Posted by Billy Posted on 20 November, 2020 at 7:20PM 0 0
I have been playing Crazy Taxi on and off for twenty years. Just like any good arcade style game, it keeps me coming back. Also just like any good arcade game, I've never really mastered it. Sega always excelled at arcade games, and Crazy Taxi is one of the best of the lot. It first came home to the Dreamcast console. Given that I had a Dreamcast at the time, Crazy Taxi was an obvious purchase for me, and is still my preferred version of the game.
When it comes to genres, Crazy Taxi’s is hard to nail down. I wouldn’t really call it a racing game, but you are driving a car. You're a cabbie, and your goal is to pick up passengers, and drop them off as quick as you can, by any means possible. Your are timed, and when time runs out, the game is over. In addition, each passenger has a set time limit for getting them to their destination. You can earn more overall time by getting them to their destination faster than the limit. So the gameplay is a constant cycle of picking up a passenger, driving them to their destination, usually causing mayhem along the way, dropping them off, looking for a new passenger, and repeat. Wikipedia calls it a “score attack racing game”, which I suppose is fair enough.
Posted by Billy Posted on 7 September, 2017 at 9:39PM 1 0
One word. Doom. It's a simple name that can invoke a lot of things. Deathmatch, modding, programming. Doom is and was a lot of things to a lot of people. It's also known for being ported to everything. Why is this the case? Why Doom and not its older brother Wolfenstein 3D? I have compiled a list of six reasons why I think that's the case, based on my own knowledge of Doom and programming in general.<
Posted by Billy Posted on 16 April, 2017 at 7:03PM 1 0
I'm getting really tired of Nintendo, for one big reason: I can't buy any of their products.
I'm sure you remember the buzz around the launch of the Wii. The Wii was huge, everyone was talking about it, and it was a giant success for Nintendo. At the the time, I really wanted one, but I wasn't able to get one until a couple years after launch. "Not a big deal", I thought, "it was a huge seller, so it makes sense that stores couldn't keep it in stock." Now, I'm not sure if this was actually the case, or it was intentional under stocking by Nintendo, but Nintendo seems to have taken this idea and run with it in later years.
Posted by GamersTavern Posted on 24 October, 2016 at 11:20PM 1 0
Considering Billy recently posted that Rayman 2 review, this is perfect timing! The creator of Rayman, Michel Ancel, recently unearthed an EPROM cartridge of a long lost, canceled Rayman game for the Super Nintendo Entertainment System. He posted images of the unreleased game to his Instagram account. According to Ancel, "We thought it was lost, but somewhere in the cold electronic circuit, something was alive."
The original Rayman launched in 1995 for the Atari Jaguar, Sony PlayStati
Posted by Billy Posted on 22 October, 2016 at 12:43AM 1 0
Some games fall into a category I call “mystical”. These games inspire the imagination and there seems to be more to the world than what you can see at face value. One of exemplary game series are that of the character Rayman. Just look at Rayman himself, he has no arms or legs, so his body parts just float! When I first played the demo for the Dreamcast version of Rayman 2 at nine years old, I knew it was something special. Though strangely, I didn’t really play Rayman 2 until this year. Perhaps it’s because when I rented Rayman 1 many years ago, I was put off by the crushing difficulty. Thankfully that’s not the case with the second one.
Posted by GamersTavern Posted on 27 September, 2016 at 04:19AM 1 0
Castlevania: Rondo of Blood is a side-scrolling platform video game published and developed by Konami for the PC Engine CD. It was released exclusively in Japan on October 29, 1993. The critically acclaimed Castlevania: Symphony of the Night is a direct sequel to this game. Outside Japan, the PC Engine and its CD add-on were known as the TurboGrafx-16 and the TurboGrafx-CD. While the system and its add-on did moderately well in Japan, they did poorly everywhere else, and so many of its greate
Posted by Billy Posted on 21 September, 2016 at 08:18AM 1 0
Doom is one of the most iconic games ever made, the forerunner of all FPS. Equally iconic, is its soundtrack. A mix of thrash metal and suspenseful tones, the soundtrack really set the mood for the game. Probably the most iconic of those songs (we're all three levels of iconic now), the song to the very first level: E1M1. Standing for Episode 1 Map 1, this was every Doom player's first taste of the action. The track itself is actually called "At Doom's Gate", which is a fitting name since the first level is really the entryway into the game. (The first level of Doom 2 is called Entryway, as it turns out). The song itself is very evocative of the map it represents; it's a very quick and action packed song. Keys and environmental tricks like lifts (barring secrets) aren't introduced until the second level. For E1M1 it's just run 'n' shoot. To celebrate this track, we've compiled a list of covers of this song, everything from comedy, to intriguing, to full on headbanging enjoyment. Catch 'em after the break.
Posted by GamersTavern Posted on 10 September, 2016 at 3:52PM 1 0
Super Mario World, subtitled Super Mario Bros. 4 in Japan, was the launch title for Nintendo's 16-bit console, the Super Nintendo Entertainment System, and as such, was serious business. It came packaged with every SNES bought at the time, so just about every SNES owner got to experience the grandiose world of Mario, in all its 16-bit wonder. This game is the sequel to the most excellent and amazing Super Mario Bros. 3 for the NES. That's a lot to live up to, you know. Some say Super Mario Wo
Posted by Lazlo Falconi Posted on 6 September, 2016 at 9:21PM 2 0
Originally Metroid IV, now Metroid 8(ish), Metroid Fusion marked a dramatic change in the style of Metroid games. Prior to this, the Metroid series had been pretty minimalistic, with just a spattering of story to tell you why Samus was exploring this alien world. During gameplay, the only narrative was the one you supplied yourself. Metroid Fusion brought in ideas like other characters, a railroad plot, and, most obviously, changed the look of Samus. This game also released side-by-side with Metroid Prime, and had the ability to connect through the GameCube-GBA link cable.
Posted by GamersTavern Posted on 5 August, 2016 at 7:55PM 3 0
Axelay is a space shooter video game developed and published by Konami for the Super Nintendo Entertainment System. It was released in Japan on September 11, 1992, North America in September 1992, and Europe on September 30, 1993. The game was originally intended to be a Japanese exclusive, but was granted release elsewhere due to numerous letters from eager fans and critics. If the game is completed on the hardest difficulty, a message pops up promising a sequel, but no such thing was ever released. One of the programmers for this game, Kazuhiko Ishida, later departed Konami and went on to help the founding of Treasure, the company that created such memorable classics as Gunstar Heroes. In any case, Axelay is similar to other Konami space shooters like Gradius and Life Force, but it uses the Super Nintendo's Mode-7 graphical effect to produce an interesting perspective. Many magazines of the time lauded Axelay as being one of the best shooters on the SNES. It doesn't take a rocket scientist to figure out why; the game is quite good.