Showing posts with label platformer of the month. Show all posts
Showing posts with label platformer of the month. Show all posts

Friday, January 9, 2015

Platformer of the Month Dec. '14, Maximo: Ghosts to Glory Part 1

at 12:30 PM
The platformer is the seminal genre of video game history. Always adapting to trends and technologies, never out of style, it provides an underpinning for the action games of era after era. Platformers are responsible for our sense of space and navigation; they form the bridge that transports reality into digital worlds. Without platformers, we'd all may as well be playing shuffleboard. Each month the Platformer of the Month Club dives into the deep well of platforming history, hoping to find forgotten treasure or even an extra life. 

Game: Maximo: Ghosts to Glory
Year: 2001 (JP), 2002 (NA)
Developer: Capcom Digital Studios
Publisher: Capcom
Platform: PS2


From the heartland of the 3D platforming era (1998-2003) comes this Capcom gem meant to bring Sir Arthur and his Ghosts 'n Goblins into a new era of 3D platforming (1998-2003). Unfortunately, Arthur fell into a wormhole somewhere during the transition and the developers were left with a new vaguely centurion-themed hero called Maximo (because the one thing we all remember about Ghosts 'n Goblins is that it was set in ancient Rome).

Perhaps more surprising for a Capcom game than for a 3D platformer, this one comes to us from the land of opportunity: Capcom's North American Digital Studios. While never finding its way to the "killer app" shelf, Maximo played an early role in distinguishing the PS2 as the console for old-school gamers - those who valued traditional challenge over wimpiness (Xbox) or not having any games to play (Gamecube).

To this day Ghosts to Glory nurtures a legacy as one of the hardest games of the sixth generation, forcing save management and limited lives on doughy soft gamers who were growing to view their $60 retail as a ticket to the end credits. But is Maximo: Ghosts to Glory really as grandma-rapingly brutal as legends hold? And if so, is it actually worth finishing? Hopefully you've got enough lives to reach the end of this feature and the answers you seek.

[Note: because this is a multi-hour, multi-session game, we've divided coverage into two parts, the first of which will be dedicated to mechanics and the contents of worlds 1 and 2.]

How is the game's aesthetic appeal?
Yourself: With character designs from the legendary guy who did character designs for Adventure Island, Maximo flaunts a googly-eyed cartoon look. This lighthearted approach works great for a mascot platformer, carrying through exaggeratedly warped landscapes. Matched with the game's would-be grisly subject matter - skeletons, swamp monsters, and grim reapers - the style takes on a Halloweeny sense of humor. It's more spooky than scary, if you will. The wackily chattering military skeletons can't help but remind me of Army of Darkness.
Sorry for the garbage screenshots. I can't find decent ones and have no way of capturing PS2 images.
The graphics hang onto the classic N64-era look, skimping on textures and favoring clean, well-defined polygonal surfaces. This accentuates the surreal impression of the shifting, sometimes floating architecture, allowing the game to look good even on a big-screen HDTV. Oh, also, everything is shot at a dutch angle. Just because.

Golem: The cartoon horror approach goes past Ghosts 'n Goblins and brings to mind something more like Decap Attack, where each enemy and setpiece has its own exaggerated, comic appeal. The way skeletons' skulls whirl in circles after being struck, or heck, just watching them shuffle around is worth a chuckle.

As for the soundtrack (by television's own Tommy Tallarico), it's sadly short on melodies; while fitting in tone, they aren't half as memorable and catchy as the visual presentation is. Ah well.

How does the player character and camera control?
Golem: Maximo walks at a decent pace, with just a tiny bit of momentum applied. The PS2's standard issue analog stick grants responsive 360 degree control. He can double jump in mid-air, which is useful for reaching higher, going farther, or reorienting his trajectory partway. There's more air control than in Ghosts 'n Goblins as well, allowing refinement of jumps in midair. Finally, Maximo knows a few sword swings (lateral, overhead, and air-to-ground stab) which are then complemented by new moves granted by pickups.

Yourself: Sword attacks are speedy and short range, but there's no one-two-three combo here. Maximo pauses after every swipe - a vulnerability more reminiscent of Castlevania than Mario 64. To his advantage, the horizontal swing covers an almost 270-degree arc. I find the double-jump to be more useful for re-steering than for heightening and lengthening leaps - it gives me an extra moment to consider my landing.

Maximo also wields a shield that can be held up to block attacks from directly in front. One of the most fundamental power-ups (which I only mention here cuz it gets its own button) is a Captain America shield toss.

The camera sits just above an over-the-shoulder angle, giving a long forward view with a relatively limited horizontal and vertical FOV. If we're comparing to the Super Mario 64 gold standard, it's similar to what Golem calls "The Close-up to Mario". There's no free analog control, but one shoulder button provides first-person free-look and another auto-center.

How are character-specific mechanics varied?
Yourself: In layman's terms, Maximo is a jack of all power-ups. His gear can be divided into two simple classes: sword magic and ability tokens. Sword magic is straightforward enough: depending on the element, the sword increases a degree in power and gains a special side effect - the ice sword freezes, the light sword is strong against undead, etc. Each sword power-up fills Maximo's magic meter, which then depletes anytime he lands a swing. When magic runs out, the element disappears.

Ability tokens are more varied. Some grant new attacks: the shield toss, a follow-up sword swipe, or a sword thrust that carries Maximo a bit forward. Others modify standard abilities, like a longer sword and a wider spike shockwave. A few are special moves that enhance the elemental swords, like a projectile and a magical shockwave. Then there are shield elements which can make blocking reflect damage, inflict knockback, or vacuum up coins.

Overall there are about a dozen different ability tokens. Abilities always stack (with a single exception: shield elements overwrite), though Maximo will lose most of them if he dies. From the start of the game he has three "lock-spots" - the first three tokens gathered fill these lock-spots and stick around even after death. With each world conquered, Maximo gains a new lock-spot, such that in the final world he can have seven abilities that carry on after death.

Power-ups have fixed natural habitats, meaning that early in the game you're likely to come across the basic abilities and later you'll find more powerful ones. Because of this, your locked abilities won't change much between playthroughs. The first three slots are almost guaranteed to be shield toss, thrust, and follow-up - that's pretty much all you encounter in World 1. Each sword element is generally associated with a certain world, though every once in a while you'll see one out of place (fire in particular shows up throughout).

Golem: Discovering the powerups of each world lends a sense of fun to the game. With the heritage that Maximo has, you might expect a harsh, punishing game where each powerup should be approached with cynicism--but instead, I always found myself excited to learn what new abilities Maximo would find. It was gratifying to learn that his sword could extend its reach or that he could freeze enemies. Plenty of powerups are throwaways, too, but a number of them are real boons.

What kind of items are present and how are they distributed?
Golem: Some items power Maximo up, like health potions for restoring health and extra armor for extending the health bar. Others grant new attributes or abilities, like the electric shield or the forward sword stab. Aside from those, you've got coins for buying items from shops as well as keys for opening chests and gates. All of those can be dropped by enemies, collected from chests, or found just laying around the world.

Each world in the game also has a particular container for storing fairies, which grant continues. For instance, in the first world, glowing headstones will cough up fairies if Maximo attacks them.

In short, there's quite a variety of items.



Yourself: The game has one of those classic platformer pause menus with six bobbing icons in the top right corner indicating how many glowing jubles you've collected, but in actuality collection is practically driven. Because lives are limited over the course of the game, continue-granting fairies are must-grabs. Coins too are doled out at a pace such that a player grabbing everything in sight will have access to many more life and armor power-ups than one rushing through.

What kind of navigable elements define the landscape?
Yourself: The first couple worlds tend to alternate between flat corridors adorned with dangerous terrain and small floating platforms that may or may not move. Note that when I say "floating" I don't necessarily mean "suspended in midair" - I just mean that they're islands surrounded on all sides by a hazard or drop.

The popular dangerous terrains for world 1 are some kind of purple grave moss from which erupt damaging skeletal hands and instant-killing hot lava. World 2 uses two similar equivalents: water to drag the player's speed down (which occasionally contains alligators who burst up for a quick hit) or water too deep for Maximo to tread (death). The placement is a bit different - the purple moss tends to be along paths or on small platforms, inflicting danger if the player dodges the not-accidentally-placed enemies in the safe zone. World 2's swamp water usually is the main path, with platforms along the side solely to provide a respite from the danger. World 2 also has an in between hazard in one particular level: tar. The player can walk through a tar pit for ten or so seconds before sinking down to a permanent grave.

Patterned moving platforms are fairly rare - in the first two worlds they only appear in a single stage. Traditional falling platforms also make an appearance in World 1's "Coffin Canyon". Jumps are more often made difficult by enemy occupation of the landing (and launching) area.

Flat, open spaces are very uncommon, so the player is rarely forced into arena combat. The choice is usually whether to jump past or linearly eliminate threats. Since the game is mostly made up of floating platforms, enemies won't chase you too far.

Golem: Maximo loves small platforms and thin corridors, so combat is often in tight quarters. This keeps the combat/platforming pace at a nice clip, making sure you rarely face more than a few enemies without an interesting jump.

What kind of enemies impede progress?
Golem: Enemies take a few hits to fell, but they're aggressive enough that each encounter demands focus. Each one has a distinct attack pattern, whether it's the shield-bearing skeleton that loves to block hits or the bomb-spitting flower that's vulnerable in close quarters. Their tactics never grow very complicated, and the game instead focuses on squads of enemies. Your standard skeleton may not seem like a big deal until he's got a flower backing him up from far off.

Yourself: Many enemies only spawn when the player approaches. Thus the first element of defense is simply awareness, the ability to grasp what kind of enemies might be spawning (each level has a fixed set), where they could spawn, and how to react at that time. A skeleton slowly pulling himself out of the earth is vulnerable to a quick aerial attack, while a coffin shooting up can bump the player away - or, at the correct distance, permit a preemptive strike. Later on metal coffins will do damage and bounce back sword swipes. Within the same realm, treasure chests occasionally turn out to be mimics, requiring the player to clear the area and take their time when collecting bounty. Just the spawning behavior here requires a lot of skill to manage.

Enemies tend to work within defined territories, from patrolling halberdiers to sentinel crows to river alligators. A key element to progression is learning to identify an enemy's threat zone in order to either isolate it or avoid it altogether. Crowds are dangerous, as Maximo's shield only faces one direction and a blocked attack causes a lengthy recoil; equally dangerous are the precarious ledges that border battlegrounds.

How are individual levels built from these elements? Does this facilitate exploration?
Yourself: Levels are pretty linear across the first couple worlds, sequencing together platforming corridors and usually more enemy-heavy rooms. A corridor might task the player with running across a series of cliffs that fall out from under their feet or jumping along moving platforms floating down a river. Typically projectile and patrolling enemies are laid out at fixed points that may make them easier to dodge then fighting, like an axe guy on an island near the floating debris or a halberdier guarding the far end of a plummeting bridge. Melee enemies tend to spawn where you least want them to, like on an open-edged platform that provides a resting point between tighter jumps.


World 2 seems to prefer this type of design, with "'Dem Bones" dedicated almost exclusively to long stretches of bone platforms over tar pits, "The Quick and the Dead" to the aforementioned debris sailing down a river, and "The Village Level" to high moving platforms and tree-branches. The aforementioned alligator-infested water propels the player forward without allowing them time to wander.

What I call "rooms" are areas where linear progression is halted by a locked door, large numbers of enemies, or a non-obvious path. The world 1 stage "Dead Heat" sees the player enter a courtyard containing six sarcophagi and three sepulchers. The only way to get through is by passing a locked gate guarded by a halberdier. To find the key, the player needs to open each thing that houses dead people. Enemies spawn once the player enters each sepulcher and a few spawn points lurk around the sarcophagi too. The door can't safely be unlocked without first killing the guard.

These are a bit more common in World 1. There's the thing I just said from "Dead Heat", and "Coffin Canyon" ends with a similar series of rooms, the first a graveyard with a locked door and the second another sepulcherville with a hidden switch. The opening stage, "Grave Danger", uses mostly wide graveyards with hidden paths and spawning enemies along either side.


Golem: Within each room, the path to the next room is typically laid before the player. For instance, in the "Dead Heat" sepulcher example, one road leads between a series of tombs and up to the locked gate. Meanwhile, each sepulcher is locked and coffins lie ready for ransacking. The thing is, once you open a lock or open a coffin, you're liable to trigger an enemy spawning. A quick playthrough will stick to the road, while a full clear will open up each sepulcher.

Enemies spawn only when Maximo gets close enough, so exploration comes with the risk of damage. Maximo rarely obscures the main path, making such excursions a choice rather than the result of haphazard trial-and-error.

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Clearly Maximo: Ghosts to Glory has a lot going on. We'll be back with part 2 to fill you in on the back half of the game, the bosses, and our final impressions!

Friday, November 7, 2014

Platformer of the Month Nov. '14, Kid Klown in Crazy Chase

at 6:00 PM
The platformer is the seminal genre of video game history. Always adapting to trends and technologies, never out of style, it provides an underpinning for action games of era after era. Platformers are responsible for our sense of space and navigation; they form the bridge that transports reality into digital worlds. Without platformers, we'd all may as well be playing shuffleboard. Each month we dive into the deep well of platforming history, hoping to find forgotten treasure or even an extra life. We'll be bringing you everything we uncover here at the Platformer of the Month Club.

Game: Kid Klown in Crazy Chase
Year: 1994
Developer: Kemco
Publisher: Kemco
Platform: SNES, GBA


Oh we are starting this off on one hell of a foot. A size 23 foot. I've got two words for you. Up. Down. Clown. Town. Kid Klown. Crazy Chase. Okay, back to using full sentences. Actually my first note looking at that boxart is that our mascot here (indisputably one of the most acclaimed of the 2D era) is more your classically-styled harlequin (or Christmas elf) than what I first picture as a clown. I guess it's only in 21st century America that clowns have developed that firm image of "orange afro rainbow pants and party hat". Kid Klown looks almost... respectable.

Speaking of classically-stylization, that's one thing this game doesn't! Kid Klown himself might remind you of a Sonic the Hedgehog or a Bonk, but the tightly timed uni-directional gameplay is hedged in future memories of now-popular "endless runners" like Canabalt, Flappy Bird, or Bit Trip Runner. But hey, the game uses traditional running and jumping controls and challenges the player to navigate a course, so it's only reasonable to approach it as a platformer.

So is Kid Klown a Lost City of Atlantis, defining trends a decade yet to come, or is it shallow tripe meant to capture the lowest common denominator? Don't make a joke about "what if it's both?". I did that in my head and it got sighs all around.

How is the game's aesthetic appeal?
Yourself: It's impossible to play Kid Klown without visions of Road Runner dancing through my head. The developers definitely made the most of their trial-and-error gameplay as a setup for varied physical comedy bits. While the individual traps aren't much to look at, Kid K's pratfalls are drawn out to downright whacky levels. He jerks his body three or four times before tearing his head out of a block of ice, floats gently to the ground after being flattened to a pancake, and shakes off water like a dog. A lot of old platformers show cartoon influence, but Kid Klown takes it an extra one half to three quarters of a mile.

The soundtrack has an appropriately jaunty tempo but I can't say I found much to like in the composition.
Golem: By 1994, the Super Nintendo was churning out high quality graphics, and Kid Klown benefits from an attention to detail. In the city level, Kid passes by mundane skyscrapers and through standard construction sites, only to be flattened by a swarm of comically undersized sedans. The contrast between realistic settings and jokey elements goes a long way to sell the humor here.

As for music, Kid Klown sets the right pace and tone for a nutzo chase, but  fails to provide any memorable melodies.


How does the player character control?
Golem: Hold down to make Kid Klown run diagonally down-right along a straight path, and use left or right to strafe either direction. Up will let you slow and eventually halt Kid, but he can never move backwards. Aside from running, the only other function is a jump with a fixed height.

Holding down to move diagonally allows Kid's path to take more screen space, but it also makes judging his trajectory more difficult. Additionally, having to hold down can be troublesome when you need to be precise with moving left and right (it's just easy to fumble on the control pad).


Interestingly, the options menu offers an upside-down control scheme for left-handed players.

Yourself: 4-way isometric control tends to bother me, but here it works mostly fine since you're only moving in one general direction. Using d-pad down for what amounts to an accelerator is unpleasant though. Kid has momentum and controls essentially like a car, which leaves me wondering how smoothly the game might have felt had it used A for accelerate and B for brake. Hell, I actually might get out my emulator and try it.

What kind of non-aggressive elements guide the player's path?
Golem: Balloons. Each stage in the game is littered with balloons Kid can grab by jumping. They can either have a coin, health recovery, some damaging element (like a bomb), or an all-important card suit (heart, spade, club, or diamond). However, what's inside remains a mystery even on repeat playthroughs.

While most balloons will contain the same thing time and again, on each play of a stage, the four suits will be randomly distributed to different balloons. The catch is that you need all four suits to clear the stage. Luckily, if you reach the end of a stage without all four suits, the game loops you with no penalty and keeps all balloons the same.


Aside from balloons, stages feature the occasional platforming element. A springboard here, a moving platform there, and a balloon to ride down a cliffside.
Yourself: There are also coins strewn about the path which unlock bonus stages.

What kind of enemies impede the player's path?
Yourself: Most of what you'll battle in this game aren't so much enemies as they are traps. Banana peels, lava arcs, crab claws and fire hydrants all stand in between Kid and his rival, a bomb with a spade on it. There are typically three means of avoidance: run around, jump over, or stop. The game is pretty reasonable in introducing new and more complex enemies, as stage 1 is comprised largely of things to be jumped over (bushes, cannon balls, spike pits), stage 2 features a lot more that need to be run around (cars, caution barriers, falling pots), and stage 3 is the first time you'll really need to stop (for fire walls, falling boulders, and lava).

Though there are essentially only three responses they'll inspire, the challenge is in learning the traps' timing. How long is it between a shadow appearing and a boulder falling? When is the next car going to speed across the road? You'll generally need to pick up the rhythm of the level and get a good sense of the distance Kid can jump.

Many traps can be dealt with by any of the available means - when Kid is stopped he can walk left or right without moving down at all - but they may not be equally cost-effective. Likewise, being in the right position on the cross-axis is crucial for grabbing balloons, so you may be forced into jumping over a preceding trap that you would've just run around were you ignoring them. Taking the safe route is something that comes into play on repeated loops when you know which balloons you're aiming for.

How are player character mechanics varied?
Yourself: While Kid Klown is absent any power-ups or character selection, some level-specific elements affect the way the character moves. Steep hills show up in a couple places (I think only in Stages 1, 3, and 5) to introduce a speed boost, linearly increasing difficulty via reflex time. Stage 4 is entirely an ice level, as usual decreasing friction so the character takes longer to get going and stays in motion longer after the control is released. I didn't have much trouble with the ice stage, and in fact I think the game let up a bit on the trap difficulty to account for it.

Not really a mechanic, but Stage 5 decreases visibility to a small circle around Kid K. Like the speed-up, this basically just increases necessary reflex time.

How are individual levels built from these elements? Does this facilitate exploration?
Golem: Towards the start of the game, in the first two stages,  elements pop in for brief moments soon to be followed by a different challenge. In stage one, Kid scampers away from rolling logs, weaves between hurled axes, and leaps over shrubbery all in the same breath. In the later stages, ideas pick up a little more consistency, such as the ice stage that places two rising/falling block segments right after one another.

There's always a great variety to the hazards, but their placement picks up a more consistent verse/chorus structure later in the game. This keeps the early game fresh and frantic while lending the later game more of a get-down-to-business-and-study feel.


Yourself: The game uses mild randomization to create some variety on replays. As mentioned above, the suits hidden in balloons are shuffled around every time you die or restart. Occasionally individual traps will also be position-shifted (a bush that was on the right is now on the left, etc.). There is theoretically an optimal path to each level established by the consistent placement of coins in balloons; however, the unpredictability of suit location means on a first run the player will need to check every balloon anyway. So the randomization defeats the purpose of the collectibles altogether.

On continued loops, a player can refine their approach to account for balloons they've already checked. Since looping is a punishment for not succeeding on a first try, it feels weird for it to add complexity to the gameplay - the structure suggests a good player is one who can grab all the balloons on the first try, not one who can learn their contents.

How is the boss variety and how do boss fights generally work?
Yourself: No bosses to be found here. Our main villain, the Ace of Spades, is just a constant nuisance.
Golem: There were bonus games after stages (sometimes). They weren't bosses, and we didn't figure out how to win them.
Yourself: I kid klown you not, there was an air hockey game where scoring in either goal costs you a chance. How do you win this? Sigh. I looked it up and it's that you have to score three goals to get a one-up. Meaning if you don't have three chances to start out with (chances are determined by coins divided by 10) then there's no point in even trying.


What is the overarching structure of the game?
Golem: Five stages, all in a row. If you run out of health or time, you spend a continue and restart the current stage. If you reach the end of the stage without every suit, the stage loops while preserving balloon layout. If you grab all suits on each stage on your first run, the game can move at a quick clip; miss just one suit, and you replay a stage, slowing the pace considerably.
Yourself: At the end of each stage, Kid grabs a key. If the stage is completed on the first loop, he also gets a heart. At the finale, the player is presented with ten keyholes, 60 seconds, and a princess locked in a cell with a time-bomb. You can select the placement of your keys, but each can only be used once and there is no indication which might be the one and only correct keyhole. So it's pure luck whether you screw up and witness the princess explode right before your eyes. The internet tells me that getting it right leads to a better ending (depending on opinion) and getting it right AND getting all the hearts is necessary for the best. The hearts challenge makes sense for replay value. The keys not so much.


Word on the street is that getting the best ending opens up hard mode *<:O]

How is the learning curve and difficulty?
Yourself: For a game that allows only 3 retries, Kid Klown is pretty forgiving. Allowing the player to loop through the stage if they missed any items is a good call and alleviates the frustration of close misses and screw-ups. The levels mix things up enough that they require individual learning, so that's solid too. Unfortunately, the core gameplay - timing jumps within fixed windows - does nothing to differentiate style or skill of play, so each challenge is extremely binary - either you get hit or you don't. A minute to learn, no additional time to master.
Golem: Kid Klown features tweaks to make it more forgiving, such as loops and a generous health bar, but the core concept--collect four randomly placed balloons without passing them (on a diagonal course, no less)--is harsh. On the other hand, building a mastery of the courses led us to collect balloons more consistently, so the learning process itself had a nice incline to it. We'd start out a course entirely confused, gradually warm up to its challenges, and eventually zip to balloons as needed. It's just that, as Yourself says, there's not much past that. Perhaps the suits could've been an optional challenge rather than a necessary one.

Play again or recommend?
Golem: While Kid Klown finds excellent execution, its core concept is so ornery and shallow that it's hard to recommend. I had fun yelling at it.
Yourself: Check it out on Youtube or something. It's a "cool, I didn't know this game existed". The wacky face-plants are where the game finds most of its identity and they don't have much lasting value.

This was a really inappropriate game to flex this survey. Look forward to a better entry next month, when we'll be playing Maximo: Ghosts to Glory!