How many games have you come across where the reputation of a notoriously annoying or difficult section has put you off exploring further?
For Final Fantasy III, that section is featured in today’s episode: it’s a dungeon and boss fight where you’re forced to inflict the status effect Mini on your entire party for the duration, and as such it makes melee characters almost entirely useless.
Still, the mages can probably save the day, right? Find out in the video below, and don’t forget to subscribe on YouTube for more.
It was an exciting time when racing games moved from sprite-based “fake 3D” visuals to full polygonal 3D — and one gets the distinct impression that a lot of developers found the changeover a blessing, too.
For one, we started to see lots more attempts to simulate the experience of racing things other than cars; and many of these developers elected to explore a more “sim-like” approach, too, taking some cues from the well-established flight simulation genre.
One fine example that I hadn’t come across previously is No Second Prize, an impressively speedy motorcycle racing game. Check it out in the video below, and don’t forget to subscribe on YouTube for more!
Amplitude Studios first came to my attention a good few years back with the release of Endless Space, a 4X strategy game that I didn’t completely suck at.
Since that first game, they’ve expanded the Endless universe considerably with several other games. Probably my favourite of them all is Dungeon of the Endless, a curious hybrid of roguelike, board game, tower defense and all manner of other goodness. And it’s out now for Nintendo Switch! You can get it in a box and everything.
Having not actually played it for a while, I decided to see how I got on with my rusty skills. The answer is “not well”, but I hope at least you can see why this game is so enjoyable if you take the time to learn it!
If you enjoyed the video, don’t forget to subscribe on YouTube for more!
Want to practice your typing skills? There were a bunch of different ways to do that back in the Atari 8-bit era, with one of the most fun being Typo Attack.
Typo Attack is one of several success stories that stemmed from the Atari Program Exchange, where independent, amateur developers could submit their work to Atari, who would publish and distribute it and pay the creators royalties. In several cases, the creators of APX titles went on to become full-time Atari employees — or, at the very least, their games became “official” releases.
Typo Attack is an example of the latter. Enjoy the video below, and don’t forget to subscribe on YouTube for more!
The early days of the 2600 consisted of developers trying to figure out what a “video game” really was.
A significant part of this experimental period consisted of adaptations of simple board, card and parlour games. Some proved to work well in the digital format; others less so.
Hangman? I’ll let you be the judge. Enjoy the video below, and don’t forget to subscribe on YouTube for more!
The adventure continues, and now everyone has a capital-J Job!
Yes, having defeated the dread djinn in the previous episode and proven themselves as worthy Warrior of Light candidates, our group of four plucky heroes sets out on their journey proper. Along the way, they have plenty of things to deal with: a big rock, a crying woman, a mountain full of scary beasties… and a big ol’ dragon!
Enjoy the video below, and don’t forget to subscribe on YouTube for more!
Back in the 8- and 16-bit days, everyone was encouraged to try their hand at programming. The 8-bit microcomputers came with BASIC built-in, while 16-bit platforms played host to packages such as STOS.
Mouth Trap, part of a compilation called Games Galore, was put together by Darren Ithell as a demonstration of what the BASIC-like STOS programming language was capable of producing in the hands of someone who knew what they were doing. And the result was a rather convincing, enjoyable game that wouldn’t have looked out of place in an arcade.
Returning to it today, it’s still an enjoyable game, too — an interesting twist on the single-screen arcade game formula, with more than a hint of dot-eating funtimes, albeit without the maze. Check out the video below, and don’t forget to subscribe on YouTube for more!
I’m not so hot on them these days, but back in the ’90s I absolutely loved first-person shooters — and for me their pinnacle of pure fun factor was Ken Silverman’s Build engine.
It was with some excitement, then, that I booted up Ion Fury for the first time; this is the first Build engine game to be produced for about 20 years, and promised a somewhat different twist on the “enhanced retro” experience that is quite a popular aesthetic approach these days.
I was not disappointed. This game is like being back in the ’90s again. Join me for some foul-mouthed fun in the video below, and don’t forget to subscribe on YouTube for more.
I never played Clive Townsend’s classic open-structure 2D platformer Saboteur! until his recent Nintendo Switch version, which I absolutely loved.
Imagine my delight, then, when I saw that some talented AtariAge members had taken it upon themselves to port this classic game to the dear old Atari 8-bit. How would it come out, I wondered.
Pretty damn well, as it happens; some speed inconsistencies aside, we have a very true port of a ZX Spectrum classic here — now available for any Atari fans to enjoy! Check out the video below, and don’t forget to subscribe on YouTube for more.
It’s another Atari 2600 port of a classic arcade game! This time around we’re taking a look at Gravitar, one of the most legendarily difficult games of all time.
Its Atari 2600 incarnation is arguably somewhat more accessible than the challenging arcade version, since it has a variety of different ways to play that affect the number of lives you have and even whether or not you have to deal with the titular gravity.
It’s still a beefy challenge, though — but if you have the patience, there’s plenty of rewarding gameplay to be found here. Enjoy the video below, and don’t forget to subscribe on YouTube for more.