Showing posts with label vic tokai. Show all posts
Showing posts with label vic tokai. Show all posts
Wednesday, June 5, 2013
Who is Here?
Who doesn't like scholarly retro reviews? Sit back and enjoy some critique on the culturally crucial classics, Karnov and Socket.
Friday, August 31, 2012
Let's Meet Socket Part 2
|
Unknown | at 6:30 PM | let's meet socket vic tokai |
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.
It's been a week since I brought up Socket, the poor man's Sonic. Each world in Socket has three stages which progress from straightforward to labyrinthine. The maze stages are satisfying because they center around some navigational idea.
It's been a week since I brought up Socket, the poor man's Sonic. Each world in Socket has three stages which progress from straightforward to labyrinthine. The maze stages are satisfying because they center around some navigational idea.
There are three main parts to a Socket maze: the direction
you generally want to travel, a navigation mechanic, and the proper
approach to that mechanic.
For instance, in the Stone Age's maze,
the direction is downward, and the navigation mechanic is the one-way
door. If you approach one of these doors from the side with the
doorstop, you can go through. If you approach that door from the
other side, it won't budge.
For most doors, the proper approach is
pretty simple. It's a matter of asking yourself if you've been on the
other side. If you have, don't go through the door, since you'll be
looping back on yourself; otherwise, go ahead and take the door. It's a three step process:
- Can I go through this door?
- Have I been on the other side of this door yet?
- If not, go through the door. If so, go past the door.
However, because gameplay in Socket is typically pretty laid back, it's a step in thought that you might
not normally take. When you're in the habit of just going forward
until something stops you, you might not stop to think that you've
already been on the other side of that door.
Let's take a look
at a particular moment from this stage.
| MS Paint is my image editor of choice. |
Say you enter this part from just above
point A. You won't be able to go through the door at point A, so
you'll cross the lava pit to your left and hop downwards. If you keep going left,
you'll hit a dead end, so your only
option is to go right and cross the lower lava pit. From here you
have two choices.
You're supposed to go through the door
at point B. You've never seen it before, so you should take it. If
you do go through, you'll end up finding the warp zone entrance at
point C, which takes you forward through the stage.
If you decide to explore and go up,
you'll find the door at point A again, only this time you can go
through. If you aren't thinking, you might decide to wander through,
only to end up where you started.
If you come into this part of the level
from the opening on the left, you aren't given as much warning about
looping back on yourself. If you wander upwards, you might end up
looping back on yourself, since you haven't seen the door at point A
yet. However, you shouldn't wander upwards, since the door at point B
is available to you earlier. Remember the three step process; if you find a door that you haven't seen before, you should go through it--no buts about it.
It's worth noting that this segment
enforces the stage's downward sense of direction. If you enter from above
point A, you have to fall to reach point B. Also, at point B, the
correct path is not upward.
These rules aren't immediately obvious.
Instead, you come to learn them as you play the stage and as you find
what takes you
forward and what doesn't. However, the rules are simple, meaning
they're easy to pick up when you give the stage a little time.
Personally,
these "rules" aren't something I recognized until recently.
Before, they had just been something I intuited. And while some mazes
have similar rules, none of them share the exact same rule set. With
each new maze, you explore and find a new way through.
The
rules are also bent every now and then to allow for variation. For
instance, near the opening of the stage, there are several one way
doors open to you. If you take the very first one available to you,
your trip through the stage is very short. The thing is, it's hidden
beneath you, so you might not notice it. The rules are bent, since
the stage doesn't force you to find that particular door, and there
are other ways forward. But it does reward you if you
find it. Since you followed the rules and took the first door
possible, you clear the stage much faster.
That aspect also aids the stage's sense
of downward direction; you come across the hidden door by going down
as soon as possible. If you go right instead of down, you'll miss it.
Socket has one effective way of
creating themed mazes, but it's hardly the only way of doing it. For
instance, Zelda dungeons
don't follow Socket
rules. Part of what makes Socket
interesting is that there are certain rules for interacting with
objects—for instance, you want to go through some one-way doors but
not others. In Zelda,
on the other hand, there's generally only one way to interact with
objects. You hookshot to the target, you blow up the crack, so on and
so forth; you never want to refrain from hookshotting or bombing.
Instead of following Socket
rules, Zelda has its
own ways of making mazes interesting.
Friday, August 24, 2012
Let's Meet Socket Part 1
|
Unknown | at 8:08 PM | let's meet socket vic tokai |
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.
Wednesday, August 1, 2012
History01: Victory for Vic Tokai
|
Yourself | at 10:53 AM | games history01 kid kool krion conquest platformers socket vic tokai |
Do yourself a favor and go check out the Wikipedia page on Vic Tokai right this instant. Back? That's right! Today I'm here to tell you about a Japanese cable and DSL provider! You thought this blog was all about video games, but we've got a lot more in store for you. Prepare to be educated!
Wait, what's that? You read past the first two sentences of the article and saw that the company also developed and published video games in the late '80s and '90s? Well, aren't you a smart brain. I was ready to deliver a dissertation on the market trends of internet service providers in 21st century Japan and you jump in here with this game bullshit. Fine. I'll go click through a bunch of links and YouTube a bunch of longplays and come back to you the BORING reader with some BORING information on their BORING period of experimentation in the BORING field of video games.
| Ha, and your name is Bert! Asshole! |
Tricked you! I actually knew all along that Vic Tokai was a games company. In fact, it was just today that I learned about their history in telecommunications. Yeah, so they made a bunch of okay games, mostly for the Genesis/Mega Drive and NES. Some are remembered fondly, some are shockingly derivative of more famous games, and most have simply disappeared over the years. I'm going to talk to you a little bit, in person, about a couple games they developed. For the most part I'll be skipping over anything they published but didn't themselves create.
So let's start with an 'over the view'. The only Victor Kai game I've heard mentioned by anyone ever is a Sega Master System platformer called Psycho Fox. It's one of those games you may hear mentioned as "one of the only SMS games that doesn't completely suck". Some people think it sucks though. Some think it's just alright. If one thing is true, it's that it's for the Sega Master System. Hm you know actually I told a lie at the beginning of this paragraph. There's one other VT game you may know by name: Clash at Demonhead. This one came out for the NES and had a kind of weird Metroid / Bionic Commando thing going on, where the levels were on a world-map, but had different entrances and exits that would take you on different paths. Hey and there's Decap Attack, THAT one actually made it onto the Sonic's Ultimate Genesis Collection that came out on 360 a few years back. But is it truly considered an Ultimate Genesis game? Certainly it was one of the lesser known in that anthology. And by "lesser known", I do mean "starred a mummy" - but he's a good mummy. From here, we're only going to get more obscure.
Past that pack of popular platformers players probably precognize, ol' Vicky T. is notable for one other thing: a bunch of games dangerously derivative of far more famous fredecessors. Mega Man, Mario, Sonic - Tokai has copied from the best of the best, and they do little to hide it. Ever looked through the video store or Netflix and seen those fake-out movies that are intended to trick consumers into believing they're related to their more famous counterparts? Transmorphers, Almighty Thor, The Terminators, Snakes on a Train - just look through the IMDB for The Asylum and you'll find a litany of these shameless ripoffs. Well, that's what Vic Tokai was up to in the video game industry of the early '90s. Maybe their replicas weren't as much mean-spirited cash-ins as uninspired filler, but you've got to chuckle as soon as you power on The Krion Conquest, Kid Kool, or Socket (aka Time Dominator). And maybe it's what you would expect from a cable company feigning to be a game developer. Anyway, grab some popcorn (ugh) and check these out. Try to guess what classic each copies from! (Hint: you'll know immediately)
Check back later for Part 2, where I'll discuss some of VT's original games in a little more depth. And feel free to make a marijuana pun at your leisure; I'm not going to because I didn't drop out of high school to work at Home Depot.
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