By Sam 'White Men Can't Jump' Graham
Back in the salad days of gaming, most of life's obstacles
could be overcome by simply jumping over (or on) the fucker. How far would Mario have gotten if he couldn't jump?
Well I found out. In Super Mario Bros
for the SNES he gets exactly 13 steps before running headlong into that Goomba.
I did this several times and every time it was 13. Poor bastard.
My point being platforming is, and has always been, integral
to the video game. Whether it’s primarily a platformer or not, sometimes you
just need a good run-up. That being said, there are those platforming sections
that are so out of left field that it can in fact make the game harder than it
should be, sometimes unplayable. Whether due to poor controls, or just a
massive difficulty spike, here are seven that I think deserve the spotlight on.
7) Tenchu: Stealth Assassins
I've got some very fond memories of this game. It was like Metal Gear Solid in Feudal Japan. Sneaking up on people, gutting them to bits,
poisoning dogs, making civilians step on caltrops for a laugh, then getting the
shit scissor-kicked out of you by Onikage. The game was almost perfect. The combat was great, the score was
fantastic, and it was the first ninja game that incorporated stealth as a main
feature. There was even a cheat where you could make it (sort of) two-player,
providing Player 2 is a baddie.
But something about this game was always hit or miss: The
jumping sections. Especially the ones where falling meant death. Ninjas Rikimaru and Ayame had three types of
jumps: The straight up and down, just by pressing X, add a direction for
flavour; the moonsault (do a flip and wind up facing the other way), Down,
Forward, X, and the strong forward jump, Forward, Forward, X. To clear any sort of distance, you had to do the strong
forward jump.
Trouble was, it demanded you tapping Forward, Forward in such
quick succession that sometimes it just didn't work and you just did a normal
forward jump instead. This fucker knew exactly just when not to work:
when leaping over a pit. Every god damn time. Whether it be in the 3rd
stage, crossing a narrow stone walkway, then leaping to the passageway off to
the side, or in the 8th stage in the forest/mountain. Lots of room
for error there. And don't get me started on the last level...
And just to add insult to injury, the Grabbing mechanic
doesn't work unless you're exactly the right height. Countless times I've
nailed that leap and the divvy ninja bastard just forgets to grab hold of the
ledge. Thanks game. Now I've lost the sexy armour for Ayame.
6) Fantasia
Oh Mickey Mouse,
you've bought up so much of my childhood in recent years, I often worry you
might go one step further and steal my future. Actually steal my seed, then try
to sell it back to me like some gangly limbed, man/mouse-hybrid abomination
gyppo. You've amassed so much power and influence that I worry you might actually
become the next President of the United States.
I never could stand you. Your cartoons piss me off, and your
shit-eating grin always made me cringe. I suppose you got the last laugh though. Just don't make Chris Pratt Indy. Don't you dare...
Fantasia, for the
Mega Drive was a platformer based on Fantasia,
the film (gasp). It was a straight forward affair: walk right through scenes
from the film (even the ones the mouse wasn't in), jump across platforms and
use magic attacks to kill candlesticks, brooms, pelicans, frogs, and all kinds
of weird shit. It came with my Mega Drive at the time. We couldn't have got Castle of Illusion, oh no. That game
was good.
The platforms weren't terribly difficult to reach a lot of
the time. They just required some timing. What made it awkward was that Mickey Mouse jumped like he was in space. Most
of Fantasia's extreme difficulty though, comes from one thing: There's a delay
between you pressing jump and the bastard actually doing it on the screen. Games
like this require a slick reaction time at the best of times, but to then add a
delay? Why?
I said the most of the problem comes from the delay, because
this is one of those brilliantly designed platformers where you have to be dead
on the mark, or Mickey falls through the bit you're trying to land on, which
invariably winds you up getting hurt. Cheap. Just cheap.
5) Shadow Man
Now, before you all start leaving comments in capital letters
like it somehow gives your words more resonance, I love this game. And
considering I only played the ugly PS1 version, that's saying something. It
wasn't until I was an adult that I found out there's a better looking PC
version.
Mike LeRoi has problems. 120 of them in fact, dotted all
throughout the game. On top of that there are 5 serial killers he has to
defeat, an apocalypse he has to thwart, and an old voodoo lady with a thick
Caribbean accent he has to lay every once in a while, just so she can come back
in the sequel looking completely different with an American accent.
To top off his ever-growing to-do list, he's got the same
problem as Alan Parsons: He can't
look down. There's a lot of jumping, climbing, and shimmying involved if you
live in Deadside, and while Shadow Man can stand still and look around in 1st
person all he wants, he can’t do it on the move. The camera is fixed on the
same plane as the character. You can only pan it left and right. If you need to
jump to anything below you, you can expect to either fall short, or overshoot
it and fall into lava.
Fortunately, Shadow Man is one of those games where death is
just a minor inconvenience. Downside to this is you have unlimited
opportunities to fuck up.
4) Apocalypse
I have this theory that every Bruce Willis film is actually a Die Hard sequel. Fifth
Element is Die Hard: Florescent
Futurescapes, Surrogates is Die Hard: The
Sims Edition, Armageddon is Die Hard in
Space, Twelve Monkeys is Die Hard: Viral Apocalypse, Pulp Fiction is Die Hard: In the Fifth, Your Ass Goes Down, and Sixth Sense is Die Hard: The Death of John McClane.
Oh and Moonlighting
was Die Hard: Origins.
So when he lent his voice and likeness to the PS1 game Apocalypse and not Die Hard Trilogy, I was excited.
Apocalypse is an underrated gem from the PS1 library. A run
'n' gun set in a murky future where Trey Kincaid John McClane is a scientist doubling as a triple-hard bastard. He
escapes from jail via a murder-rampage, then proceeds to treat the rest of the
game like it’s an American High School. Oh, he also stops the Four Horsemen of the Apocalypse.
It’s a solid game. Simple, and very fun. I do wish they
hadn't included so many jumping sections though. McClane jumps at least 3 times
his own height. That might be normal if you're a fat plumber, or Jeff Goldblum if he'd gone in the
teleporter with a hedgehog and a tin of blue paint instead of a fly, but for
Bruce Willis...
The overt difficulty with these platforming sections come
from the following: The camera zooms way out in these sections, falling is
always immediate death, and he jumps way too fucking far. Usually it's easiest to use your shadow to
judge if you're over the ground in games like this, but a lot of the time
you're too busy shooting stuff, or the camera's zoomed too far out to see it
properly.
It’s still a solid game though. Jumping sections aside, if you still have a
PS1, I'd recommend checking out Die
Hard: William Gibson's Pixelated Future Killing-Spree.
3) The Revenge of Shinobi
Writing this, I can already hear your disagreement. I'll be
frank, this one is a personal addition. Back in the 90's, there wasn't a kid in town who didn't have Mega Games 2 for the Mega Drive (unless
you were one of those Nintendo kids).
Alongside the classics, Golden
Axe and Streets of Rage, was The Revenge of Shinobi - sequel to Shinobi, which started as an arcade
game and was ported to consoles, best of all being the Master System.
In the game you play as Joe
Musashi (not Shinobi) as he walks right and chucks knives at green ninjas,
green ninjas with wings, samurai, dogs, and that's about it, because the second
level is absolutely impossible. The second level as far as I've seen is a big
waterfall. Joe has to traverse the rocky path, occasionally jumping on bits of
driftwood as they descent from the top of the screen, down to the bottom.
Joe jumps pretty high, granted, but if you hit jump again at
the very highest pixel of the jump, you do a flip. And as anyone who has seen
enough crappy ninja films will know, doing a flip will grant you an extra 30
feet of airtime. Just like how rolling prevents bullets from hitting you.
It’s this gnat's bollock hair accuracy that demands absolute
mastery to progress. A pixel too early or too late on his jumping animation and
the second jump doesn't work. Half of
the time, by the time you've landed on the last log in the sequence, you're too
low down to get to the next rock, so you have to backtrack and wait for the
next set of logs. But oh wait, you
can't, because the previous logs have already descended off-screen. And just to make sure you're proper screwed,
winged ninjas often swoop in with shurikens and knock you off the logs too. Fucking
what?
This one is on the list, because as you've guessed, I'm shit
at it. Even to this day, saving after every successful jump on an emulator, I
still can't do it. This should have been the last level. If you can get past
this part, you're a saint. You must be an actual ninja. I have no idea what the
rest of the game is even like. Surprisingly though, I can clear most of Shinobi
III without dying.
2) The Last Ninja
What is it with ninjas? Why can't they jump like Mario, or
better yet Samus Aran? This game
should get a bit of leeway, because it’s so old, it’s for the Commodore 64. It
doesn't though. Not from me, and not from my burning resentment that's festered
over 25 years and made me into the recluse I am today.
You're the eponymous Last Ninja, and you walk around Japan in
diagonal lines, punching, kicking, then eventually stabbing, slashing, and battering
people with nunchaku. It’s fun once you figure out the controls- only having
one button meant the devs had to get creative. However, The Last Ninja stands as an advert for why you should never put
platforming sections in an isometric game.
In level one you come to two spots. One is a small pond with
stepping stones and the other is a muddy bog with driftwood (Oh god not this
again). Both play the exact same way: you take your time, you line the last
ninja up in the same diagonal line as the first step, you leap...
And then the ninja become extinct. Mr Ninja lands in the
water/mud, sinks and dies. While you could scold yourself for messing up the
jump, it’s much easier to ask yourself why the hell a ninja can't swim? 3 lives
and that's your lot. No checkpoints, no continues. This is old skool hard. Games like this were kicking kids’ arses long
before the Souls series turned this
kind of masochism into something we enjoy.
Until this point it’s a solid game. The score is great and
suits the feel of the game. The combat lacks variety, but that's forgivable,
and for the C64 it looks fantastic. That one fatal flaw though...
The pond you don't even have to bother with. You can go
around that. The mud is the path to the end of the level though. I've never seen
beyond it. I doubt it even exists. I think I might just have a weakness to
driftwood...
1) Star Wars Episode I:
Jedi Power Battles
Don't act like there aren't shit-loads of bad Star Wars games. For every Republic Commando there's a Bounty Hunter and a Force Unleashed 2.
Trouble is, Jedi Power
Battles isn't a bad Star Wars game. Not by a long stretch. Back in the day
it was one of my absolute favourites (the other few being Jedi Knight 3: Jedi Academy, Republic Commando, and Rogue Squadron 2: Rogue Leader. I was a Mega Drive kid, so the Super Star Wars Trilogy eluded me).
It played similarly to the Lego Star Wars games, 'cept without any of the nut collecting, and
was much faster paced. You run around scenes from Phantom Menace, brandishing a lightsaber and swinging it around
like its 1991 and you're Paul Reubens
in a cinema. It’s awesome. It’s even co-op, so you and a mate can go Fred & Rose West on the Trade
Federation army.
And here comes the big, hairy but...
Every stage has at least one section that requires some deft
platforming, and my god, these will test you. They're purposefully designed to
make you throw the controller in a tantrum. I'm convinced that these sections
must be the trials that the Jedi talked about.
It’s another one of those 'use your shadow' tactics. The Jedi
can double-jump, but once you're moving in the air, you can't stop. You have to
be dead on, or you're doomed. And like with Tenchu, you don't always grab the
sides. Sometimes the platforms move, like in the Coruscant level which is an entire
platforming section, and more often than not there are enemies present too. Packing
a lightsaber, you can stand still and deflect shots until they're gone, but
that won't get you anywhere in Tatooine. Sand People don't shoot lasers. They
shoot bullets. They can be blocked, but not deflected, so you have to time your
jumps in between their shots, then decide if its worth jumping over to their
platform to kill them or not, because you might miss a jump on the way back. It’s
a real sweaty hands affair.
And bugger me, if it doesn't get harder. Co-Op is always fun.
It’s great. A dual Jedi rampage is the stuff wet dreams are made of. But when
you get to a platforming section, you've just hit the expiration date on your
friendship. Here's why:
•
You share lives,
•
The game is buggy as hell
•
The camera is practically a baddie, because if
you go too far away from each other, it'll just ignore both of you.
These points are especially annoying in Tatooine as a lot of
the platforms are only wide enough for one Jedi, so one is always one platform
behind, and you both have to make your jumps at the same time. You depend on
him not to fuck up, and he depends on you. It’s destined to fail. You're
destined to fail.
So there are my 7. If you have similar experiences with these
games, let me know in the comments. If
you got past the waterfall in Revenge of Shinobi, I salute you. What's the rest
of the game like? If you can think of
any more overly difficult platforming sections, feel free to share tales of
your pain.
Enjoyed this piece? Then 'like' The Crusades of A Critic on Facebook. Sam also has a novel which can currently be viewed here, and features ten times the swears, snarc, and rage of the above piece.
Enjoyed this piece? Then 'like' The Crusades of A Critic on Facebook. Sam also has a novel which can currently be viewed here, and features ten times the swears, snarc, and rage of the above piece.
Comments
Post a Comment