Xbox Live Arcade and its contemporaries are interesting places to look back over. Since XBLA and PSN were some of the first high-profile digital storefronts for console gaming, a lot of companies decided to get a bit experimental with their low-cost, download-only releases.
For some developers, this meant the opportunity to experiment with new and exciting styles of game that probably wouldn’t have gotten greenlit by retail publishers at the time. For others, it was a good excuse to return to some of their classic properties that had lain dormant for a while — and a chance to bring these beloved names kicking and screaming into the digital, high-definition age.
Konami’s Frogger: Hyper Arcade Edition from 2012 very much falls into the latter category, as you might expect. And while it’s a far from essential part of any digital console library, it does manage to keep the essence of Frogger intact while providing some intriguing new ways to play — particularly if you have friends over.
Continue reading Frogger Hyper Arcade Edition: Froggy Moves One Step At a Time
The 8-bit home console era is, at this point, pretty well documented; how many times over the years have we seen an article or video purporting to tell “the story of Super Mario Bros. 3” for the umpteenth time?
But what about the 8-bit microcomputer era? For one reason or another, this has always remained much more niche-interest, with far less in the way of online historical explorations and even less in the way of reimaginings, remakes and rereleases.
Here’s Saboteur!, a Nintendo Switch and Windows PC rework of a ZX Spectrum game from 1985 — put together by the original author, no less — and a title I’ve found myself surprisingly wrapped up in since downloading it from the eShop for 89p a couple of weeks ago!
Continue reading Saboteur!: Full Spectrum Ninja
I admire pretty much anyone capable of making a game. I know there are lots of tools out there that make it much more accessible than it once was, but for me, game makers still work a certain form of magic.
I particularly admire those who have been making games since the early days of home computing, in many cases directly programming the computer’s hardware using machine code in order to wring as much power out of those poor beasts as possible.
And I especially admire Jeff Minter, who was doing this back in the days of the 8-bit Atari, and is still going strong today.
Continue reading Minotaur Arcade vol. 1: Minter Classics Return