Today we have a game that absolutely, definitely is not Super Sprint, so there.
Yes, it’s CodeMasters’ Grand Prix Simulator, a game that was unironically designed to be “BMX Simulator with cars” and a game that just happens to bear a passing resemblance to Atari Games’ classic top-down racer.
Featuring digitised speech, bricks on wheels and some of the slipperiest handling this side of Vanilla Lake in Super Mario Kart, this game is a good time — albeit one you’ll need a bit of practice to master!
It’s always interesting to look at a very old game and see the earliest glimmer of a subgenre that became well-established much later.
Mattel’s Dark Cavern, actually an Atari 2600 port of their Intellivision title Night Stalker, is a good example. On paper, it’s a simple maze game, but in practice, you can see just a hint of what would become stealth and survival horror gameplay in there.
We’ve got a fragile protagonist; we’ve got an emphasis on outwitting enemies; we’ve got limited resources. How long can Your Man survive in the Dark Cavern?
Could Firion and company’s quest finally be coming to an end?
Today, the crew dive right into the deadly Cyclone that is hovering menacingly just outside the walls of Fynn — and discover an ominous-looking fortress within. Is the Emperor inside?
Yes, of course he is — and no, of course their adventure isn’t over yet. But that doesn’t mean they can’t spend a little time celebrating a job well done… at least, until…
Electronic Arts has become a bit of a dirty word these days, gaining notoriety for, among other things, predatory microtransactions and taking over beloved studios, only to shutter them shortly afterwards.
But there was a time when EA was a label that stood for high-quality, unusual and interesting software — a time when it really did feel like they were pursuing electronic art. One great example of a title like this that they released in the 16-bit era was Zany Golf, a fun and highly creative physics puzzler masquerading as a golf game.
You’ll never look at hamburgers the same way again…
In today’s episode of Warriors All-Stars, we once again discover that The Alchemist of Kick-Ass still isn’t quite ready for Chaos difficulty. Give it time!
One thing you’ll find on multiple playthroughs of Warriors All-Stars is that you’ll encounter the same battles, but perhaps approach them under different circumstances. This can also end up leading the plot in different directions depending on the combination of characters that end up in your party.
Today, we once again recruit hungry, hungry Horo to our cause… will she help lead Tamaki’s forces to victory?
Modern programming competitions on classic systems often throw up some really interesting results… particularly when there are some creative restrictions put in place.
F*ck Man is the product of a competition where programmers of various 8-bit computers were allowed just 10 lines of the BASIC dialect of their choice to put something together. It was actually the work of the competition’s organiser, and came in fourth place.
As for the game itself… well, it’s understandably simplistic, but it’s actually a surprising amount of fun, and a creative twist on a classic formula. Also it has an entertaining name.
Back in the ’70s and ’80s, players of home consoles weren’t looking for “arcade perfect” — mostly because the home systems of the time weren’t up to it.
Rather, they were looking for a roughly equivalent or perhaps complementary experience to that which could be had in the arcades. This meant that sometimes games underwent a few changes in the transition from the arcade to the home.
A good example of this is Crystal Castles for the Atari 2600, which provides a surprisingly authentic-feeling approximation of the arcade classic, while working within the constraints of its host hardware.