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Homebreviews - part 11


Nathan Strum

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Despite the fact that it's almost April, any time of the year is gaming season!

Holiday Qb (The 2004 AtariAge Holiday Cart)
4/5

Holiday Qb is an action/puzzle game based on the original 2600 homebrew Qb. The goal is to move sliding pieces around a playfield to match displayed patterns, while collecting bonus items and avoiding enemies. The Holiday aspect of it comes into play with modified graphics reflecting a Holiday theme. Santa Claus, elves, wreaths and other items replace the original Qb graphics. Originally only available as a limited edition in 2004, it was made available for general purchase during the 2006 holiday season.

The original Qb is a fun and challenging game, with great graphics and plenty of replay value. While the holiday version maintains these features, Qb's sound has always been quite lacking, and the holiday version suffers from this as well. Taking the extra time to add a few sound effects or some music would have made this a truly special edition. Still, Holiday Qb is an excellent game, and if you don't already own Qb in some form, this is well worth getting. However, if you already own Qb, this version doesn't really add anything new.

Reindeer Rescue (The 2005 AtariAge Holiday Cart)
5/5

Okay, I'm biased. I designed the graphics in Reindeer Rescue, and even got credited on the title screen. That said, if it weren't a fun game, I wouldn't give it a good review - especially since my name's on it. Fortunately, Bob Montgomery did an excellent job designing and programming Reindeer Rescue, and it is indeed a fun game!

Reindeer Rescue is a side-scrolling platformer, where you make Santa Claus leap over obstacles and collect items in a search for his missing reindeer. As you progress through four different levels - the North Pole, frozen tundra, the suburbs and finally the city - the pace picks up and the terrain becomes trickier to navigate. The whole time you're running out of energy, and must pick up items in order to build it back up.

The levels are very well designed, and offer a lot of replay value. There's more than one way to get through some of the levels, and you may even have to intentionally miss rescuing reindeer at times for maximum points or extra lives. The suburb level is particularly tricky to get through, and the city level is one of the coolest-looking levels on any 2600 game (watch out for the lightning!). The sound is excellent, with seven different, nicely translated Christmas carols (which you can turn off if you're not in the Holiday spirit). Graphics-wise, I'm a little biased, but Bob did a great job creating a game that could pack in so many graphics. The levels are quite large, featuring varied landscapes, different objects to pick up (or avoid), and even some sprites in the distant background just for eye candy.

Most importantly, Reindeer Rescue is fun to play. The controls are responsive and precise, and there's a lot to see and explore in the game. There's also a nice reward if you manage to rescue all of the reindeer and finish the game. Whether it's the holiday season or not, Reindeer Rescue is highly recommended. (And no, I don't get any money if you buy a copy. But Bob does. So buy two.)

Toyshop Trouble (The 2006 AtariAge Holiday Cart)
4/5

In Toyshop Trouble, you're an elf with a mission. A mission to paint toys in Santa's workshop, in time for his big Christmas Eve delivery. But there are a lot of toys, a lot of colors, and each toy must be painted correctly. If that weren't enough, you've got a limited amount of time to meet your quota each day, and every day you have more toys to paint. You'd better be fast - but accuracy counts too! Santa won't accept any toys that are painted the wrong color. Miss your quota, and it's game over.

The screen shows an overview of a toyshop with several conveyor belts on which toys appear. Before each level, you're shown any new toy to be painted, and how to paint it. Once the level starts, you move the elf around with the joystick, pressing the fire button to run at full speed and apply paint that you've selected from one of several paint buckets. Paint all of the toys in the required time, and you move onto the next level.

Toyshop Trouble is an excellent action game that requires quite a bit of strategy and a good memory. Once you have a dozen different toys on screen at the same time, it's challenging to remember which toy is which color, and to figure how to paint them most efficiently. As you progress further in the game, the action is relentless, and you'll find that even miss-painting a single toy can cost you the game. The graphics are colorful and detailed (I may be a little biased since I designed most of them), and programmer John Payson did an amazing job getting the 2600 to display so many colorful objects all at once, with no flicker. The music is also very well done, with several variations on an original song that sounds like a mix between "Here Comes Santa Claus" and "Jingle Bells".

Also included on the cart is a hidden mini-game. I won't tell you how to find it, but it is a nice bonus, and a fun game in its own right. If I had any complaints about Toyshop Trouble, is that the game doesn't end after December 24th. Since the story is that you're helping Santa prepare for his annual trip on Christmas Eve, it doesn't make a lot of sense for the game to continue after that point, starting back up in January at a harder level, and eventually becoming unplayable. In hindsight, when December 24th was cleared, perhaps it would have been better to move from Toyshop Trouble straight into the mini-game (which is a natural follow-up to the main game). As it is, once you've gotten past December 24th, there's not a lot of incentive to keep playing - there are no more goals to achieve, and nothing new to see.

Minor quibbles aside, Toyshop Trouble is an excellent game, which looks and sounds great throughout. The controls are smooth and responsive, and the gameplay is action-packed and highly unique. Released as a limited-edition in 2006, if you have the chance to get a copy, be sure and pick it up.


That's it for this round. Next time... me guzzle spa! icon_ponder.gif

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Thanks for the kind words; never thought of this:

perhaps it would have been better to move from Toyshop Trouble straight into the mini-game

That is a good idea, though I think John resented the minigame a little towards the end there. ;) :D

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Thanks for the kind words; never thought of this:
perhaps it would have been better to move from Toyshop Trouble straight into the mini-game

That is a good idea, though I think John resented the minigame a little towards the end there. ;) :D

 

Well, space was tight and you were over your quota. :D

 

That's not the real problem with the mini-game, though: many people who reached the minigame, if it was activated by clearing December 24, wouldn't be able to do anything with it once they got there.

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As it is, once you've gotten past December 24th, there's not a lot of incentive to keep playing - there are no more goals to achieve, and nothing new to see.

 

Well, the January levels get challenging around January 6 or so. In retrospect, I should have tried to squeeze in the code to allow "practice mode" to work in January. That's probably my one regret in the game. Were it not for that, one could refine one's skills on the January levels until one got good enough to clear them until one reached the ultimate limits of skill.

 

The game doesn't simply "hit a brick wall". To be sure, there are some hard limits as to how far one may progress, but I would be surprised if anyone had the skill to reach them.

 

I wonder if I should do an MGC release, and if so, if I should add a "January practice" option?

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Thanks for the kind words; never thought of this:
perhaps it would have been better to move from Toyshop Trouble straight into the mini-game

That is a good idea, though I think John resented the minigame a little towards the end there. :D :D

 

Well, space was tight and you were over your quota. :D

Ouch! Fair enough, though. 1K is a really hard limit.

 

That's not the real problem with the mini-game, though: many people who reached the minigame, if it was activated by clearing December 24, wouldn't be able to do anything with it once they got there.

Oh. Good point.

 

;)

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That's not the real problem with the mini-game, though: many people who reached the mini-game, if it was activated by clearing December 24, wouldn't be able to do anything with it once they got there.

I guess I should have elaborated a little, but the review was already getting too long. Anyway, my idea would be that the game would appear to end on Dec 24th with some congratulatory message, unless the player had figured out how to trigger the Easter Egg. Then the game would continue, adding to their current score. Perhaps a little less obscure of a clue could have been revealed at that point. Maybe the final toy could have been something like this:

 

ping_pong.gif

 

Well, the January levels get challenging around January 6 or so. In retrospect, I should have tried to squeeze in the code to allow "practice mode" to work in January. That's probably my one regret in the game. Were it not for that, one could refine one's skills on the January levels until one got good enough to clear them until one reached the ultimate limits of skill.

My point doesn't have anything to do with being able to practice or not. The story of the game ends at December 24th, and I think the game should have ended at that point too (or moved into the mini-game, where dates are irrelevant).

 

As soon as dates were used to define the levels in the game, I always felt the game should end with the successful completion of the job as defined by the story. Having the elf going back to work in January, and working harder than he was during the pre-Christmas crunch, really doesn't make any sense from a story point-of-view, and it makes the current "ending" of the game feel incomplete, rather than being a successful completion of the story.

 

Since December 24th is the goal of the story, it should be the goal of the game, as well. Other than the two suggestions above (outright ending it on Dec. 24th or moving into the mini-game), there were a couple of other ways to do this. 1) Have the game pick up again after Christmas in December of the following year. Give people the chance to get through the game a second time, at the harder difficulty. 2) Back up the starting date into November, so the absolute hardest levels end up at December 24th, then end the game after clearing that date. The problem here, however, is that few would ever actually see the end of the game.

 

Story may not have been the most important consideration in the overall design of the game, but if you're going to base a game off of a story, it needs to support that story through to its conclusion. Especially when there is an absolute date by which the goal of the game must be completed. Just having the game dwindle off into January feels very unsatisfying to me.

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Just having the game dwindle off into January feels very unsatisfying to me.

Yes, it doesn't match the story well.

 

But maybe they have to produce all the replacement toys then? ;)

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Excellent reviews again. Personally I'd swap the ratings for QB and Reindeer Rescue, but one can't go wrong with any of the three anyway ;)

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Excellent reviews again. Personally I'd swap the ratings for QB and Reindeer Rescue, but one can't go wrong with any of the three anyway ;)

Actually, I gave the original Qb 5/5. I downgraded the Holiday version because in the end, it was just a graphics hack. Had something been done to improve on the original (sound, for instance) I would've given it 5/5. It was certainly a huge improvement over the previous year's Holiday cart (which I don't have), so I'm not trying to knock it. But it just didn't offer anything beyond the original game for those that already had it.

 

And I'm way too biased to be reviewing Reindeer Rescue. :D But since I've reviewed every other game I've gotten, regardless of whether I worked on them or not, I figured I should review this one, too.

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And I'm way too biased to be reviewing Reindeer Rescue. :D But since I've reviewed every other game I've gotten, regardless of whether I worked on them or not, I figured I should review this one, too.

No problem as long as you mention it. When reviewing games where I participated I wouldn't be objective too.

 

BTW: Great reviews, but I didn't expect anything different. ;)

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Excellent reviews again. Personally I'd swap the ratings for QB and Reindeer Rescue, but one can't go wrong with any of the three anyway ;)

 

Actually I was going to say that about Reindeer Rescue and Toyshop Trouble. For my money, TT throws you right into the action that ramps up nicely and gradually. It's classic arcade-style action that takes very little to explain but there's always something to look forward to with new toys and such. It may not have an end but honestly I'm not that good at it. I'll be happy if I can get to Dec. 24th.

 

Reindeer Rescue, on the other hand, isn't immediately obvious what you have to do. Even after reading the manual, I had no idea there where multiple levels with new graphics. And it seems the key to RR is figuring out patterns of where to go and where to avoid. More of a trial-and-error game than anything. And for me trial-and-error usually means die a lot and get frustrated a lot.

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