In Part 1 of each Let's Meet, you'll find an introduction to a game's history and gameplay. In Part 2, you'll come away with something neat about the game.
So Yourself says to me, he says, “I'm gonna need youse guys to cover the blog while I'm on the run. Try to think of something that will score some serious hits.” Of course, I knew just the thing. As we get closer to yet another US presidential election, what is the one game that people are clamoring for?
So Yourself says to me, he says, “I'm gonna need youse guys to cover the blog while I'm on the run. Try to think of something that will score some serious hits.” Of course, I knew just the thing. As we get closer to yet another US presidential election, what is the one game that people are clamoring for?
Socket (US/EU)/Time Dominator
1st (JP)
Developed and published by Vic Tokai
Genesis – 1994
That Japanese box art makes Socket look
so cool. So cool.
For those of you not in the know,
Socket is part of that era of
gaming when everything needed a platforming animal mascot. As you can
tell from its western box art, it relies pretty heavily on being
confused for Sonic.
Heck, the first world is called Emerald Forest, and it bears an
uncanny resemblance to Green Hill Zone. It's
worth noting that my esteemed colleague Yourself has mentioned that Socket isn't developer Vic Tokai's only copycat IP.
Each world consists of three stages.
The first is fast and linear, the third is a maze, and the second is
a middle ground between the two. This sort of level progression is
something you see every now and then in old platformers like Kid
Icarus, Alex Kidd in
Miracle World, and plenty
others.
Unlike a good number of those games,
not many people are aware of Socket.
In general, Vic Tokai didn't put out memorable games. Among the best
known ones are Psycho Fox,
Decap Attack, Clash
at Demonhead, and Trouble
Shooter. When these games are
remembered, it's fondly, but you'd be hard-pressed to find them on a
top 10 list. Vic Tokai made neat games with fun mechanics, but never
anything truly compelling. There's no mindblowing developments, but
there is enough to leave a smile on your face.
That's
where Socket comes in.
It's what happens when a Vic Tokai game doesn't have any unique
charm: the only appealing part has been left out.
Most
of the time, you'll hear it called a poor Sonic
clone and dismissed immediately. If the writer has given
it some time, like this guy, you'll hear of the maze stages. I
tried to find a blog post with someone who didn't like the maze
stages, but instead I found that post where the guy actually liked
the game. He seems to enjoy the mazes, too.
Regardless
of whether or not it's a good idea to put maze stages in a game that
masquerades as Sonic,
I'm going to talk about those mazes next time.
A maze can be an
arbitrarily-constructed sequence of hallways, where finding your way
through is a matter of memorizing what to do at each juncture. Or
they can follow a theme, where knowing what to do at each juncture is
a matter of pattern recognition.
One
thing I've always liked about Socket is that its mazes
belong to the second camp. They're simplistic, but they still know
how to follow a theme. And that's what I'll talk about next time.
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