Showing posts with label Gaming Memories. Show all posts
Showing posts with label Gaming Memories. Show all posts

Monday, 3 March 2025

Gaming Memories - Part 18

The mid-to-late 90s were a painful time for me as a gamer. While I wasn't giving the scene my full attention during the year that saw the wonderful 16-bit systems replaced by the dazzling new 32-bit examples with all their polygons, I was still a Sega fan and I knew of the difficulties they had faced while faffing around with the 32X, Nomad, CDX, TeraDrive, and lord knows what else, and I also knew of their troubles concerning the development and release of the Saturn itself.

These collective woes ultimately led to the premature downfall of the Saturn. I still remember one day when I had just bought the latest Official Saturn Magazine on the way home from work and was sat on a bench flicking though it. Times were grim and the magazine staff did their best to give us hope, but there were only a handful of new reviews at best. The news pages brought faint glimmers of hope that some of the PS1's popular games might see release on Sega's ailing system, but I knew they wouldn't (which proved correct) and I think that was the moment when I finally accepted that the Saturn was on its way down. Did I put aside my sadness and frustration and step foot into the enemy's camp? If you can't beat 'em, join 'em - right? I'm ashamed to admit my desire to play new games eventually outweighed my loyalty to Sega and I went in search of a second-hand PlayStation console.

Tuesday, 25 July 2023

Memorable Bosses #4

Big Core MK I
Game: Gradius & some sequels

Big Core's first appearance on the PC Engine...
Of all the bosses found in the many shmups we've seen over the years, this fairly unremarkable craft is not one that leaps into your mind when thinking of memorable examples, I suspect. But there are two reasons why it does leap into mine. First of all, it was, to my knowledge, the first ever proper boss in the genre that soon came to be known as shoot 'em ups, so it has historical relevance. Secondly, its imminent arrival is heralded by one of my favourite game choons of all time! One might argue it's not really an appropriate composition for a boss battle of any kind, never mind such an important one. It's a short and simple track, as you might well expect from the era, and it sounds rather too jolly and upbeat to really suit the on-screen confrontation. You hear it almost every stage too, since the mighty Big Core is the boss on most of the stages (chortle!), but I don't care about any of that. It holds nostalgic value for me, particularly the excellent PC Engine version which is by far the one I've spent most time playing, but it is also genuinely a memorable boss regardless. The fact that it has reappeared in later Gradius games is testament to that. There have been far more impressive bosses over the years but Big Core Mk I still holds a special place in my gaming affections.

Wednesday, 3 March 2021

Memorable Bosses #3

The Freaky Flower
Game: Wiz 'n' Liz

The first two bosses I chose for this feature are legendary in the world of games but this example is memorable to much fewer gamers, perhaps only me. It is, as its name suggests, a freaky flower, perhaps a mutant sunflower or something, and is the first boss you encounter when playing the excellent Wiz 'n' Liz, assuming the options were left as default. It doesn't really do much if I'm honest - there are no explosive seeds or scything leaves or anything like that; It doesn't actually fire anything at you. All it does do really is swing its head back and forth and occasionally run across the screen using its uprooted... umm, roots I guess. Oh, and it also looks grumpy, possibly due to how easy it is to defeat (which is very). I'm not really sure why I remember it so well if I'm honest. Maybe it's simply because I played the game a lot and therefore 'fought' the orange menace, wiping his filth from the land many times. Maybe it's just because it's a giant sunflower. All I know is, for whatever reason, this cursed creature was one of the first to pop into my head when conceiving this series of posts.

Click here for a full review of Wiz 'n' Liz, Mega Drive version.


Monday, 15 February 2021

Memorable Adverts / Flyers #4

The Vindicator! by Imagine Software Ltd (1988) - Various Formats

Many of the magazine ads I remember from the likes of Sinclair User, C&VG, ACE and a plethora of similar publications of the 80s and early 90s were for big name arcade conversions or hyped titles for the home micros that everyone knew about and wanted to play, but a few less well-known games got distinctive adverts too. The Vindicator, it seems, is one of these. It seemed like a fairly big deal in its day but, despite having possibly-false links to big-name games (I've seen it called both Gryzor II and Green Beret II), there's barely any acknowledgement of it today. It doesn't even have a Wiki page!

Why is it memorable?
In the era of improbably-large and tough action movie heroes who could take down entire armies single-handedly, it featured a cool candidate for a game equivalent: a hulking great brute looking formidable, festooned in giant bullets for his equally huge gun, the twisted wreckage of a creature/craft of some sort lying behind him smouldering... He was even wearing shades for goodness sake! It was of course another classic piece of Bob Wakelin artwork, and like many others it elevated an otherwise rather ordinary game to the wanted lists of many young 8-bit gamers like myself (Amiga and ST owners were out of luck - this one was just for us Speccy, CPC, and C64 gamers!).

Friday, 30 October 2020

Master System Round-Up #5

They're probably looked back on now as a bit of a gimmick; a silly novelty gadget of limited use, but the Master System's 3D Glasses were actually quite an innovative peripheral for their time. Unlike Nintendo's pointless R.O.B. (Robotic Operated Buddy) for their Famicom/NES, or ridiculous third-party nonsense like Mattel's Power Glove, Sega's glasses actually did something for one thing.

Indeed, by using some manner of spooky wizardry involving shutters in the glasses and flickering images on the screen, they were able to give the impression of actual 3D graphics in games that were made to take advantage of them. You might think that a dazzling, cutting edge technology like this would cost a bomb but, as I recall, they cost a little more than a standard game at the time. When my ultra-splendid parents agreed to help in my acquisition of my soon-to-be-treasured Master System back in 1987/8 (I forget exactly when now), I was lucky enough that they separately added a pair of 3D Glasses to my bundle - a result, I suspect, of my OutRun infatuation - but some lucky MS owners such as my good friend Luke received them with the console itself in the form of the might Super System set! I can't remember if he ever got around to getting any games that actually used them though, besides Missile Defence 3D which was built into his console (I'll have to ask him), but I certainly did.

Thursday, 27 June 2019

Gaming Flashbacks #3

Ask ten different retroheads what their favourite Atari arcade game is and you will be guaranteed two things. Firstly, that everyone will have an answer, but also that you'll probably get ten different answers. They had so many classics, from the early years with addictive coin-guzzlers like Breakout, Asteroids and Centipede, up to what in my opinion was their heyday in mid-to-late 80's with innovative titles such as Paperboy, Marble Madness, STUN Runner, and the marvellous Escape From the Planet of the Robot Monsters, but my vote would usually go to Gauntlet.

It was originally released way back in 1985 and, over the intervening years, I've played just about every version of it to have seen release. The first version I played, though, and still probably the one I've spent the most time with, was the stonking conversion the Speccy received. Despite being a pesky multi-load game it was indeed a fine version of what was already considered a classic. It offered simultaneous two-player action - an option that was duly pursued enthusiastically by myself and friends. As wonderful as the Spectrum was, though, it did sometimes struggle as a result of its meagre 'spectrum' of colours (chortle!), and as a result, the colours of many of the sprites and backgrounds are different to the arcade original. This kind of thing was standard with conversions on the 8-bit micros, naturally, and some enemies such as the ghosts and demons were the correct colours anyway, but one that wasn't was the 'grunts' which were originally brown, but here they were... pink!

Friday, 30 November 2018

Gaming Memories - Part 17

I think I've been into video games ever since I first discovered them back in the 80's thanks to OutRun, but if there was one period where I fell out of touch, it would've been around 1994-1995-ish. I still don't remember the reason for this - I don't think anything very dramatic was going on in my life at the time beyond my continuing to stew in the realisation that being an adult sucked - but whatever the reason, the result was I missed out on an important and eventful period of time.

This included the demise of some wonderful systems like the Amiga and PC Engine, the introduction and equally quick failure of fancy new systems like the Jaguar and 3DO, and even the polygon-filled 3D boom. Okay, I didn't miss all this stuff completely - I was kind of aware of most of it to varying degrees so I guess I was still following things, but there was one pivotal transition I have barely any memory of - the end of the 16-bit era and the introduction of their 32-bit replacements. The MegaDrive and SNES's final year saw some flashy and innovative games which wrung every last ounce of strength out of their ageing innards before the focus was shifted to the new systems. Relative newcomer Sony had been readying their almost-Nintendo machine, the PlayStation, while Sega had finally finished pissing about with the Mega CD, 32X, Nomad, Multi-Mega, and lord knows what else, and had their system ready too.

Monday, 13 November 2017

Memorable Bosses #2

Aggar
Game: Altered Beast

Here's the towering oaf in his original arcade form...
Despite being fairly original in some ways, Sega's mythical scrolling punch/kick 'em up, Altered Beast, received a rather mixed reception upon its release. It looked pretty good, sounded okay and presented a reasonable challenge, but slightly sluggish controls and repetitive gameplay didn't give it much long-term appeal. It definitely had its good points though, with several aspects still fondly remembered today. The ability to transform (or indeed 'alter') into various 'beasts', for example, was undeniably cool, even if you didn't get to spend as long as you'd have liked rampaging about the place as a werewolf, weredragon, werebear, or weretiger, but another thing many gamers seem to remember most about the game was its bosses. Most of these were large and came in varying degrees of grossness such as the gloopy Oct-Eyes or stinky Moldy Snail, but it was undoubtedly the first of them that everyone remembers the most.

Tuesday, 26 September 2017

Memorable Adverts / Flyers #3

Cybernoid by Raffaele Cecco / Hewson Consultants (1987) - Various Formats

If you were the owner of an 8-bit home computer here in the UK during the mid-80's, particularly a Spectrum, it can't have been long before you played one of Raffaele Cecco's games. He didn't develop many but the ones he did bestow upon us were warmly received, at least partially on account of the splendid colourful graphics he squeezed out of the humble Speccy. One of the most celebrated of his games was Cybernoid, a flick-screen shooter which featured swarms of irritating aliens as well as plenty of obstacles to test your timing as well as your trigger finger.

Why is it memorable?
Like most of the best adverts of the day it was hand-drawn. Sadly I don't know the name of the talented artist in question but it was certainly an eye-catching piece of work, arguably even more so the game itself or the many glowing reviews it received in magazines of the day (a whopping 96% in Crash!). As with many other adverts around that time (such as Driller which I looked at previously), it's drawn in a wonderful 70's sci-fi style and shows a cool-looking red spacecraft zooming over an alien installation of some kind towards the 'camera', an explosion behind it obscuring the starry background. Even the 'futuristic' font was cool. It made you want to get stuck in straight away which is exactly what it any good advert should do.

Saturday, 25 February 2017

Memorable Bosses #1

Dobkeratops
Games: R-Type Series

The first appearance of the fearsome creature...

I don't usually place the greatest emphasis on bosses in my reviews but, while they may only be small parts of much larger games, many stay with us much longer than the stages they block exit from, so I thought it might make a spiffing new series of posts to take a look at some of them in more detail. Many horrifying abominations were considered but what better place to start than with arguably the most famous and memorable boss of them all, certainly from the vast world of shoot 'em ups - the ghastly Dobkeratops. Some won't know his name but pretty much everyone who played video games in the mid-to-late 80's will know him by appearance. His likeness did after all adorn pretty much all adverts, flyers, and cover art for the ultra-popular shooter, so it would've been hard not to!

Monday, 16 January 2017

Gaming Flashbacks #2

As a gamer I've been more or less exclusively playing retro stuff for years now. The last 'current' console I was genuinely excited about was the Dreamcast and its quick demise made me sad. Even then, though, I still spent a lot of time with my many older systems. Since then, I've dabbled with the odd newer game of course - a few original Xbox and PS3 games for example - but even then there is one aspect of gaming I have practically no experience in: online gaming.


I'm sure at least most of you reading this, even those who think of yourselves as hardcore retroheads, probably still play modern games as well, and these days that generally means at least some degree of online tomfoolery. Some games like Titanfall and Destiny give you no other option, but I have somehow avoided doing this almost entirely. I'm not quite sure why if I'm honest, I don't hate the idea or anything like that, it's just something I've never gotten around to trying properly.

Tuesday, 16 August 2016

Memorable Gaming Moments #3

Test Drive Unlimited by Eden Games / Atari (2007) - PC

As a gamer, have you ever been in that situation where you don't really know what to play, or perhaps don't even necessarily feel like playing something, but are bored and/or feeling a bit down and need to cheer yourself up? Sure you have, everyone has, and I'm no different. There are a few games which I rely on during these times. Not many, mind you, but the one I've found myself returning to time and time again since I reviewed it last year is the awesome Test Drive Unlimited.


An open-world game it may be, but it still has structure and objectives. Thankfully, however, there are no real time-restrictions or limitations on when you should do this so one of my favourite antics has become thus: set off from my lovely home, smash into a few innocent road-users to get the attention of the local law enforcement authorities, and then spend as long as possible avoiding capture!

Sunday, 14 August 2016

INPUT Magazine - A Retrospective

Oh hey, RetroKingSimon here. Since I started Red Parsley I've been the only person ever to write or post anything here, but today I'm happy and proud to present Red Parsley's first ever guest writer - programmer, developer of Nebula Retro (a mobile game reviewed here a while back), and Facebook friend, John Blackburn, who has written this fantastic piece. Take it away John:

INPUT magazine was a computer programming course published as a partwork by Marshall Cavendish in 1984-5. INPUT must surely be one of the most advanced and impressive partworks ever published on any subject. With 52 editions adding up to 1600 pages, it's huge! And the quality of writing is superb throughout.

One of the first programs I ever wrote. Just a few lines of code produced a
beautiful sunset pattern complete with perspective lines. My grandma was
amazed art could come from "those numbers"!

Wednesday, 16 December 2015

Gaming Memories - Part 16

Looking back to my early days of gaming, I still find it very odd that I never had any friends who owned a Commodore 64. The mighty Spectrum may have been more popular here in the UK (just about) but there were still plenty of C64’s about, and I read about them all the time in Computer & Video Games magazine and the like, so it was quite strange. Perhaps making it even stranger is the fact that I did have several friends with the less-popular Amstrad CPC, and it was this system along with the Speccy that comprised most of my time with 8-bit home micros.

My good friend Luke had a much-treasured 464 at around the same time I had my Speccy +3 and I recall us using it often, but lodged in my memory most firmly of the the times I spent with the CPC was the example owned by one of my class-mates whose house was, conveniently enough, part-way between school and my house. It was often, therefore, that I would stop off at his house and engage in various game-related skylarkings before running home for dinner and homework. This was the same friend, incidentally, who introduced me, somewhat belatedly, to the Atari VCS. He didn't have too many games and the system was too old to by then to realistically find any new ones to buy, but we enjoyed it all the same. When we weren't hopping around on Frostbite, however, we were in a different room of his sizeable house.

Monday, 5 October 2015

Memorable Adverts / Flyers #2

Driller by Major Developments / Incentive Software (1987) - Various Formats

Released to universally dropped jaws in 1987 by Incentive Software, Driller was the first game to make use of the much-heralded 'Freescape' 3D game engine which was able to produce filled polygonal landscapes, even on the lesser-powered machines such as the Speccy and Amstrad CPC. According to Incentive it was "like being there" - a slight exaggeration perhaps, but it was definitely very impressive and led to a direct sequel as well as numerous other games, and I played and enjoyed most of them, mainly on my Speccy +3, but later on my Amiga as well.

Why is it memorable?
I've been into science fiction for most of my life so when I first saw Driller's advert it captured my attention immediately. It looked like it was straight out of one of the many 70's sci-fi books my dad had passed on to me, which all included some wonderfully imaginative illustrations on their covers and often inside as well. The artwork was fantastic - a futuristic green landscape dominated by a huge tower of some sort, a cool pointy red spacecraft zipping past it, a gorgeous planet looming behind - and it set the mood for the game superbly. Happily we weren't then let down either...

Wednesday, 2 September 2015

Memorable Gaming Moments #2

Wiz 'n' Liz by Raising Hell Software / Psygnosis (1993) - MegaDrive

Ooo, ooo, what could it be?!
More often than not it's the silliest, weirdest things I remember about the times I have spent gaming all these years. Sure enough, when I think about Wiz 'n' Liz - one of my favourite games and in my opinion a tremendously enjoyable and underrated 16-bit platformer - the thing that usually stands out the most is all the peculiar little mini-games and bonuses that can be accessed by way of its fruit-based magic spells. On each fast, looping landscape that make up the stages of the game, you see, are a great many rabbits. Running into these first releases letters which should be collected to spell out the magic word at the top of the screen. Once that's done, any remaining rabbits release fruits instead. Collecting enough of these will allow you to use the fruit in question on your 'home' screen where your magic cauldron is found.

Tuesday, 24 March 2015

Busy Year Ahead...

Oh hey, how's it going chums? :) As some of you may have noticed, it's been a while since I've had a chance to post something here at Red Parsley. Well, you may have noticed I haven't posted anything for a while, at least, and that's because I haven't had a chance to (believe it or not), so I figured I'd take the opportunity to ramble on incoherently while I've got half an hour or so free.

Perhaps surprisingly, the lack of new posts of late isn't down to laziness either. Well, not just down to laziness anyway. As much as I'd love to do it for a living, blogging is strictly a part-time gig for me and has to be fitted around everything else that occupies my insufficient free time. Recent weeks in RKS Land have included a short period of illness, several birthdays, the acquisition (and subsequent use) of a new mountain bike (a rather fancy one too), and other time consuming pursuits, and the remainder of the year doesn't look like affording me a great deal of blogging time either. In just a few weeks my brother-in-law will be visiting my wife and I from Brazil for a month, and at the end of the summer we'll be taking a remarkably spiffing holiday to (muthafukkin) California too. Perhaps most detrimental to my blogging, however, is something that comes along ever year around this time - work.

Sunday, 1 March 2015

Memorable Gaming Moments #1

Wonder Boy III: The Dragon's Trap by Westone / Sega (1989) - Master System

As was the case with many games, it was my good friend Luke who introduced me to the marvels of Wonder Boy III, which was also, in fact, my first such experience with any Wonder Boy game. That meant I was not aware at the time that it takes place immediately after the previous game, and it also meant I didn't know what was going on. All I knew was, after being handed the controller, I found myself with a young green-haired fellow before me, brandishing a sword and standing in a decidedly castle-like corridor while some dramatic music played. Venturing along this corridor led me to my first enemies which were easily vanquished courtesy of some swift slashes, and before long I had even reached my first boss - a somewhat metallic dragon who, in typical dragon fashion, seemed to enjoy bathing inferior beings in his fiery breath.

Wednesday, 10 December 2014

Gaming Memories - Part 15

Most of my posts in this series of features have relayed my many happy years with the console or computer in question but the previous one, a few months ago now, was a little different. It was regarding my tenure as a Game Boy owner which, sadly and for reasons I'm not really able to fathom, I owned only for a rather brief period. Looking back now I find it strange, then, that a decade or so later I decided to give Nintendo's by now-ultra successful handheld another chance.

By now the Game Boy was a bit old hat though, so I figured I'd instead go for the newer, fancier Game Boy Advance, and if I was going to do that I might as well get the very latest model which was at the time the 'SP'. In fact, if I'm honest, it was the recent news of some limited edition versions of the SP that really swayed me (as well as a very brief encounter with an old friend's GBA which I saw running a Street Fighter Alpha game rather impressively) and I duly sought out and purchased the one that most appealed to me - an 'NES Classics' model whose colour scheme was based on... the NES, believe it or not. As can plainly be seen in the picture here, it was certainly a great looking device, resembling an NES controller when open and an NES console itself when closed. This made it a lovely item for my collection but would I spend any more time using it than I did its predecessor?

Tuesday, 7 October 2014

Memorable Adverts / Flyers #1

Oh, hello there. If you're a long-time visitor here at Red Parsley you may remember that I occasionally post features on game cover-art, usually comparing one version or region's art with another, but it's not only covers that feature noteworthy images in the gaming world. I used to read many gaming magazines in my earlier years and they always included a lot of full-page adverts for games. Many of them have been firmly lodged in my mind ever since for one reason or another, and I figured it might be worth sharing them here from time to time. I thought I'd start with:

L.E.D. Storm by Software Creations / Capcom (1988) - Various Formats

Released in the world's arcades in 1988, it wasn't long before Capcom's overhead racer found its way to the five main home micros of the time and, as it recall, it was fairly well received. The only version I played at the time was on my Speccy which I believe I quite enjoyed, but I didn't try any other versions until much more recently.

Why is it memorable? Mainly because of the awesome orange futuristic car of course! I always thought it looked very cool anyway, leaping across a broken section of road high above lots of gleaming skyscrapers, but those holes at the back looked suspiciously like rocket boosters as well. Not sure where these 'lazers' that Capcom speak of are found though. Nor is your cool car capable of causing much in the way of 'devastation'. Oh well, who cares about accuracy when it looks splendid?

But is the game actually any good? Sadly not. I played the Amiga version for a review here it was not a particularly enjoyable experience due to its rather bland graphics and uninspiring stage designs. It's got some nice idea though, and a sequel could've been great if Capcom had bothered with one. See the full review here.