Thursday, 8 September 2016

Mindbuster (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1979
 

Mindbuster is a U.S. exclusive puzzle game that consists of two different gameplay modes.

 
First up is Rings where the objective is to surround the singular black dots with ring squares, while leaving nothing else on the playfield. To do this, you use the keypad to select numbers from 1-9 which affect a sequence of blocks that end up being lit or unlit. At the bottom is an indicator of the minimum number of moves required to successfully beat the puzzle and the system buzzes to let you know the outcome. The keypad controls work nicely and I like how there's no time limit so you can plan your moves at your own pace. There's also a nice variety of puzzles so it's possible to get some decent playtime out of this mode. However, personally I found the puzzles to be unbelievably difficult and even beating one puzzle was a headache inducing chore. This quickly led to frustration due to repeated failure and lack of progress. It does have one amazing feature though in that you can create your own puzzles; this encourages multiplayer sessions and for a 1979 handheld game it's way ahead of its time! Next up is Lights Out where you now need to completely clear the screen by illuminating and dimming blocks. Again, numbers 1-9 on the keypad determine which series of blocks will be affected and the puzzle must be solved within a certain number of moves. The rules are similar to the previous game but the concept is simpler and the puzzles nowhere near as punishing, making for some fun brain teasers. There's tons of puzzles to keep you occupied (which vary in difficulty to suit both newcomers and experts) and once again you have the option to create your own puzzles which is great. While it's exciting when you do solve a puzzle the system omits an extremely annoying buzzing sound that doesn't stop until you start a new game! Both modes don't tally up points so each puzzle is really its own isolated instance with nothing to compete against; even a simple counter to display how many puzzles you've completed in a row would have really helped.
 
Mindbuster is a good change of pace for a system that's mainly dominated by action and shooter games, and the ability to create your own puzzles is incredible. However, the gameplay balance between modes is aggravating and basically unless you're a complete wiz a large part of the game is almost unplayable.
 
 
 
Random trivia: The only non-launch titles released on the system in 1979 were Mindbuster, Star Trek: Phaser Strike and Vegas Slots.

Thursday, 12 May 2016

Sea Duel (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1980
 

Sea Duel is a turn-based strategy title that shares many similarities with the classic guessing game Battleship.

 
Battling the computer or competitively against a friend, the objective is to defeat your opponent by scoring six points. To do this, you control either a Submarine (represented by a one pixel dot) or a Destroyer (represented by a three pixel line) and use its unique method of attack; for example, the Destroyer fires a nine pixel blast surrounding the player, while the Sub launches one pixel projectiles from distance. While inputting your moves you must take into account your remaining ammo and fuel and then watch the action to see how your opponent reacts. The cat-and-mouse nature of the battles is highly enjoyable and the fact that each game only lasts for a couple of minutes makes it perfectly suited to the handheld format. For such a simple concept it actually has a surprising amount of replayability; that's partly due to the fantastically addictive gameplay, but also because the two vehicles play so differently to each other that the action never gets tedious. The multiplayer option is particularly entertaining as you secretly input commands and then brag about every hit you manage to dish out! Another nice feature is that before you accept all your inputted moves you can change your mind and clear everything; this avoids any potential frustration and leaves you feeling in complete control. Overall, almost every part of the game is well designed to create a cohesive whole where everything compliments each other. There's even some satisfying explosion SFX throughout (as well as a cool 'blast' effect where the screen turns black!) and the intro even includes a short jingle with a pixel based graphic of the American flag... all of which are incredibly advanced for a Microvision game! My only minor quibble is that I wish there was an option to have unlimited (or at least a heavily increased amount of) fuel so that you could play more defensively and strategically, rather than always attacking to avoid becoming an inoperable, lame duck.
 
Sea Duel is the standout gem in the Microvision library and there's tons of fun to be had whether you're playing alone or with a friend. It makes great use of the system's strengths and manages to draw you in with its pick-up-and-play nature, awesome gameplay and interesting combat system.
 
 
 
Random trivia: The game was released under many different names including Bataille Navalle (France), Duel (Netherlands) and See-Duell (Germany).

Sunday, 1 May 2016

Cosmic Hunter (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1981
 

Cosmic Hunter is a seek and capture game that was only released in North America.

 
As a hunter your mission is to capture as many alien creatures as possible. To do this, you must fire your weapon when you're two spaces away from the enemy either vertically or horizontally. Care must be taken though as if you get too close the alien can move in and attack if they're one space away in any direction (including diagonals); take damage and you lose one of your five lives. The other blocks on the screen are barriers to hide behind and there's also four invisible traps that temporarily stun you if walked into. What initially impressed me is how relatively advanced the gameplay is; while most other Microvision titles are simple sports games or basic shooters this one has a more impressive scope. Many of its elements are well thought-out but the A.I. is incredibly smart and it's tough to outwit opponents unless they accidentally walk into a trap. The most challenging part of Cosmic Hunter isn't the actual gameplay though, it's getting used to the awkward control scheme; the directional buttons are very spaced out from each other and I frequently had to take my eye off the screen to see where my thumb should be placed so the game would register an input. This is a constant issue, especially when trying to make fast-paced movements, or trying to capitalise on a stunned opponent.  Similarly, the two Fire buttons are in odd positions, as they sit just above (and to the corners) of the directional inputs; again, this means you sometimes have to stop what you're doing just to shoot. In my opinion, it would have been much better if the developers used the button between the directions (i.e. the input used to start each game) as it would have greatly helped when wanting to make quick-second decisions. Unfortunately these control quirks completely ruin the game as you simply can't react the way you would with a more modern d-pad. If you're really a glutton for punishment there's also a Skill Level 2 setting with even faster enemies and eight hidden traps!
 
Cosmic Hunter is a brilliant idea with tons of potential, but the unorthodox controls tarnish any enjoyment that the game might have. It's a real shame as there's clearly a lot to like, but ultimately it's pretty unplayable and will leave you walking away in frustration before too long.
 
 
 
Random trivia: The only other Microvision game to be released in 1981 was Alien Raiders (a.k.a. Space Blitz).

Saturday, 20 February 2016

Alien Raiders / Space Blitz (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1981
 

Alien Raiders is a shoot-em-up that was released in Europe as either Space Blitz or just Blitz.

 
In many ways the gameplay shares similarities with Space Invaders (1978, Arcades) except it takes place on a horizontal plane rather than vertical. The objective is to use your cannon's beam to hit as many aliens as possible as they approach from right-to-left; if an invader manages to reach the left-hand column the game ends. You don't physically control the cannon as it automatically moves up and down; this means that you constantly have to strategise and decide which of the four enemies to take out next as they enter at different speeds. To shoot you press the Fire button and use the control knob to change the size of the beam; the beam must be at exactly the right length to hit the invader as firing too long or short will miss the intended target. Each time you use the beam a small quantity of fuel is used up but after every eighth alien is destroyed you gain a top-up. To start with it's difficult to be accurate due to the fact that there's no indicator to show how far your beam will travel in its current setting; twisting the control knob to change its length is mostly guesswork too and it's a fiddly and unintuitive setup. However, instead of tapping the fire button you can just hold it down which results in a constantly firing beam; this acts as a target indicator meaning it's easier to see the distance between your shot and the alien (so only minor tweaking of the control knob is then required). I found it to increase my enjoyment of the game as well as the length of my individual attempts as I was able to stay alive longer. It's addictive trying to play for a high score as you constantly need to multitask by analysing enemy positions and deciding which ones offer the highest threat, speed and location wise. There's also a Game 2 option (which increases the number of enemies on screen from four to a possible six) and a Skill Level 2 (increases game speed). The latter is extremely difficult as you need cat-like reflexes to stay alive for more than a few seconds!
 
Alien Raiders is an interesting take on Space Invaders and considering the display limitations of the handheld the developers did a good job replicating the Arcade experience. While the control scheme is a bit awkward those that take the time to master it will find a fun shooter that's ideal for high score competitions. 
 
 
 
Random trivia: The only other Microvision game to be released in 1981 was Cosmic Hunter.

Friday, 13 November 2015

Baseball (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1980

Baseball is one of only two sports games on the Microvision (the other being Bowling) and it was released exclusively in North America.


It supports 1 or 2 players and the objective is to score the highest number of runs within nine innings. You never actually play defense, as offense is the only option with the computer controlling the pitchers. Once the ball is thrown you simply swing the bat by moving the controller knob from the far right side to the left; the faster you do this the further the ball will travel. The CPU throws pitches down two columns on the LCD screen; the first are towards the right side of home plate and they're the easiest to hit. The other is in on the batter's hands and these are tough to make contact with as big swings will generally result in a miss. I found that it's best to make smaller controller movements for these although they still never seem to travel far which is a bit annoying. If the ball is hit close to a defender (only shown on the overlay) the play will result in an out. However, if it lands far enough away from them the game will calculate how many bases you're allowed to take. I was impressed by how accurate the outs were in terms of lining up with the overlay markings as the calls were consistent. Infield hits are also possible but usually they result in being thrown out at first. Home Runs can be achieved if you move the knob quickly enough and strike the ball at the correct moment; managing this is immensely satisfying as the display shows all team members on base rounding for home. The second skill level introduces the possibility of double plays (i.e. two outs if a runner is on base) as well as tougher pitches which consist of Curve Balls and Fast Balls. It's almost impossible to see when a Curve is being thrown though as it drifts off the plate at the very last second! However, if you have a keen eye this is the preferred mode as it relies more on skill and the CPU actually throws some balls instead of just strikes.

Baseball is a fun, albeit shallow, experience that feels more like a batting practice / Home Run Derby game than a real baseball simulation. As long as you manage your expectations beforehand there's some enjoyment to be had here and given the primitive nature of the handheld the developers did a good job of bringing the sport to life.



Random trivia: The only other Microvision game released in 1980 was Sea Duel (also known throughout Europe as either Bataille Navalle, Duel or See-Duell).

Tuesday, 10 November 2015

Vegas Slots (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1979

Vegas Slots is a gambling game that was released exclusively in North America.


It consists of three modes, the first being Slot Machine. This is a one player game where you start off with 99 points and repeatedly spin until you either max out (999 points) or go broke. Points are earned by matching three icons together or getting a certain combination; an example is the 'I' icons as if you spin one in the first position you gain two points. Each time you lose one point is deducted from your total; however, it's far too easy as the pay-outs are frequent and the only reason to keep playing is to max out your earnings. You can change the settings to act like a real slot machine (less chance of winning) but this swings wildly the other way and is almost impossible! No strategy is involved in winning as you can't hold any reels and simply pressing one button to spin gets dull quickly. The spinning animation looks great though and still manages to impress. Double Dare is a two player game where you race to see who can reach 100 points by spinning certain combinations. As soon as you press TAKE or spin an 'I' you bank your total; however, pull two 'I' icons in a spin and you lose the entire amount you earned during that go. It has a nice risk-reward element and there's a bit more strategy involved. Finally, there's a two player mode called Take It or Leave It where you start at zero and the winner is the first to 200 points. The objective is to score either pairs or triples but as you spin only the left and right reels rotate meaning the centre is covered; once they stop your pay-out is displayed and you can either cash-in or press PULL again to gamble for a pair or triple. The tense thing about the latter is that if an 'I' appears in the centre you lose all your money for that turn. Again, it's a fun mode but I couldn't help but wonder why a one player option wasn't included as it's perfectly suited.

Vegas Slots isn't particularly interesting in solo mode due to its unengaging gameplay and lack of skill that's required to succeed. However, if you have a friend to play with it can definitely keep you entertained for a short while as the other two modes present a bit more challenge and risk that are essential to these type of games.



Random trivia: The other two Microvision games released in 1979 were Mindbuster and Star Trek: Phaser Strike.

Sunday, 8 November 2015

Star Trek: Phaser Strike (Microvision review)

Developer: Milton Bradley
Publisher: Milton Bradley
Released: 1979

Star Trek: Phaser Strike is a shooter that was also released in Europe as Cannon Phaser and Shooting Star.


Armed with a phaser cannon your mission is to enter battle by attacking Klingon warships that scroll across the top half of the screen. Once they appear you can either fire missiles straight upwards or diagonally from the sides in an attempt to blow them up. Before you start there's tons of options available including the size of the targets (1-4 pixels), their speed (Fast or Slow) as well as the number of warships (between 10-90). The nice thing about the first two is that you can select the 'C' option which randomises each wave so you never quite know what's going to appear next. Unfortunately your settings aren't remembered so you'll have to repeat the same process each time to get what you require. Once all the targets have appeared your score is totalled based on how many you shot and the game ends. Each game doesn't take very long to complete and it isn't particularly stimulating; basically you just repeat the same process while using the awkward pressure pad buttons to select your firing angle. Personally, I would have preferred to move around using the paddle (similar to Super Blockbuster) instead of having static firing stations as they feel very restrictive and not as engaging. This would also have corrected the game's other problem which is that having three separate attack buttons doesn't really work as they're not conducive to making quick second decisions; as a result you'll likely stick to using the straight ahead attack meaning the other two buttons are redundant. There's also no way to fail so the only motivation to play each 10-30 second game is to get a high score with no threat of danger. After a minute or so you've seen everything that it has to offer and unless you want to get perfect scores in each difficulty setting there's no reason to stick around.

Star Trek: Phaser Strike is a boring shooter with a poor control scheme, little substance and no replayability. It basically plays like a tech demo that was never fully fleshed out and unless you're a Microvision collector my advice is to stay well clear of this one.



Random trivia: Eventually the Star Trek license expired and the game was re-released as just Phaser Strike.

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