Choplifter HD first impressions

January 12th, 2012 4:45 PM
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Nearly a year ago, I was anticipating a modern re-creation of Choplifter. The game, developed by inXile and published by Konami, is the latest sequel in the franchise created by Dan Gorlin with his original Apple II action game.

Choplifter HD finally saw release this week and is available at a $15 price point for PC, Sony PlayStation 3, and Microsoft Xbox 360. I grabbed the demo of the Xbox version and played it last night on what I presume was an inbuilt timer, completing 6.5 missions in the time allotted to me.

So far, I like what I see. The missions start of familiar: rescue soldiers and bring them back to base. But there are some clever variables, such as wounded soldiers who require medical attention and must be attended to before all others. Later missions require defending a particular point or containing a zombie outbreak.

Choplifter remains 2D, distinguishing itself from the nonlinear Strike series of helicopter games. But there are times when enemies can be in the foreground, and the chopper must be oriented to face the screen in order to shoot them. This cumbersome act balances the newfound control over the minigun, allowing it to be aimed in any direction separate from that in which the helicopter is moving. No more moving forward and fast just to attain a downward trajectory! There’s also a “boost” function for evasive maneuvers, but it burns fuel quickly. Landing back at HQ will restore both your health and fuel; depots scattered throughout the level recover only the latter. Completing objectives earns you better helicopters, but they replace the old ones; there doesn’t appear to be a choice of copters between missions.

I’ve played other games in the Choplifter series but remember the original best, so it was a pleasant surprise to note the excellent graphics and soundtrack in this reboot. The terrain varies from cities to deserts, each bustling with its own kind of activity. When you land, soldiers and hostages don’t just disappear into your vehicle but will actually run around to either side to find an open seat. They shout such corny lines as “It’s good to see you!” whereas a film crew might ask, “Get me out of here quickly — but watch the hair!” This attention to detail is noticeable, as is the game’s quirky humor, reminding you that you’re here to have fun, not reenact a war.

My time for gaming these days is limited, so I don’t know if I’ll be plunking down the $15 for the full game and its 80+ missions. But all other reviews are positive. I encourage retrogamers to check out this cross of old and new and enjoy the best of both worlds.

Classic Prince of Persia on Xbox

July 7th, 2011 6:06 PM
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Plenty of Apple II games are getting sequels and reboots or are serving as inspiration for spiritual successors. But, except maybe on the iPhone, fewer games get outright remakes: one-to-one translations that preserve the gameplay and layout of the original while adding modern graphics and controls.

Prince of Persia is a notable exception, having been recrafted for the Xbox 360 four years ago. Available as a $10 downloadable title, it lets today’s console gamers experience the classic fun of Jordan Mechner‘s best-known game.

Steve Melton’s review (published just last week — a retro review of a modern classic that’s a remake of an original classic? — gives the game a seemingly lukewarm reception, saying that though it’s fun and attractive, it boasts no additional content over the Apple II version and thus is overpriced at $10. I’m a bit biased in the matter, as Melton points out that the game is aimed at folks like me — “those wanting to relive their days sitting in front of a DOS PC” (or Apple II, if you want to be authentic). And true, the game runs on a sixty-minute timer before which it’s game over. But trying to defeat the evil Jaffar before that clock runs out takes much longer than 60 minutes, courtesy the multiple deaths and wrong turns the challenging game will force you to experience.

IGN’s review, also published last month (why all the recent interest in this game?), is a bit friendlier to the game:

The sequel to the original 1989 game, The Shadow and the Flame, was ported to the original Microsoft Xbox, but only as an Easter egg in Prince of Persia: The Sands of Time, the 2003 reboot of the franchise. Perhaps it too will enjoy a renaissance, as LucasArts’ Monkey Island games recently have.

In the meantime, I encourage other retrocomputing enthusiasts to download the free trial, or spring for the full game right off. POP Classic was one of the first games I bought for my Xbox 360 when I got it as a Christmas gift in 2008, and I consider it an investment well-spent.

Apple II invented the Microsoft Kinect

June 13th, 2011 2:50 PM
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The annual Electronic Entertainment Expo, or E3, was held last week in Los Angeles. This convention invites members of the electronic entertainment industry to bear witness to the innovations that will grace home computers and consoles in the coming year.

The Kinect, a peripheral released for the Microsoft Xbox 360 last November, is proving a versatile platform for playing games without any contact or manipulation of a physical controller — “Your body is the controller”, says the advertising. Here’s a recent tech demo from E3:

Although the particular application and technology of Kinect may be new, the concept is not. Thirty years before Microsoft set out to redefine gaming, Tom DeWitt had demonstrated a similar tool, Pantomation:

According to astrosmash, "The mini-computer they talk about in this video is the PDP-8/L, not an Apple II, although the system was later ported to Apple II in the early 80s."

Although Pantomation may not have made it out of the lab and into consumer applications, it’s still a fascinating (and unsurprising!) example of the potential of the Apple II to redefine history.

(Hat tip to timothy)