth due to the Gamecube controller’s “innovation” that IGN sorely ignored in the past, and there’s enough heat and tension in races into the finish line promoting chaos into natural consequences for a fantasy like no other treat except the delicious ones.  In regards to IGN’s review that stated persistently (and annoyingly) reference given to a harsh tone taken for journalist showoffs I believe that, since IGN brought chaos into their name on such a review, the chaos led to the destruction of fandom between Nintendo fans and IGN.  Lots of people have actually stated that Double Dash is the best Mario Kart game around.  From the looks of things on my radar in terms of beauty and extravagance given to Mario’s touch for kart-racing entertainment and the formidable, harsh battle matches, we should’ve known better- the Nintendo Gamecube console breaks the fantastic space of Mario Kart into singular, unique courses that aren’t knockoffs whatsoever. 



https://youtu.be/k1ao6USPe8k



Wednesday, October 24, 2018

Videogame Review, Ms. Pac-Man for the Game Boy Player (GB, Nintendo Gamecube)



Videogame Review, Ms. Pac-Man for the Game Boy Player (GB, Nintendo Gamecube)


There’s a lot of excitement in this small Gameboy pak.  Visuals, as I see them on the Game Boy Player, look different and original compared to lots of those old casino portables available in the 90’s.  My pictures take the game’s unaltered colors from the get-go.  Walls are green and trimmed with blue, all 4 ghosts are a mellow pink until they turn black, the dots themselves are black, and Ms. Pac-Man and the fruit look healthy in the full view mode.  From the 1/2 view mode you’ll see the same characters around blue dots because they appear cut out from paper of sorts.  When I play this game there’s enough beat in my heart for the action flowing within its presentation on demand to arcade excellence for such vibes along Gameboy glory.  Still, this Gameboy game can’t quite shake off the feelings I get from playing Ms. Pac-Man on the Atari 5200 console- the frame rate has to go through its bits of presentation little by little until the slowdown at moments bounces back into full action even if the game doesn’t suddenly go faster.  (Whew!)  Controls with the Gamecube controller are very good; in fact, I like them more than controls on the 5200 controller for Ms. Pac-Man in the sense that each movement mode (control stick or direction pad) is built with encased plastic on the Gamecube controller which helps guide my left thumb, although the 5200 joystick has the benefit of locked-in analog with subtle movement function.  Entertainment is to be had with this piece since Ms. Pac-Man had seen light of day on the Gameboy in style for monochrome.  Graphics, as they are, make sense for the small game pak.  Nintendo Gamecube consoles themselves couldn’t have really been smaller due to their disk-loading front.  2 keys work for Gameboy games on the Gamecube: the Game Boy Player itself and the Game Boy Player Disc.  Obstacles get in the way for our womanly hero who must lunge through tunnels against all notion of time while ghosts are more guessed at by physics rather than reflections from the TV’s light on their phantasmic capes.  Our World Series in baseball is on; nonetheless, I’d prefer jutting out the thumbstick in place of gaming along the lines between boredom and excitement and yet I’m more thrilled from ongoing depth to the game’s surprises than a plain, obvious surface over the whole deal.  Ms. Pac-Man plays like a shortsighted form of entertainment compared to golf that’s watched from long-shot distances given to a monitor or tube.  1/2 mode really looks swell on my huge Westinghouse TV.  What’s imagined for the program by Nintendo speaks enough for its vibes and I can’t wait to play more Gameboy games of this nature.  Fiction ought to speak in more colors than we’re used to, so I’ve got my eyes on this puppy where the thought counts on parade to freedom and justice for all, Ms. Pac-Man (ribbon and bow) taking on pink crawlers across the screen in good motion for dots and pellets that help size up her game.  And, unlike Mortal Kombat 3 on the Gameboy, the controls actually work!  



Videogame Review, Mortal Kombat 3 for the Game Boy Player (GB, Nintendo Gamecube)



Videogame Review, Mortal Kombat 3 for the Game Boy Player (GB, Nintendo Gamecube)


Now this port of Mortal Kombat 3 has things I’ve never seen before on the Game Boy Player.  My Nintendo Gamecube seems to like presenting the fighters in more than a trio of colors, something I can remark on, since I’ve been getting Pokemon cards for the same purpose: colors, colors, colors, among other things, and more colors.  Different scenes in the fighting game include lots of a green color, the glowing kind fans of Teenage Mutant Ninja Turtles can appeal to even if the fighting system is basically… ruined, to put it nicely.  Often I’ll find myself hitting the big A button on my Gamecube controller to no effect despite the fact I’ve been playing Tetris DX very nicely on my Nintendo Gamecube without problems of this sort.  Maybe the programmers for Midway were so enchanted by the original Gameboy portable’s shadowy visuals that every one of them forgot to make sense of the action as it’s apparently simple but chunky in today’s marketplace for Gameboy games.  But hey!  I’ve paid only a few bucks for this from eBay.  I feel sad for the poor sucker who dished out $20 plus.  Remember what the Video Game Critic had said about Street Fighter the Movie (game) for the Sega Saturn console?  Much of what he said is questionable on my mind although I’m sure some of his descriptions fit with Mortal Kombat 3 for the Gameboy.  Those “positive” ratings we see for the Gameboy game on eBay probably come from people who’ve played the arcade machine and remarked on the Gameboy game as though it’s the original piece.  None of the game comes from the original, folks.  What we have here is a stubborn program that wants to shake things wildly through poor controls, blurry visuals, and questionable difficulty.  Each scene in the fighting game shows quite a lot of art for the money; however, we’re supposed to play the game, not merely do stuff.  I like the golden tab on the character selection screen which brightens into a gold dragon for a moment’s relapse before I switch things into high gear with more than several fighters.  Character looks aren’t that reasonable quite yet.  Obviously the Gameboy can’t handle all of this stuff from Mortal Kombat 3 in the arcade until visuals perfect the masses along definitions.  Usually I’m mashing buttons, trying to get anything to work, but to no avail.  Those pre-battle scenes which illustrate characters in glowing green add nostalgia to the picture although I fear everything is dysfunctional in the gameplay itself; and, without the Gameboy’s shadowy visuals on my TV screen I’m left with more to be less desired on. 

Tuesday, October 23, 2018

Videogame Review, Triple Score (3 Games in 1)- Columns for the Sega Genesis (Arcade Stick)




Videogame Review, Triple Score (3 Games in 1)- Columns for the Sega Genesis (Arcade Stick)

My cartridge box is filled with a nice poster for Jurassic Park.  In addition to the poster for a dinosaur fantasy more stuff is discovered through the brochure on Sega’s television tuner for their Sega Game Gear portable- the ability to watch old channels on TV with radio frequency connection between slots of programming given to a button for pushing, eyes for listening, and ears for hear.  Honestly I never tried that TV Tuner: by the time I was getting into the Sega Genesis the idea of RF itself didn’t bode well except when I touched Atari consoles and pong machines and such.  Columns is a game included with Triple Score and it looks and sounds and plays like the arcade not only through the Genesis console’s blast processing but also with regards to Sega’s arcade stick controller.  Especially when, I’m entering initials and pulling off stunts against the notion of time space continuum for jewels reigning from the sky’s delight of ancient rumor-mongering, there’s enough heat in battle in arcade mode as well as the personal custom game mode.  Thus far I’ve reached level 17 from the 1st level and hoped to get better.  Jewels vary from each other between colors and shapes since the reflection of light, falling from TV and living room, may search the configured slots within reason for arcade, point-gathering madness, for sure after level 12.  A good deal of luck is involved from the coveting of jewels because there’s rhyme and reason to luxurious gravity along the spades to make out the successful buds of erasure.  Each jewel, marked for its color, is square like the other jewels; however, the jewels can get mixed up in the conflicting puzzle idea for representation left for spooks along the way to freedom within Genesis controls for the Arcade Stick: turbulent, wild, and crazy.  Something is almost reckoned less of when I push a button for glory into the jewel-shifting masses leaping into view on a higher note later on.  Obstacles in the way.  My arcade stick is new, too.  I’ve definitely got one of the very last brand new arcade sticks for the Sega Genesis console and plan to use it accordingly whether a game for it is an arcade port or not.  But hey!  There’s a lot going for me in Columns.  The custom mode for such a puzzle game is likened by me to a training mode of sorts since I’m not too bothered by the whole arcade phenomenon, even if I still square down initials for future reference at a present moment despite the fact I’m recording score data on paper rather than memory foam.  Megafire is available with the Arcade Stick but I don’t see much on how it benefits; in fact, I believe it’d hurt my progress since the puzzle game demands that I input control on an action button personally and not automatically.  Still it feels good to play with the joystick on a rush for jewels hitting the spot on parade to the gods who search lovers for momentary relapse.  After all, I’m not in the game!



https://youtu.be/mgq15ZJTkRA

Book Review, The Lord of the Rings: Volume 1- Chapter 4 by J.R.R. Tolkien

Book Review, The Lord of the Rings: Volume 1- Chapter 4 by J.R.R. Tolkien

Tolkien’s romance involves a general use for words on levels other than what’s appealed to from the 1st look.  Appearance to a word, as short and simple as it can be, or as strange and unique as it’s designed to be, resembles much to the imagination just from peering into the pages spread out like wildfire in the sun, or a mission to the Moon’s reflection, or an old vibe felt by inhabitants for an ancient passage in Europe.  None of these things are in the chapter of course.  I’m just remarking on how Tolkien’s words can appeal the masses from relevance to concepts we’ve known from leaking interest on history and fame for politicians and important leaders.  Bilbo himself is kind of like a politician with the other hobbits even if his presence in Chapter 4 is only implicated through Frodo’s songs and the sheer determination for hobbit-races of mythological ethnicity for us humans reading along the lines to The Lord of the Rings.  Don’t say I’m crazy just yet; in fact, I’m happy that Frodo was scurrying off to a farmer’s tract of produce to steal vegetation on a budget as money itself is part of the hobbit’s wilderness for spooks, some endowed beyond recognition of charm and others released on impact through song and authorizing imitations.  Are you a philosopher who draws the wrong suggestions from my opinions on purpose for ultimate realization of truth?  Well, I hate to burst your bubble, but my sarcasm goes deeper than such ignorance of facts; in particular, we have to consider different kinds of facts the hobbits themselves use and express despite lack of relevance to their adventure on those particulars.  The dark riders arrive at paths which are less than longitudinal often and appear designed by some force to Bilbo’s liking.  Volume 1 is only technically modern if considered as written by Tolkien; however, it’s an ancient book on an imaginary scale between hobbits and fellow-like creatures if not utter enemies in disguise of questionable fortune.  A ring has eternal power in our lives and Tolkien’s account gives fictional coloring to such a concept as endearing to note within reason to perfection, many of which turn the rhyme on through vivid sounds likened to sheer motion of word by the nostrils as Tolkien may say of his upon the pipe of weed.  Fortune in absolute terms may cause anxiety to hobbits who reckon enough on treasures for pursuit of vanity towards happiness within conduct for polite table manners while on the fields of grey, forlorn or forsaken, taken to ponies out of bounds for glory along the lines in Tolkien’s constant exchange of words for reaching the formal perfection assumed, by us, for our world of classic literature.



https://www.sparknotes.com/lit/fellowship/section5/

Monday, October 22, 2018

Videogame Review, Altered Beast for the Sega Genesis (w/ Sega 32X; Sega’s Arcade Stick)



Videogame Review, Altered Beast for the Sega Genesis (w/ Sega 32X; Sega’s Arcade Stick)

Despite the nice visuals and sounds, everything stops being interesting once you’ve memorized the enemy’s moves.  Even on the hard levels I’ve been wiping enemies clean like nobody’s business and, half the time, it feels like an underachievement; not only that, but the enemies attack me when, half the time, their choices for defense are nothing but cheap shots.  And since there’s fewer levels in Altered Beast compared to Super Mario Bros. from the Nintendo Entertainment System this Genesis title ought to be despised.  Audio is better through the red/white/yellow cables although the improvement doesn’t help Altered Beast; in fact, different sound effects in the game resemble those for a bad Gameboy Color game and I can’t find reason to enjoy the fighting/arcade program beyond the gimmick- “Wow, a man turned into a werewolf!”  (Sarcasm.)  My Genesis computer doesn’t control the enemies very well either.  Often I’m just kicking and punching enemies since they’re more repetitive than a cube of butter; it hurts, man.  But what’s all this?  The Altered Beast is weaker in the 4th world than in the 1st world?!  How is that possible?  In the forth level you’re given this ineffective high-and-low dashing maneuver although you’re supposed to be the “relentless” weretiger.  Once we’ve overcome the human-to-animal transformation the Sega Genesis takes a nose dive, not for the better, and the gameplay will be so repetitive to anyone with a 2-year college degree I’ll bet.  Just as long as we’ve had experience in video games this Genesis lackluster won’t appeal much on taste and reason.  In the “HARD” section for the 2nd world I beat the red-eyed monster in 2 seconds!  Give me a break!  Obviously this Genesis arcade port was made as a joke with regards to the 1st world voice (“Wise Fwom Yow Gwave!!!” says Zeus), the repetitive levels, the eyeless Athena, the pointless green dragon who electrocutes everything in its path, the werecat who can’t attack without airborne obstacles, the werewolf who clobbers the whole screen (it seems), etc.  Not to mention the werebear who spins like Sonic the Hedgehog, a game on the Genesis that’s more complicated and special than Altered Beast since it suits perfection and eventual restoration of lives that the game in question shows nothing of.  I’ll usually find myself dying only because I didn’t get any health potions or life enhancers other than the stupid, incredibly cliche beast-morphing orbs of Zeus, and why does Zeus look like Santa Claus?  Altered Beast is an unproductive game that lacks creativity and ought to be substituted with Sonic the Hedgehog.  Trust me.  I’m severely frustrated.




https://youtu.be/rG3pMeaqnqw

Sunday, October 21, 2018

Videogame Review, Ruiner Pinball for the Atari Jaguar (90’s Console)



Videogame Review, Ruiner Pinball for the Atari Jaguar (90’s Console)

It’s not often that a game surpasses typical art for heavy craft in vividness.  Ruiner Pinball isn’t exactly a whole-crowd pleaser because there’s 2 worlds to choose from- nuclear war or hell.  But each visual adds onto the next one in fantasy towards a bright future for the pinball lover who chooses some video games like this one wisely.  Flippers range between anything from warplanes to reptile heads.  Passing between levels in Ruiner Pinball is like taking a penguin out for iceskating in Pengo for the Atari 5200 although the Atari Jaguar can prove, through excellent definition and audio, how demons corrupt the blood and nuclear power withholds the aggression.  “Ruiner” is the 1st world geared towards battle in the skies surrounding airplanes on influence beyond conflict even if 2 hot babes jump in the air under oncoming paratroopers reigning supreme above the clouds.  Graphics are precisely detailed to taste and present ongoing images among battle scenes for the likes of green-eyed witches and soaring bats in “Tower”.  In fact, on the 2nd world apart from the 1st world, eyeballs watch you closely near defeated weapons of interest, leading to more suspicion in a player’s mind for drama along hell’s side of ultimate defeat and agony.  Can I be pleased with this pinball game?  Yes and no.  On one hand, I’m finding destiny in front of criminals who must suffer the consequences of fire and brimstone, thus making me appreciate that I’m on the virtuous light of God rather than entering into a permanent hazard; then again, the future has lots in store for me and, thoroughly, my suspicions may not be correct if I fail at pummeling against time and space in God’s glory.  Ruiner Pinball obviously isn’t for kids.  Of course you’ll find exhibition after exhibition given into visuals that speak for glory and light as well as restoration apart from certain darkness.  For an example on hell I can agree that it can be a tortuous place since it’s basically the hot spot for failed gods who leave it to your stomach as opposed to the light; wild colors bounce on and on within the untouchables provided for on the Devil’s side of violence and Ruiner Pinball can be as informative about the darkness as Shakespeare plays.  My downloading screen for Tower (hell) gives us an uncomforting message about hospitality from the horn-wielding creatures who linger on the grave: “Welcome To Hell.  Please Hold…”  Those flying planes in the WW2-like dimension really cough out the spell for a textured pinball reaching their spinning blades and ejected flames of thrust.  Honestly I’ve had some controller port issues with Ruiner Pinball on my Atari Jaguar console from the 90s but, in the very sense of time and space, given to feature presentations along exaggerations, there’s enough meat on the bone to satisfy the learning curve we’ve come to grips with on Atari games of this nature- brilliant, extreme, and playable.



https://en.wikipedia.org/wiki/Ruiner_Pinball

Saturday, October 20, 2018

Videogame Review, Mr. Do!’s Castle for the Atari 5200 Console (Arcade Port)



Videogame Review, Mr. Do!’s Castle for the Atari 5200 Console (Arcade Port)

You’ll see gamers post videos on Mr. Do!’s Castle.  They praise it for less-than-possible controls because it’s not understood well by any of them that they’re not actually playing the game; instead, they are just doing stuff in a game of this nature.  I’ve never played a game in my life that had such bad controls with a hammer until now since Mr. Do!’s Castle is more about insanity than perfection and, boy, it does get pretty ugly out there- red, blue, and green unicorns chasing me around a castle that resembles a lot of the same good visuals to be expected from Castlevania for the Nintendo Entertainment System.  Do you like that game’s frustrating controls?  Well, here’s a taker: as long as you know about the ladders and how to switch your goofy little clown between ladders there’s a mighty chance for an even bigger storm of conflict among the unicorns during a hammer’s punch into more-than-several cherry blocks.  In fact, it can get fun when I pull the strings from some blocks with skull images only to see the bridge totally collapse on a unicorn.  “Take that My Little Pony!”  Still there’s lots to consider on the joystick controls due to the fact it doesn’t really qualify for a game of this magnitude (if I can call it powerful) plus terror awaits at every corner in Mr. Do!’s castle.  My enemies cling too much on those ladders when I’m trying to whack each horn-wielding creature with a hammer that’s extremely subtle and gives off mystified collision detection.  “Ow!  A unicorn bit me in the butt!”  Graphics won’t disappoint at least!  Each level of Mr. Do!’s castle is riddled with colorful bricks which add plenty of tension for well-defined ladders and bridges as far as Mr. Do! (exclamation mark) goes through 8-bit-like worlds, hat clinging and fluttering over his upper back while he approaches green unicorns in dismissal of a bridge landing over its head.  Ha ha!  Atari 5200 controllers are not digital except for the dial-pad and start/pause/reset feature.  Otherwise, you’ll have to contend with the analog joystick.  It’s a good joystick.  The problem is that Mr. Do!’s Castle is one of those games that NO analog controller can handle.  Quite often I’ll find myself missing ladders just because I was a couple of degrees off of the 360-degree joystick and it can get very unfair.  On a modern portable by Nintendo I’ll find the direction pad to be stiff; on the Atari 5200 I’ll find the joystick to be loose.  Everything about this poorly controlled beauty is an illustration of why I don’t like mixed bags- too unpredictable, too weird, and too insane.  Chaos must work in enough functioning bits of programming to lay the path down in sheer numbers with victory that I can’t find in this puzzling arcade game of course.  Wait.  You like The Legend of Zelda for the Nintendo Entertainment System and want to play a similar game with impossible controls?  Then by all means.



https://youtu.be/TIuZ5giHVzY