Nintendo’s widely beloved Super NES continued to get new games long after the Sony PlayStation and its rivals had brought in the “next generation” of gaming in 1994.
As you might expect, many of these titles from the latter days of the 16-bit era have very much flown under the radar over the years, and a lot of them have become expensive rarities that only those with deep pockets can hope to collect.
Incantation, a 1996 release by Titus, and a game that subsequently fell into the hands of the Interplay brand, is one such example, with carts commanding three-figure prices on the collectors’ market. As of the time of writing, you no longer need to pay through the nose for it, though, since you can find a modern rerelease of it on Interplay Collection 1 for the Evercade retro gaming handheld. Let’s take a look!
Continue reading Incantation: Having a Wizard Time
Longstanding readers will know that here on MoeGamer, I dislike focusing on negativity; rather, I much prefer to make a specific effort to try and “find the good” in games, particularly those that have had a rough deal from the mainstream press or community.
Sometimes, however, “the good” is so blatantly obvious that you can’t help but be taken aback by it somewhat. This may not happen often, but when it does, it really leaves an impression on you.
The most recent game where this has happened to me is GalaxyTrail’s Freedom Planet, quite possibly one of the finest video games I have ever played.
Continue reading Freedom Planet: Platforming Perfection
Licensed games have been around for a long time… and they’ve gotten quite a bit better over the years. For the most part!
Back in the 16-bit home computer era, publisher Hi-Tec had the license to produce video games based on Hanna Barbera cartoons, including properties such as Hong Kong Phooey and Yogi Bear.
Today’s game is one of several Yogi Bear games that Hi-Tec put out at a budget price point. It’s a competent, if fairly unremarkable platformer — which, not coincidentally, is a descriptor that can be applied to 90% of licensed games on the Atari ST!
Find a full archive of all the Atari A to Z videos on the official site.
New Zealand, as beautiful a country as it is, is not a place that gets a lot of attention. I mean, it’s tucked away down there right in the corner of the map where everyone forgets about it.
However, back in 1988, the country left a sufficiently lasting impression on one of Taito’s programmers that, upon his return from holiday, he wanted to make it a setting for a new arcade game.
The result was The New Zealand Story. And it’s one of Taito’s most interesting games.
Continue reading Taito Essentials: The New Zealand Story
I have a major soft spot for single-screen “kill everything” platformers. Every day I mourn that Rod-Land isn’t more readily available to play on modern platforms… and it’s not just because I have a thing for Rit.
No, I’ve always been a fan of this kind of game, ever since Bubble Bobble, and if anyone was the absolute master of this subgenre, it was Taito. As such, the two Taito Legends collections on PlayStation 2 make frequent appearances in my game rotation, just so I can enjoy games like the aforementioned Bubble Bobble and its sequel Rainbow Islands at any time.
What if someone were to make a new game like this, though? How might that turn out? Well, wonder no longer!
Continue reading Whip! Whip!: Smells Like Taito
If there’s one thing Nintendo has absolutely always been good at, it’s sequels.
How do you follow up a big hit like Donkey Kong? More of the same? Some lesser companies might think that is a good way of doing things, but not Nintendo — even back in the ’80s. Instead, they chose to take a very interesting approach: they’d take the formula of Donkey Kong and flip it on its head, placing the previous game’s hero in the role of the villain, and tasking you with rescuing the titular big ape.
Donkey Kong Jr. was born, and Nintendo’s rapidly establishing reputation for creating simple to understand, difficult to master and highly addictive games was further cemented.
Continue reading NES Essentials: Donkey Kong Jr.
Sometimes there are games that aren’t the most fun to play today, but remain significant from a historical perspective nonetheless. SNK’s 1986 title Athena, in both its arcade and NES incarnations, definitely falls into that category.
Acting as a spiritual predecessor to Psycho Soldier but having pretty much nothing to do with it — the “Athena” in this game is supposedly a distant ancestor of the “Athena” in Psycho Soldier, so it’s not even the same character — Athena is a monstrously challenging platform action game that does a lot of interesting things… and a lot of frustrating things!
Let’s take a closer look.
Continue reading SNK Essentials: Athena
Okay. Let’s talk about how this game looks, because it’s a real highlight of the experience.
One of the things I really like about the Nintendo of the Wii U and Switch generations in particular is the fact that they’ve demonstrated themselves to not be afraid of experimenting with aesthetics and overall style — though there’s a certain amount of internal consistency there, too.
Specifically, it’s all about Nintendo’s desire to make interactive experiences that are as much “toys” as they are “games”. And Kirby and the Rainbow Paintbrush is a great example of this at work.
Continue reading Delving into Kirby and the Rainbow Paintbrush – #2
The MoeGamer Awards are a series of “alternative” awards that I’ve devised in collaboration with the community as an excuse to celebrate the games, experiences and fanbases that have left a particular impression on me in 2018. Find out more and leave a suggestion here!
This award was suggested by spaktukal.
Environmental design in gaming is a funny old beast; you only tend to really actively notice it if it’s really good or really bad — most of the rest of the time, it’s just sort of there, indicating that it’s doing its job. That job being, of course, to immerse the player in the game world and give that game world a bit of “character” of its own.
There were a number of games that had particularly striking world design this year, but today we’re focusing specifically on the idea of “common architecture” — the way just regular ol’ normal buildings look, rather than palaces, temples and ruins of an ancient civilisation.
And the winner is…
Continue reading The MoeGamer Awards 2018: Best Common Architecture
Back in the ’90s, there was a bit of a rivalry between people who played games on home computers and those who played games on consoles.
What am I talking about, “back in the ’90s”, this is still a thing! Well, the difference is that back then, the home computer players were secretly envious of the console players, since during that period, consoles were the more powerful, specialised games machines.
As such, we saw a fair few computer games that attempted to emulate the success of “mascot games” on consoles. One such example that saw some success — and a couple of sequels — was James Pond, a rather British underwater agent with a penchant for environmental do-gooding…
Follow Atari A to Z on its own dedicated site here!