Everyone's got that game they used to love but nobody else seems to remember it. This site it dedicated to those games. Check in each week for a fresh look at another hidden gem and weigh in on whether it should be remembered as a classic or not.
Showing posts with label Commodore 64. Show all posts
Showing posts with label Commodore 64. Show all posts

Wednesday, April 3, 2013

NARC


Year: 1988
Developer: Williams
Publisher: Williams
Platform: Arcade; later ported to Amiga, Atari ST, Amstrad CPC, Commodore 64, NES and ZX Spectrum
Metacritic score: Not available
VGChartz sales to date: Unknown

WHAT MADE IT GREAT
Ultra-violence is nothing new to entertainment, from modern cinema back to the gladiatorial fights of Rome it's clear that humans have a deep desire to witness bloodshed that goes well beyond our actual propensity for causing it (for most of us, anyway).  Just as old is fretting over the societal impact such violence supposedly causes.  In the 1950's there was a Congressional inquiry into whether comic books caused delinquency and Homer's Odyssey, composed sometime around 1200 BC, is best summarized as a tale of monsters, cannibalism and violent death that ends with the hero savagely murdering the hundred or so men who tried to sleep with his wife during his 10 year absence.  In one of the earliest recorded acts of political censorship the infamously sadistic Caligula attempted to ban it on account of its depravity.  NARC, a product of Williams' arcade division, was one of the first to confront this topic in video games and drew plenty of controversy at the time.  


It's no Breaking Bad, but back in 1989 this was a pretty sweet drug lab.  Look at the size of those beakers!

In many ways the game is a mashup of two distinctively 80's conventions: action films and Nancy Reagan's Just Say No campaign.   This heady concoction was then turned all the way up to 11, as evidenced by the license plate on the fake Porsche murder-machine that reads "SAY NO OR DIE".  That threat is backed up as you mow down waves of junkies and dealers to unravel a powerful cartel.  In the gritty dystopia which you protect and serve the streets are under constant threat by the drug network known as K.R.A.K. and NARC units patrol with Judge Dredd-like authority over crime and punishment. You and a color coordinated partner are given dual SMG's and a rocket launcher along with the aforementioned Mad Max mobile to clean up those streets in the most violent way possible.  You can also bust enemies when you get next to them which rewards you with more points, but it's certainly more entertaining to blow them to pieces with a rocket.  Enemies drop cash and drugs which adds on to your score at the end of each level, but the real reward is knowing your murderous rampage has made the city safe from the dangers of drugs.  Actually, your real reward is finally confronting the kingpin Mr. Big who [25 year old spoiler alert] is the massive floating head of a rejected Miami Vice villain.  


Are his initials ME, or does he actually have a framed portrait of a himself labeled "me" in case he forgets who he is?  
Underneath the extreme exterior is a fun side-scrolling run 'n gun game that feels like a mix of Contra and the classic Teenage Mutant Ninja Turtles arcade games from Konami.  The game was hard in the typical arcade way, meaning lots of cheap deaths and extremely difficult boss fights designed to suck down quarters.  The fight against Mr. Big is notoriously difficult, in part because you have to fight him while constantly resisting the urge to gauge your own eyes out.  NARC was also notable for the 32-bit processor that powered it, the first arcade game to do so, and the digitized graphics that would later be used in Mortal Kombat.  Both these factors have helped the game retain some visual appeal despite its old age.  It certainly hasn't lost any of its nightmare-inducing potential over time.  The knife-wielding PCP addict clowns are still just as terrifying as I remember, and perhaps those alone justify arming the police with an infinite supply of Porsche-mounted machine guns.  The driving segments are usually fun, but are occasionally hindered by weird design choices such as the obstacle laden streets where you first find it.  Even solo and on foot you pack enough firepower to gun down everyone who didn't just say no, which is apparently most of the city.  Seriously whatever city this takes place in makes Robocop's near-future Detroit look like friggin' Disneyland.  


This exists solely to terrorize the dreams of children


WHAT WENT WRONG
Unless the above image has traumatized you into a coma, you've probably already guessed why this game flew under the radar.  Despite its aggressively strong anti-drug policy, the game nevertheless attracted criticism because it still contained numerous references to drug use (even if all those references were "If you do drugs a militarized cop will blow you to smithereens").  When the game was ported to the NES by Rare in 1990, the instruction manual proudly proclaims it to be the first video game with a strong anti-drug message even though Nintendo insisted upon scrubbing all references to drugs from the game.  In the NES version, criminals no long drop backs of crack which implies that instead of taking down dealers, you're now just blowing away addicts wandering the streets in a drug-induced haze.  That's really more of a strong anti-rehab message, but either way the distinction was lost on angry parents.     

But it was the level of violence in the game that earned it the most criticism.  It wasn't the first game to give the player an automatic weapon and infinite ammo, but it was one of the first to include animated gore.  Blood sprayed from enemies when they were shot and a rocket blast would send bloodied limbs flying in all directions, not quite what we'd called realistic violence today but at the time it was more graphic then anything people had played before.  Williams seemingly knew well enough to try and skirt the controversy, as aside from the bullet holes and blood splatter across the logo the arcade flyers seem to intentionally downplay the amount of drugs and violence.  That strategy is probably what prevented the sort of all-out media backlash that greeted Mortal Kombat's commercial success, but it also ensured that NARC cabinets remained in the seedy shadows of the already incredibly sketchy arcade scene. 


Bullets, drugs and cash drop from almost every enemy but rocket ammo is very precious.   Explosions like this make it hard to not pull the trigger.

WILL WE SEE IT AGAIN
While attitudes regarding what level is violence is considered "normal" or acceptable in video games, it's unlikely NARC will ever rise from the ashes.  An attempted reboot of the franchise was launched by Midway in 2005 but it bombed spectacularly.  The game was billed as a direct reboot of the original, but the nonsensical plot was further hashed out in a vain attempt to not make the game seem balls out crazy.  Also, in a move that would have brought swift death from the original duo of Narcs the remake gave players the option of stealing the drugs they bust and using them to gain perks like increased fire accuracy.  Kind of lost the whole anti-drug message there, and it sort of calls into question the methods used to prevent the flow of apparently beneficial illegal narcotics.  Decisions such as this sparked an even more intense reaction then the original game.  Former Illinois Governor Rod Blagojevich remarked on its release "These kinds of games teach kids to do the very things that in real life, we put people in jail for.", and he should know since he is currently serving 14 years in a federal prison for corruption charges

The reboot was probably destined to fail regardless of any controversy because the game is a true relic of the 1980's.  The shredding theme (which was awesomely covered by The Pixies), the radical biker getup for two cops that never use a motorcycle, and the hilariously incongruous stern anti-drug warnings delivered through extreme violence are all so uniquely 80's that anyone who didn't live through the decade would probably be completely bewildered by this game.  In that sense playing the game can be an exercise in cultural anthropology, trying to wrap your head around a simpler time when machine-gun toting cops who executed drug users on sight was considered preferable to the crack epidemic.  For that reason alone it's probably worth tracking down an original copy or the version ported to PC, Xbox and PS2 in the Midway Arcade Treasures 2 collection.  The more widely available NES version was hampered by the two-button controller scheme and noticeably inferior graphics, but still made for a fun two-player game.    But if you ever happen past a NARC cabinet it's definitely worth your time to plunk down a quarter or two.  Just make sure you keep your nose clean if you hope to survive the encounter, because as we all know Winners Don't Use Drugs. 


Anyone who played an arcade game between 1989-2000 remembers this title screen.  It may have kinda sorta worked too since teen use of weed and cocaine fell slightly during this period, though meth and ecstasy usage skyrocketed so make of that what you will.
Have you played this game?  Is there a game you remember being great but no one else has heard of it?  Sound off in the comments below, and be sure to Like us on Facebook or Follow us on Twitter!

Thursday, February 21, 2013

Marble Madness


Year: 1984
Developer: Atari Games
Publisher: Atari Games
Platform: Arcade (originally); ported to numerous platforms; currently available on PC, iOS
Metacritic score: Not available
VGChartz sales to date: Unknown

WHAT MADE IT GREAT
Life is full of simple pleasures and gaming is no exception.  The gaming industry loves to get worked up over big AAA titles and the drive for greater immersion in games, but there's plenty of what we now deem "casual" titles vying for our attention.  There's a tendency to view these games with scorn, citing their simple mechanics or limited depth as evidence that our hobby is being dumbed down to appeal to players lacking the skills to play "hardcore" games.  To those people, I humbly present Marble Madness.  This is a game without story, plot or even any characters and whose gameplay is based on a simplistic board game popular since the 19th century.  With only six levels and no save feature, it's a game designed specifically with casual play in mind and a skilled player can beat it in under 5 minutes.  It's also one of the most challenging video games ever created and is probably responsible for an entire landfill's worth of broken controllers.

You'd think watching your marble shatter from too high a drop would be a warning to treat your controller well, but it only serves to further enrage you
Developed in the wake of the Great Crash of '83, Marble Madness wasn't exactly meant to be Atari's next killer app, but to push their new emphasis on more lucrative specialized controllers and simultaneous two-player gameplay.  Marble Madness fulfilled both these goals by making use of Atari's new trackball device and allowing two players to compete with each other at the same time.  Luckily the head designer was Mark Cerny, lead system architect on the recently revealed PS4, and as a result gamers got a game that was both challenging and addictive in it's brilliantly executed simplistic design.  Players take control of a marble and try to race through a simple isometrically viewed maze before the timer runs out.  You're given 60 seconds to make it through all six levels, but each time you finish a level you get some time added back onto your total.  The levels themselves are 2D polygonal drawings heavily inspired by the work of M.C. Escher to give the illusion of 3D graphics.  The levels are populated with various traps and enemies (and possibly a second player) that can impede your progress or bust your marble, causing a significant time penalty.  Speed is the name of the game here, as a faster finish rewards you with a higher bonus score and more time to take on the remaining levels.  Since you only have a set amount of time to complete the whole game, each level is a nerve-wracking battle between your desire to get there as quickly as possible while patiently navigating the course to avoid costly time penalties.  With a second marble thrown into the mix and a 5 second bonus going to whoever wins each race, two-player mode can ruin a friendship if you succumb to the marble's madness.


Roving pools of acid will dissolve your marble to dust, costing you precious seconds while you regenerate
Despite the humble origins, Marble Madness stands as a notable entry in the history of gaming.  It was one of the first games to use stereo sound and had a composed soundtrack.  It was the first Atari game programmed in C, whereas most games were written directly in assembly up into the 1990's.  It was also one of the first games to use 3D elements convincingly by combining perspective drawings with ray tracing to create levels that gave the illusion of depth and height.  When it first debuted in arcades, Marble Madness generated so much interest that the trackballs would break down from overuse.  Ports were launched on every system imaginable, including the NES version most of us are familiar with that has some of the weirdest credits of any video game.  Milton Bradley (yes, that Milton Bradley) got the license from Atari through their quasi-legal subsidiary Tengen, which is why their name appears in the title credits.  Even though they aren't credited anywhere, the game was actually developed by Rare who would go on to make the similar Snake, Rattle n' Roll for the NES.  Other ports of varying quality were produced for the Apple II, DOS, Sega Mega Drive, Genesis, Windows, Amiga, Commodore 64, ZX Spectrum, Gameboy (and later Gameboy Advance) and many more, most of which were published by Electronic Arts (who currently holds the rights).  While most of these ports were forced to ditch the trackball in favor of the inferior d-pad controls standard to most consoles, they at least gave players a bevy of ways to get their marbles rolling.    

WHAT WENT WRONG
A short but impossibly challenging game is the perfect recipe for arcade success, but in 1984 the arcade scene was in its death throes.  The Atari 2600 signaled the rise of the home console domination of the market, giving the first taste of a future where video games could be enjoyed from the comfort of your own couch.  While most arcade ports to the 2600 were vastly inferior to their arcade counterparts, it was still clear that soon the technology would catch up enough to close the gap.  When the NES arrived Stateside in 1985 that promise would be fulfilled, but in the meantime Atari was still focused on the arcade.  They sold over 4,000 Marble Madness cabinets in the first 6 months while interest peaked and the game became the highest-earning cabinet in most arcades.  But then demand suddenly dropped as gamers grew bored of the limited number of courses.  


Though few in number, the levels got progressively harder by adding more challenging obstacles and increasing the complexity of the mazes
The desire for fresh games may represent one of the earliest impacts of the growing impact of the home market.  Arcade games had traditionally been very short and incredibly hard since they were specifically designed to scam kids out of their quarters.  Donkey Kong was just 4 screens that repeated until it overloaded the memory and glitched out, but it still made over half a billion dollars in it's first two years of release saving Nintendo of America from insolvency.  But by 1984 gamers weren't content playing the same few levels for years on end and the arcade profits dried up.  That same year, Atari was split in two with the gaming division taking over existing rights and software development while the hardware division began producing new consoles.  They released a flurry of consoles and home computers over the next two years, some of which competed against each other but the crown jewel was supposed to be the $1000 Atari ST.  That went about as well as you'd imagine, but it was the only Atari system to get a port of Marble Madness.  Ports on other systems saw better sales but most of those were published by Electronic Arts and developed by outside studios so Atari only would have received a flat licensing fee.

WILL WE SEE IT AGAIN
Definitely, but don't expect developers to race the clock in bringing it to market.  Atari released the game on iOS as part of a massive collection in 2011, but shows no interest in a standalone title.  EA was developing a spiritual successor to the game that also included the original levels, but quietly slipped passed it's 2010 release and has been unheard of since which could suggest licensing disputes.  It's too bad, because the trackball controls and gameplay mechanics are a great fit for tablets.  New levels with updated designs would greatly add to the games appeal, you could even incorporate tilt-based controls to give more depth to the mechanics.  But given how many different studios released various ports over the years it wouldn't be much of a surprise if the game turns out to be a legal hornets nest.  

Other versions of the game that have already been released are available on PS2, Xbox, GameCube and PC in the form of the Midway Arcade Treasures collection.  The title is misleading since it actually contains multiple games never published by Midway, including Marble Madness.  And while that port was developed by an outside studio Midway had contracted, it was actually just a compilation of three arcade collections the studio had developed earlier for SNES, Playstation and PC.  At the time Midway owned both Williams and Atari, but since then Atari has been sold and resold multiple times and just last month filed for bankruptcy.  Don't mourn too long, because the brand has already died many deaths and will likely be resurrected once again.  But when Lazarus rises again from his pit, it's unclear if he'll bring Marble Madness with him.  


Choose the right path and you will shave a little time off your run, but choose poorly and you'll be stuck in development hell while lawyers wrangle over your publishing rights.  
Have you played this game?  Is there a game you remember being great but no one else has heard of it?  Sound off in the comments below, and be sure to Like us on Facebook or Follow us on Twitter!