LucasArts, or Lucasfilm Games if you prefer, before getting shut down by Mickey Mouse in 2013 was a very well-regarded and famous company, thanks to both its several high-quality adventure games as well as its endless slew of titles based on the Star Wars franchise. Night Shift, however, has nothing to do with either, being one of their most obscure and forgotten games, a cartoony āfactory worker simulatorā. To be fair though, the game was just published by LucasArts, but made by a software development company named Attention To Detail Ltd., actually their the first foray in the world of games.Ā
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The game I played this time, which like last time was a game I previously had moved on from, was Mendel Palace (Quinty in the original Japanese release) by Game Freak. Ā It is an action-puzzle game published in Japan by Namco on June 27, 1989 for the Famicom and in North America by Hudson Soft on October 12, 1990 for the Nintendo Entertainment System. Ā It was later ported to the Wii U Virtual Console in Japan only.
The plot, especially in the American version, is pretty bare bones, as could be expected from an NES action game. Ā The plot, which can be read in the manual, is your standard rescue-the-princess kind of story. Ā The hero, Bon-Bon, must rescue Princess Candy after her dolls come to life, cast her into an eternal sleep, and cart her off to the titular Mendel Palace. Ā The Japanese version provides a bit more detail and whimsy.
In this version, the characters all live in a country of dolls. Ā The protagonist is named Carton (with the second player character being named Parton!) and the damsel is Jenny. Ā The plot to capture Jenny is orchestrated by Cartonās sorceress younger sister, the titular Quinty. Ā After Carton and Jenny fall in love, Quinty becomes jealous of the attention she is receiving and manages to convince her and Cartonās three older brothers to kidnap her, who comply with the hopes that Quinty will pick one of them as a favorite. Ā I don't think Quinty or the brothers are ever named in any of the American material. Ā Maybe Quinty's American name is Mendel? Ā I guess? Ā Whatever, I'll be using the Japanese names because I like them better anyway.
In any case, when the game starts you off on a map screen, allowing you to play through the eight dollhouses surrounding the central palace in any order. Ā Upon entering any of the dollhouses, the objective is to defeat all of the dolls inside by flipping tiles in order to slide them into the walls. Ā In addition to regular tiles, there are also others, such as star tiles, which act as coins and give you an extra life when you collect 100; shockwave tiles, which flip all other tiles in all four cardinal directions; and the bane of my fucking existence, the portal tiles, which spawn in another enemy whenever they appear.
Each of the initial eight dollhouses feature a unique type of doll, posing various levels of challenge. Ā The easiest ones are the walkmen, which just pursue the player and, in later stages, split into two smaller versions if they are slid without them hitting a wall. Ā They aren't even really good at pursuing the player, since they cannot walk into you if you stop moving. Ā The others are much more challenging, such as the jumpers which cannot be slid while they are mid-jump, the mimics which move when you move and flip tiles at the same time you do, or the swimmers which quickly swim across the room and flip tiles behind them as they go. Each dollhouse contains ten rooms, the tenth of which usually contains a boss encounter (save for the walkmen dollhouse).
The bosses of the initial eight dollhouses are either extremely powered up versions of the dolls in the dollhouse or a fight with one of the brothers (though in the American release, some of the boss fights against the brothers are replaced with fights against Quinty). Ā The brothers simply hop over you and can typically be baited into hopping next to a wall where you can easily defeat them. Ā Quinty will use her magic to turn you into a doll, which allows her to slide you into walls to defeat you. Ā But if she turns you into a powerful type of doll such as a sumo wrestler, who can flip rows of tiles, you can turn this against her.
The central palace (Mendel Palace in the North American version) contains all eight types of dolls and ends with a fight with one of the brothers followed by a cutscene of Quinty whisking you away to her true palace in the clouds. Ā The palace in sky contains a ninth type of doll and ends with one last brother fight followed by a final battle against Quinty. Ā As mentioned before, in the Japanese version you only fight the brothers in the dollhouses, so in this version, this is the only time you fight her.
So, as you can see the game has a lot of different elements that it plays with. Ā Some of them seem pretty simple at first, but it quickly ratchets up the difficulty in each area with different tile configurations for each room. Ā A lot of the most difficult rooms feature large amounts of portal tiles, which spawn in new enemies as you defeat them, forcing you to think of ways to quickly get rid of them. Ā Other rooms will simply box you in with large amounts of block tiles which block your path or limit your options with large amounts of bolted tiles which you cannot flip.
However, a lot of this difficulty is sidestepped by the fact that you have infinite continues. Ā This allowed me to hammer through the game pretty quickly. Ā But now that I've beaten it and figured out strategies for a lot of the tougher points by just bashing my head into them I can see myself minimizing the continues with practice. Ā The game also has a secret Extra Palace mode which can be accessed by holding Start + Select and then resetting your system and consists of a linear set of 100 new, more difficult levels. Ā If I ever come back to this game it will be to play the extra mode.
So, even though I pretty much charged through this game continues blazing, I ended up enjoying it. Ā I liked the cute style and all of the twists it threw in to the relatively simple formula. Ā The game also has co-op multiplayer which might be another reason to revisit it, on top of the extra mode. Ā I should point out that another new thing I did while playing this game was used the Retro Achievements website via the RetroArch multi-system emulator, which I plan to do for other games in the future where possible. Ā Next time I'll be playing the original Fire Emblem by Intelligent Systems.Ā Until then, take it easy~
After Serious Sam 3 released, Croteam put out a short little experiment with various mechanics they were toying with for a possible Serious Sam 4. People liked what they had, but they also didnāt feel like these were gameplay elements that belonged in an explosive mob shooter. The team ended up making complicated puzzles with these new development toys, so the team decided to make a new IP that would allow them to go all out with this, putting Serious Sam 4 on the back burner awhile longer. Croteam even brought on two new writers, Tom Jubert (who was the narrative designer for Driver: San Francisco) and Jonas Kyratzes, a German indie game developer and writer. The latter did such a great job with this new game that he landed lead writer for Serious Sam 4, and he more than earned it.Ā
The game that resulted was The Talos Principle, the most critically acclaimed game Croteam have ever put out, and a steady seller for years due to the shift to puzzles giving it a completely different audience appeal from Serious Sam, something that wasnāt just an event to front load but something unique that caught tons of word of mouth over time. This is kind of funny because thereās a ridiculous amount of Serious Sam DNA left over, ranging from the near exact level of movement from Serious Sam 3 to reused graphical assets and even sound effects, including the iconic kamikaze yell. Even the minigun laser turrets from SS3 make a return. In play and narrative, however, it is indeed a completely different beast and arguably one of the best puzzle games made in the past decade.Ā
A long, long time ago, the era of 32 kb ROM cartridges, a group of RPG heroes ransacked the castle of the demon lord. Using the power of saving and reloading, they are able to beat the final boss, who then takes the form of a cutesy girl named Mephi. Expelled from her former home, she vows to get revenge on the usurpers, but not before conquering the many tricks and traps that were set up to expel intruders.Ā
Majoukko Princess (āDemon Castle Girl Princessā, also spelled Majokko Princess) is an action-puzzle game similar to Solomonās Key and The Tower of Babel. The stages are fairly short, with the goal typically being to get to the exit. Since Mephiās magical powers are sealed, the only thing she can do is pick up boxes. As far as action-puzzle protagonists go, her moveset is fairly limited, since she canāt push boxes, or even jump. The best she can do is scale a single box. Many areas having moving platforms, boxing gloves that will bounce you around, and helpfully labeled boxes that shoot out spikes in the indicated direction. Occasionally there are enemies prowling around, plus every handful of stages thereās a boss fight against one of the RPG heroes that kicked you out in the first place. While these foes will try to strike the moment they catch a glimpse of you, they also arenāt very smart, and can be lured into traps or smashed on the head with falling boxes.Ā
Konami was one of the leading video game developers for the MSX/MSX2 platform, and many of their most famous franchises from the 8-bit era had ports, or even their beginnings on the MSX (such as Castlevania, Metal Gear, Contra and Ganbare Goemon, to name a few). A few of their games, however, did never leave the MSX. One of them is UÅas ā or āThe Treasure of UÅasā as it is called on the title screen of the English-language version ā an archaeology-themed action platformer with a few puzzle elements, that was released in Japan and Europe in 1987.Ā
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It wouldnāt be hard to assume that Team 17 was running low on new ideas for the franchise after World Party. That game had little to offer for those who didnāt own it on Dreamcast, which itself was already near dead by its release. Even Armageddon, its prequel, was more of an improvement upon Worms 2 than anything radically different. One could hardly blame the creators for wanting to try something new, to do something with the worms that hadnāt been done before. More than likely, however, āPuzzle Bobble-esque puzzle gameā wouldnāt have been anyoneās guess on what would follow.
Monster Rancher Explorer is yet another reinvention of the original 1986 Solomonās Key, and yet another example of a popular license slapped on an unrelated property in order to sell more. Though, strangely, the original Japanese release is still called just āSolomonā with no mention of Monster Rancher. Then again, theyāre both Tecmo franchises, so they can do whatever. The game is also actually a prequel to the main Monster Rancher series, being set 35 years before these games.Ā
Solomonās Key 2 is a follow-up that came out in 1992 but only for Nintendoās 8-bit console. North American NES users know it under the name Fire ān Ice, with an abstract cover, complete with humorous disclaimer about the supposed addictiveness of the cartridge. The distributors technically werenāt wrong, however: being a prequel, the story has nothing to do with King Solomon, and the main themes of the game are indeed fire and ice. Still, they could at least have put Dana on the cover like the Japanese and European versions did, with a somewhat Disney-esque design for the latter.Ā