You often see the NES Friday the 13th game referenced in rubbish game lists, but the C64 and Spectrum versions never get a look in and I wanted to find out why!
There’s another “why” I want to look at before we answer that though… As a decades-long massive fan of both systems and the films, why am I playing these games for the first time in 2020?
Friday the 13th came to Commodore 64, ZX Spectrum and Amstrad CPC in 1985, courtesy of Domark. I very much remember seeing it advertised because I cut the advert out and put it on my bedroom wall! I also very much remember the Computer & Video Games magazine review; it went along the lines of once you were past the gore of said shock advertising, the game was average, but the black and white screenshot they used was enough to put me right off. It looks like some kind of dreadful prototype of The Sims, not Hollywood’s greatest slasher!
Friday the 13th was long forgotten by the time I had a machine that could play it, and it was even longer before I saw my first Friday the 13th movie. I think I saw The Omen and The Entity in my early-ish teens thanks to the Wild West days of video rental shops, but the slasher movie passed me by until the very late eighties. I’d eventually make up for lost time though, and Jason Vorhees remains this 3000+ horror movie collector and general nerd’s favourite genre icon!
As many times as I’ve now seen every movie, the game remained absolutely forgotten for decades, and it took one of the aforementioned crappy NES game videos to start me digging again! I think it was a simple C64 walkthrough being recommended, but I didn’t even click it – I just made a note to look up the Spectrum version at some point.
As well as the advert, the box did its very best to lure in curious. And I’m not just taking about that immediate red-flag to me of C64 screens being used on a (relatively speaking big-budget) Spectrum inlay! There was a stark warning that before you play the game, close all doors, windows and curtains – yes, curtains have always been Jason’s kryptonite! Then you have to turn out the lights, but can use a candle if necessary – possibly down to some of the garish colours on the Spectrum version burning your eyes through some kind of light overload. Then you have to make sure granny isn’t in the room – I expect she slipped the tenner into your hand that paid for the game and you don’t want her to know you wasted it on this crap! Then turn up the volume to the max! Now, of all these tips, don’t do that. I’d there’s one thing worse than the graphics, it’s the sound, whether the horrendous (not in a good way) scream sound as one of your mates dies somewhere on the Spectrum, or the dreadful context-sensitive nursery rhymes on C64! Speaking of sound, the box also includes a competition to win a monitor if you can identify ten of the noises you heard while on holiday in Crystal Lake. Good luck identifying more than one of them!
To Domark’s credit, they clearly knew they’d spent a load of money on the license but had a stinker on their hands, and they did their best to fix that by chucking a load more money at all kinds of provocative marketing. The game pitch is pretty decent on the surface too… Jason is hiding out in the forest in his “filthy grotto” waiting to avenge his mother’s death when a bunch of teenagers turn up to party at nearby “eerie” (that’s what several massacres will do – if only they’d had Domark’s marketing people) holiday camp. He dons his hockey mask, sharpens his machete and gets ready for a “razor-edged massacre” (nice)!
From there, I’m slightly at odds with how the box then describes the gameplay loop… “You must warn everyone that the mad murderer is on the rampage and lead them all to safety – without, of course, losing your head!” The reality is that you’re going to wander around a few screens that include a farm, some archery targets, a church and lots of gravestones and lots of trees looking for a weapon then hitting everyone in sight with it trying to work out which one is Jason so you can keep hitting him until he’s dead. And while you’re doing that, Jason is wandering around killing everyone. If you die or they all die (indicated by their avatar at the bottom, of the screen turning into a gravestone) then it’s game over.
Here we need to talk specifics about each version because they go about things – by design or not – in slightly different ways. On C64, Jason is disguised as one of your fellow campers. As you walk around the various locations, you might notice someone acting a bit suspicious, whether they’re following someone else or simply just in the act of murdering them or you. Assuming you’ve found a weapon, this is your cue to hit him, and assuming you’ve found Jason, he’ll turns from a camper into a guy in a black outfit.
And that’s about all there is to it. If you’re lucky, you’ll work it out in a few minutes, but in the game I eventually beat Jason, I was walking around forever, exploring the same places over and over again but never finding him. And once you’re down to a couple of your friends left alive, the frequency of death has all but dried up and there’s really not very much happening. You just walk about, with only minor tension that all this walking about for ages is potentially about to end in time running out because everyone else is dead.
Kill the man Vorhees and you get a game over screen telling you he’s dead, but for how long? Well, having then played the Spectrum version to completion too, there’s an easy answer to that…
There’s not a lot to the C64 version, but it has a degree of 1985 charm to it. The Spectrum version doesn’t only have no charm (which even the bizarre use of magenta on the brick walls can’t fix), but it’s a buggy stinker! Eventually you’ll work out that rather than potentially being disguised as one of your friends in this version, Jason is the guy that looks the same as you. If you get confused which is which, don’t worry, he’s the one who can walk through stuff like trees and haystacks. Get close and he’ll batter you, no escape – he’s got some very sticky pixels and that’s all your hard work wandering about these ultra-uninteresting landscapes wasted! Naturally, as you might think, he can also attack you from any direction. You, on the other hand, can only attack if you’re on his left because no matter which way you’re heading, your weapon only comes out to play on the right!
When you do get on his left, there’s absolutely no feedback that you’re actually connecting with him. Your score (which is irrelevant anyway) doesn’t even change like the C64 version. You just keep maybe hitting him and nothing happens – which, thinking about it, is how a fight with Jason Vorhees probably should turn out, but it doesn’t make for a great game! Anyway, after far more experimenting than the game deserves, I worked out that the axe will damage him even if you don’t know its working until he’s dead. The chainsaw might offer the glamour, but leave it; spear things, pitchforks, knives and other things you can chuck at him seem to do nothing. That’s all assuming you can actually pick the weapon up because it’s quite often somewhere like a top corner and the screen has flipped before you can get close enough to trigger picking it up.
And while your either on the hunt for Jason, or more likely running away, you’re also going to get stuck on scenery all the time, which is the exact opposite to Jason who can walk into fences and simply vanish into thin air. And quite often you’ll be trying to traverse what appears to be thin air between screens but you’ll get stuck on something that isn’t there regardless.
Spectrum Friday the 13th is just about without merit, but I’d definitely recommend a go on the Commodore version if you’re a fan of the films. It’s a very C64-looking game circa 1985, which I always find somehow comfortable, but like so many other licenses of the time, is just bland once you get past the fancy box art. And that kind of answers my original question about why these versions never get a mention nowadays too, but in the case of these systems there were so many greater crimes against licenses – Highlander is always a good place to start there – and there were so many worse games spanning well over a decade of their lifetimes… Sadly, Friday the 13th is just very forgettable.
There’s loads of game series I’ve had a quick go on at some point, but for whatever reason didn’t grab me until many years later, when they really did grab me and then some as I lapped up everything about them! Castlevania and Mega Man are the two prime suspects, but there’s also big hitters like 2D and 3D Mario and Zelda, and then there’s stuff like Road Rash and Splatterhouse and TwinBee and… I almost forgot my newly beloved Silent Hill! For all of these I’ve dived headfirst into pretty much every entry on every system (one way or another), and pretty much played through every one of them to completion (or at least to death) too, all in a relatively very short space of time.
But there’s only one series I can think of that all of this also applies to, but until relatively recently I’d genuinely never even heard of. And that would psychedelic Defender-ish shooter Fantasy Zone!
That’s not to say it had never been in my line of sight. When the Mean Machines section of Computer & Video games was still only a couple of pages at the back of the magazine, and covering stuff like the Sega Master System which realistically I was never going to own, I just don’t think I would have paid it much attention. In my defence in this case though, it was easy to miss! The May 1988 issue had a very odd mass Sega review section, and it’s odd because just as it’s explaining Fantasy Zone’s shop mechanic (we’ll return there). arcade game. That’s thrown you, but it’s actually exactly what the review does! The words “arcade game” suddenly appear after a full stop, then after another full stop they’re busy explaining team selection in World Soccer! Which is a shame because they’re definitely about to big up Fantasy Zone in their missing conclusion! Instead we’re just left with some scores in series! Nines across the board for graphics, sound, playability and overall is some good going! For comparison, the other four games (yes, four games – no wonder it got cocked-up!) in this single review didn’t fare quite as well… scrolling beat ‘em up Kung Fu Kid did alright with all eights. They loved playing World Soccer, with only graphics and sound trailing Fantasy Zone – and that’s exactly how it should be for pretty much all games ever! Teddy Boy is some kind of platform shoot and collect thing, and was deemed fairly average with sixes and sevens. Then there’s a little game called Double Dragon – which actually had its own separate review but shared the score box – with eights for everything except slightly average sound.
Couple of interesting points on what they’re saying about Fantasy Zone before they’re so rudely cut off… They start by saying that despite it being a “beaut” they’d seen the game “die a death” at The Crystal Rooms in Leicester Square. Now, if this is the place I’m thinking of, it was a very old-school casino in London that just did slot machines and bingo. Possibly why it died a death there? Anyway, what’s fun about it is that unlike most swanky London casinos the only dress code was that your clothes didn’t obscure the security cameras!
The other thing they call out is the “VERY” unusual colourful backdrop and aliens. And I love that because that is precisely what didn’t grab me in the small screenshot that accompanied the review back in May 1988, but very much did grab me in May 2017 when I first fired up the Sega 3D Classics Collection on 3DS that I’d just received for my birthday that month. As I’ve written about here, when the compilation first appeared at the end of 2016, I started getting the urge for the arcade version of Power Drift in the palm of my hand! My old favourite Thunder Blade was a real added bonus too, and I was fond of Puyo Puyo, but not especially fond of Sonic and Altered Beast, and I had no idea what these Galaxy Force and Maze Hunter and all-sorts of Fantasy Zone games were!
You’re getting the remade Fantasy Zone II and the Master System version in the standard game carousel, but there’s also a not very well hidden bonus game to find too! You just need to click the Extras button on the main game select screen, and from there it’s easy to spot the very obvious Fantasy Zone themed icon in the bottom left, where you’ve got the Master System version of the original too.
Before things get too confusing, it’s worth a quick history lesson (which admittedly may well confuse things even more)! The original Japanese arcade version of Fantasy Zone arrived there in 1986. It ran on an arcade board called System-16, which will be important in a sec! It then got the home version on Master System we’ve already looked at, and it would soon also end up on NES, MSX, PC-Engine, and Sharp X68000. The NES one is interesting because it was a Sunsoft Japan-only release originally, then an unlicensed (crappier) version was published by Tengen in the West in 1989. For completeness, Fantasy Zone Gear appeared on Sega Game Gear in 1991 and a Sega Saturn version also appeared in 1997, and then it was completely remade for PlayStation 2 using polygons rather than sprites, and had some Space Harrier styled stages where you were playing from behind. Mobile versions would follow in the early 2000’s, before Virtual Console and similar releases followed a few years later. The latest version I have is the stacked Sega Ages release on Nintendo Switch, though I’m still not convinced about the controls on there – neither method feels perfect.
In a bit of a reversal of the normal way of things, the sequel, Fantasy Zone II: The Tears of Opa-Opa, appeared first on the Master System in 1987 and then got an arcade port, as well as versions for NES (strangely sub-titled The Teardrop of Opa-Opa) and MSX. The Master System version is probably the best-looking game on the system (although Road Rash might also have a shout), but conversely, the problem with doing things this way around is the arcade version looked worse than its predecessor; around two decades later this would finally be remedied! Fast-forward to 2008, and Sega released the Sega Ages Vol. 33 Fantasy Zone Complete Collection for PlayStation 2. And I really wish I could still get hold of a copy! It included Fantasy Zone, Fantasy Zone II: The Tears of Opa-Opa, Fantasy Zone Gear, enhanced NES version (and secret inclusion) Fantasy Zone Neo Classic, paddle-controller shooter Galactic Protector (starring Opa Opa) and… Fantasy Zone II DX, and now we’re finally getting close to the point!
As we’ve noted, the arcade sequel came arse about face, but what if it had been developed originally on the System-16 arcade hardware rather than the Master System? That’s where wonder-retro developers M2 were coming from with DX. Their CEO, Naoki Horii, played a lot of the Master System game but always yearned for an original arcade version, so they took the System-16 board, added a little bit more memory to it, and came up with what was dubbed the DX version to avoid confusion with the1987 arcade version (which I’m still wondering if I’m doing here)! We’ll eventually come back to what it does differently, but for now we’re finally going to arrive at the game we’re supposed to be talking about here, because it was then re-released with even more extra features on Nintendo 3DS in Japan in 2014, then globally as 3D Fantasy Zone II W the following year. Which by my reckoning is what ended up on my Sega 3D Classics compilation!
My own journey to what turned into an absolute adoration of this version of Fantasy Zone II took quite a lot longer to develop though, and encompassed only marginally lower levels of adoration across various other Fantasy Zones on the way! In fact, after dabbling with everything on this compilation when I got it, I didn’t pay much attention to any of it again for the best part of four years, when once again the lure of Power Drift came calling! But that short time dabbling with it had lit a spark. I don’t think it was even the new and special version of Fantasy Zone II that did it either; it was that very original secret Master System version, and then things started to spiral all over the place…
I was messing around with emulating old games on Raspberry Pi around this time, and for the first time ever I was starting to appreciate the NES (and what a whirlwind journey that would turn into in a very short space of time on all sorts of systems with all those games we started with here)! And in doing so, I came across a dodgy US version of a game I was now finally familiar with on Master System called Fantasy Zone… big mistake – you want to stick with the Japanese version that doesn’t look all jerky and washed out! A short time after that, I picked up the handheld PocketGo after my Game Boy Advance SP backlight died, and that turned out to be very good at Game Gear games, and Fantasy Zone Gear turned out to be a very good Game Gear game! It would be messing around with emulation on a hacked PlayStation Classic (one of the best consoles ever in this dubious form!) in the middle of 2019 where my love for the series really started picking up steam though. I’ve been emulating stuff for decades, but this thing made it easy to emulate everything in one place, and it turns out an original PlayStation controller is a great universal controller too! By now I was looking out for Fantasy Zone as one of the first ports of call on any “new” system, and I was giving the Master System a lot of attention for the first time (where the Road Rash obsession I now have also started), and that’s where the sequel originally started getting under my skin – far more than it had on the 3DS first time around. And the PC-Engine version, and the Mega Drive’s Super Fantasy Zone, but they both deserve their own mention…
On any given day, I could easily justify to myself why any of 3D Fantasy Zone II W, Mega Drive Super Fantasy Zone and PC-Engine Fantasy Zone are not only my favourite games in the series, but one of my favourite games of all time! I really think it’s just the way the 3DS circle-pad feels with this game that generally wins out, but as I’m writing this, I was playing the PC-Engine version ten minutes ago (during half time of a not very exciting Leeds versus Arsenal game) and thinking maybe I’ve got that wrong. And if I’d fired up Super Fantasy Zone instead, probably the same outcome!
My brother-in-law and his wife very kindly got me a Mega Drive Mini for Christmas 2019, and of course I spent a couple of weeks playing everything, but then for a good four or five first months of 2020 it became my Super Fantasy Zone and Road Rash II (best game on the system!) machine. This is the perfect next-gen version of the original, with great graphics, great colours and the most joyful music you’ll ever hear in a video game! As well as some quality of life gameplay enhancements and more upgrades, there’s also new bosses, and I reckon it’s all a bit quicker and a bit harder too.
In June 2020, the new PC-Engine Mini finally hit the COVID-stricken virtual shelves, and this time my own wife had equally kindly preordered one for my birthday in May. And what a moment having my own piece of proper PC-Engine hardware after all those years of lusting after it was – the gaming equivalent of hooking up with Winona Ryder, though my wife is unlikely to have so readily sorted that out for me! First thing I played? Splatterhouse! But since then, that wonderful version of Fantasy Zone has become my gaming comfort food; me playing it earlier is no coincidence – I watch an awful lot of football and I play this in an awful lot of half-times!
Football-related circumstances then bring us full-circle back to the 3DS version. As I said ages ago, it started once again with the lure of Power Drift on the Sega 3D Classics Collection, when my son’s academy season finally restarted after the first COVID-related lockdown. All training is behind closed doors, meaning three lots of two hours worth of hanging around in a car park every week, which the 3DS is obviously the perfect antidote to! I beat every set of tracks on Power Drift in a week and a half (though to this day I haven’t really stopped playing it yet), and then we got serious with 3D Fantasy Zone II W… I think! That history lesson definitely confused me at the very least!
Now might be a good time to talk about the game itself! This is absolutely everything that was great about the original game and the sequel – the freely-scrolling tough but not brutal alien and base and boss shooting action; all of the main mechanics, from the ability to shoot and bomb on separate buttons, to the timed weapon and engine shop where you upgrade your ship using money collected from what you’ve shot. And of course, the absolutely glorious, colourful, whimsical aesthetic; and not forgetting that most joyful soundtrack ever!
We have loads on top of the original game though! Firstly, we’ve got late eighties arcade-quality graphics, and they’re imaginative and detailed and smooth (especially when compared back-to-back with the Master System original on there), and they’re just full of so much character. And although I’m not a fan, you’ve got stereoscopic 3D effects to blow you away here too. The flow of the game itself is a reimagining of the Master System game and subsequent conversions too, with some highlights (enemies, environments, music…) lifted but a lot of it new, and there’s even bits of the first arcade game here too. And you can even dial down the difficulty if you like; it’s your conscience!
One of the biggest changes, though, is the level design – every stage has parallel dimensions, the regular Bright Side and the higher reward but harder Dark Side. You can warp between the two where warp-zones appear behind some of the beaten bases, and if you take out a base in the Bright Side, it’s also gone in the Dark Side and vice versa. If you happen to be in the Dark Side when you take out the final base on a level, you’re going to get the same boss too, but with much harder attack patterns. There is a predictably bonkers story about your sentient craft, Opa-Opa, and the myriad cash-spewing invaders you’ll come across in each diverse stage, and you can start on any of the stages you’ve already beaten to progress the story a bit more easily, though your scores will suffer as a result.
The cash you collect is persistent, so you can also withdraw a bit of that when you start to give you a literal boost. However, I did find myself always sticking to an absolutely essential engine boost, twin bombs and an occasional laser weapon to make later stage bases a bit quicker to take down, and this is all very buyable from what you’ll make in any given run. If you die, or the very short timer on the weapons runs out, you are back to square one, so having a bit of cash, but also being a bit frugal and not buying a crazy engine (that you’ll also struggle to control unless you’re using it all the time – which you won’t be). There’s also secret weapons in secret shops that you just need to make sure you’re paying attention to find, and depending on what you’ve bought and how much of the Dark Side you’ve experienced, there’s apparently three endings, though I’ve only seen one so far! Actually, the end-game is the only place I’d make any real criticism because there’s a boss-rush before you get anywhere near, and I hate boss-rushes! Finally, there’s a completely separate endless survival mode where you’re playing as Upa-Upa, Opa-Opa’s brother, fighting his way through Link Loop Land. And it’s another absolutely amazing Fantasy Zone in its own right!
Long before I ever played Defender, I absolutely loved Andes Attack, a masterful Jeff Minter llama-based take on the game for the VIC-20. It’s fast and colourful, it’s old-school tough, and it’s as addictive as hell. And I still like it more than Defender! Fantasy Zone II on 3DS isn’t Defender, but the mechanics are not that far off, and I reckon how it looks probably isn’t far off how my imagination was filling in the gaps that my eyes weren’t seeing back in 1983 or whenever I first played Andes Attack!
The Fantasy Zone games I’ve talked about here are all unique and beautiful in their own way, but I think – at the time of writing at least – that Fantasy Zone II for 3DS is the most unique and beautiful of them all! The only thing that would improve it is if you could play it on a big screen, but still using that perfectly suited 3DS circle-pad. And that’s admittedly a bit of an ask! As would be being able to play that version for hours at a time in my car, so I’ll just count myself fortunate that the best version of the game is also perfectly suited to handheld. So far I reckon I’ve played it that way for around twenty hours, then at least the same again at home… I can’t get enough of it! And now I say that, I’m also slightly concerned that such a concentrated amount of time played might be swaying my opinions on this version over the Mega Drive and PC-Engine games that I’ve also come to love so dearly in only a slightly less concentrated period of time! On the other hand, all this love is probably all a bit cumulative from lapping up the series very late, but with all the enthusiasm and joy I’d have no doubt felt if I’d paid a bit more attention to that section in the back of a magazine in May of 1988… Just enjoy them all!
As a closing treat, you might have spotted that the issue of C&VG in question had a free badge on the cover. I think I’ve still got it, pinned to the old notice board it was stuck on the day I bought it!
They might not have the profile of some of the other games in these wonderful compilations, but the Game Boy is well represented in Konami’s Castlevania Anniversary Collection with both The Castlevania Adventure and Castlevania II: Belmont’s Revenge included. And then we have Operation C, where C, of course, stands for Contra in the Contra Anniversary Collection.
I’m going to skip over The Castlevania Adventure because I recently covered it in a bit more detail here. Instead, we’ll take a very quick look at the other two, which I’ve also played all the way through on Nintendo Switch.
Castlevania II: Belmont’s Revenge is both a technical spectacle and an excellent game, and a perfect companion to Adventure. By this point the developers properly knew how to get the most out of the handheld hardware, so it looks even more wonderfully atmospheric, runs smoothly and sounds even more like a Castlevania game than its predecessor, despite the same limitations.
It’s pretty quick to get through the linear levels, which you can play most of the way through in any order, though the final boss fight is a bugger! You genuinely have to memorise every single move it’s going to make and every pixel on each of the on-screen platforms that you need to be positioned on for each move to counter it. Not to mention the untold experimentation to work out some of them. This is a real shock after the relative simplicity of getting that far, but it is a great feeling when you finally beat it.
Operation C was the first Contra game I jumped into from that collection – having dabbled with them all as a complete newcomer to the series, it seemed a bit easier than the rest, and as you can tell, I’m easily impressed when it comes to the Game Boy!
The classic run and gun design is all present in a compact form, but it did leave me struggling a bit until I tweaked the controls to be like Mega Man, then I sailed through the first area. I was then amazed that the second switched to top-down shooting like Ikari Warriors – not having any history with Contra beyond remembering a few screenshots and trying several first levels, I didn’t see that coming!
I think there were five gradually more bonkers stages in the end, including another top-down level with organic backgrounds and giant insects running about like something from Xenon 2! Some really cool jungle stages too in the classic Contra mould – just like Castlevania(s) on the Game Boy, the developers worked wonders with the monochrome visuals to generate just the right atmosphere.
Whether side-scrolling or top-down, none of the levels took more than a few goes to get through (apart from the first until I changed the buttons around), and the bosses were fairly easy until the (almost) last one, and that was also fairly straightforward once you worked out its couple of attack patterns. Which is how I like my bosses, and overall how I like my games!
Dr Mario World has landed a day early. I’ve played through the first 25 stages, and it’s definitely more Candy Crush than Dr Mario so far in gameplay terms, and it’sstarting to feel like it in free to play mechanics too – there’sdefinitely timers ticking inthe latest area and hearts readyto restrict my play time!
The idea isthat you need to get rid ofcoloured viruses by matching two or more of them withyour colouredcapsule, which you slide up the screen and let it go on its way once you’vegot it positioned.There’s a single player campaignand versus mode where youcanplay your friends (maybe…), which unlocks when you’veplayed enough of the campaign.Andthat’sabout where paid gems and heartsand stuff came into play too.
It looks and sounds as great as you’d expect, and it’s a perfectly fine example of the match-three mobile puzzler, with skills and items and even a choice of doctor and assistant characters. Now and again it feels like Dr Mario (even when you’re Dr. Bowser). But only now and again unfortunately.
In theory the multiplayer does give it something extra, but this is Nintendo we’re talking about! I haveunlocked this, I’veplayed a random and it’s fun, but it looks like my Nintendo account friends can’t be accessed (or if they can, Idon’t know how), and looking for Facebook friends is just giving error messages. Speaking of which, you’d better have a decent connection all the time – even withone I’ve had several lost connection error codes appear, and game freezesappearing too during normal gameplay.Hopefullythat can be patched out like it was on Super Mario Run.
Despite the negative tone, I do enjoy a match-three, andI’menjoyingthis so far… but I enjoy Dr. Mario on the NES an awful lot more, and I’d muchratherbeplayingthat timeless classic on my phone!
This year my SNES Classic Mini was finally joined by its previously impossible to buy NES sibling, plus a C64 Mini and almost a PlayStation Classic – I cancelled the day before it was shipped, not because of the controversial games list, but it just sounded like the finished article was very bare-bones and the emulation was crap. On the ones I hadn’t cancelled, I’ve loved pretty much everything on them more than anything that will ever be released again. On a similar note, I also love most of the old NES stuff that came with the Switch online service – especially the wonderful Tecmo Bowl, Balloon Fight and Mighty Bomb Jack. And on another similar note, I’ve loved playing a ton of the Switch Arcade Archives releases of Donkey Kong and 10-Yard fight, as well as ACA NEOGEO Super Sidekicks 3, and the fabulous Megadrive and SNK collections. And with a Switch now in my possession, Mario Kart 8 Deluxe and Golf Story from last year, and of course, Breath of the Wild, which I sandwiched between Ocarina of Time and the original Legend of Zelda (which I played on two different platforms almost in parallel).
Hovering just outside this list would be the Williams packs on Pinball FX, featuring some of the best tables ever produced; last-gen racing powerhouse Burnout Paradise Remastered on PS4; Castlevania Requiem (if I’d played a enough of either game included in time); and a game I’ve seriously been waiting 25 years to play, Night Trap on the Switch, which might not be the most mechanically-varied game ever, but was a technical marvel at the time and is still a fun romp today. I’m sure that had I played it yet, Red Dead Redemption 2 would be somewhere around the top, but finally playing and completing Mad Max just before it was released only confirmed I’m a bit done with open worlds at the moment, and I’ve more than enough to keep me going until they finish patching it and the price drops. And I’d have loved to have Tetris Effect on here, but after fifteen minutes of my first game on the beta, the motion sickness began…
As always, the rule here is if it’s been released for the first time on a platform this year, it’s fair game…
1 Gris (Switch)
The very last game I bought in 2018 (at time of writing on Christmas Eve at least). If you ever wanted to convince a non-gamer that gaming is an art form, you’d show them this, because it really is a wonderful piece of art in anyone’s language. I don’t think I’ve ever seen (and probably heard) anything quite as stunning as this on any platform, and maybe aside from Journey, anything as powerful. It’s a dream to play, and a dream to experience as it becomes more and more beautiful as you progress, and subtly more complex. A genuine gaming masterpiece.
2 Minit (Switch)
I avoided buying Minit when it came out on other platforms in the hope it would appear on Switch one day, which seemed like the right place for it, and that day came but a few horrendously hot months later. Bizarre premise of your hero living for only sixty seconds in an old-school Zelda-esque black and white pixel art rogue-lite world, doing simple quests, solving puzzles and killing monsters. Sixty seconds at a time. But it really works! It begins with almost no context or instruction, but you soon work out how things work to progress your story, planning out your next sixty second life as you carry out the next set of activities for this one. Fantastic game, very different, and perfect on the Switch. And when you’re done with the story, there’s a couple more hours picking up the stuff you probably missed then new game plus where sixty becomes forty. Future cult classic!
3 Moonlighter (Switch)
That wonderful Stardew Valley vibe where minutes are actually hours. But with more fighting. Moonlighter is a greeat rogue-like by night, and shopkeeper-sim by day, where you kill for booty to sell to buy armour, weapons, upgrades, better shop stuff and things to liven up your town so you can access new dungeons with better booty. Fantastic to play day or night.
4 Taiko no Tatsujin: Drum ‘n’ Fun! (Switch)
I searched Tokyo in 40 degree heat and 90% humidity for this bundled with the physical drum controller. I failed, but not long after it was all announced for European release and everything was well in the world again. I can’t remember the last time I had a stupid grin on my face playing a game, but there’s little here not to smile about, from the real drum you play along to a huge, bizarre playlist with, to the completely bonkers visual feast that could only come out of Japan happening on the screen. The ultimate party game, even if you’re the only one invited.
5 Mario Tennis Aces (Switch)
I never played Mario Tennis on the Game Boy Colour or Advance, so don’t lament the depth of their story modes apparently missing here. I did, however, sink dozens, if not hundreds of hours into Tennis (featuring Mario as umpire) on the original Game Boy. Jump into an online tournament on Mario Tennis Aces on the Switch, and that’s what you’ve got, dialled up to eleven with trick shots, specials, bullet-time and more, and all against real other people. There’s depth here too – after a few hours you start to notice little things that stack up to make all the difference; you work out how to properly use the trick shot or the blue glow around the ball or the star that sometimes appears on the ground or a dozen other minor things; and then you start winning one in five matches, then one in three, then two, and you’re reaching (and occasionally winning) tournament finals… Stunning looking game, polished to hell, full of character, and utterly addictive. Who cares about story modes (which is actually pretty enjoyable too)!
6 Hollow Knight (Switch)
Specifically here for the first 30 hours, then another 15 hours after 36 hours, then a few more after 53 hours. I absolutely hated everything in between and deleted the game twice in disgust at two bosses I just couldn’t beat. Until I did. Very few games over the last almost forty years have hooked me like this gorgeous looking, vast metroidvania did – even when it was gone, it kept dragging me back. 80% love, 20% pure hatred, and probably the best £7.99 I ever spent on a game.
7 Alto’s Odyssey (iOS)
I’ve played the original Alto’s Adventure more than any other game on mobile (or tablet in my case). It’s the perfect, premium mobile game, and has been my go-to time-passer across thousands and thousands of miles on plane journeys over the last few years. Alto’s Odyssey swaps snowboards for sandboards, but is more of the same, and then some. The new desert backdrop is stunning, and the day/night cycles, variable weather – especially the storms – and multiple biomes to explore make for some outstanding eye-candy. And the one-touch, backflipping gameplay remains as challenging, skilful and perfect as ever.
8 Bloodstained: Curse of the Moon (Switch)
Old-school Castlevania in all but name with some really clever character-switching mechanics, atmospheric old-school graphics and sound that make me want to live in it, and plenty to explore and go back to when you’re able. In the five hours or so to complete first time, it gets progressively more tricky, but aside from a few frustrating sections (generally involving moving platforms in the late game), it’s all do-able after a few attempts and some experimentation with the characters, even on veteran mode. My only gripe is the checkpointing on the double final boss battle – going back to the very start is a real pain while you’re dying over and over again to learn how to beat the second part! Once you’re finally done, definitely worth playing the newly unlocked nightmare mode to explore those places you couldn’t before you had the right characters available. Great game with a lot of retro-love oozing out of it.
9 Mega Man Legacy Collection (Switch)
Much like Zelda, I’d never played a Mega Man game before this year, and now I’ve played and finished three of them; 2, 1 and 3, in that order. I’m particularly proud of finishing Mega Man 2, over a period of months, as I completely avoided all the quality of life enhancements like rewind and save in-progress that come with this wonderfully presented collection of games 1-6 in the series. It’s not just the games though, most of which are bonafide hardcore classics; those enhancements, the mass of settings options and the museum of art that accompanies every game make it one of the best compilations I’ve seen. And it’s the reason why Mega Man 11 is missing – I’ve played the demo dozens of times and it’s awesome, and would certainly deserve to be here in place of this from what I’ve seen, but I’m going to be busy with games 4-6, as well as the Mega Man X game on the SNES Classic Mini, for some time yet!
10 Owlboy (Switch)
There’s still pixel-art everywhere this year, but this really is a marvellous lesson in pixel-art design, and a great Metroidvania game to boot. The sky islands you navigate in this vertical platformer are diverse and stunning. Controlling your owl boy feels great. The evolution of the game mechanics works brilliantly as you meet new partners in crime. And those characters are ones you really care about as you make your way through the thought provoking story. Another brilliant Switch indie.
Much like Nintendo as a whole in the 1980’s (after Game & Watch at least), the Nintendo Entertainment System completely passed me by. When it launched in Europe, I was still fairly new to the ZX Spectrum, and when it was time to move on from there, I don’t remember ever even considering any console – it was just a choice between Amiga (boo) and Atari ST (yay)! Super Mario Land on the Game Boy would be the first time I’d touched anything Nintendo since Snoopy Tennis, and whilst everyone knew of Mario, I’d certainly never heard of Yoshi or Kirby, and definitely not Zelda or Link!
Over decades of gaming, of course I became more aware of the Zelda games, but was never compelled to try one on the Game Boy and its successors, the GameCube or my son’s Wii. Then when I got a 3DS in 2017, Ocarina of Time was dirt cheap and knowing its reputation, bought it with the console. Then didn’t touch it… Fast-forward to May 2018, a Switch for my birthday, as well as a copy of Breath of the Wild , which I also didn’t touch for months, but I had an excuse this time!
I decided I couldn’t start Breath of the Wild until I’d played one of the classic Zelda games, to have an appreciation of where it was coming from. By this time, I actually had a choice – as well as Ocarina of Time, I now had a NES Classic Mini too, which also offered the original The Legend of Zelda and Zelda II: The Adventure of Link. As I’d not really heard anyone over the years hyping up the NES games, and obviously everyone hypes up Ocarina of Time all the time, I went there first. And it was great, and I finished it (which took the entire summer), but it didn’t say greatest game of all time to me. I fired up Breath of the Wild the very same evening I finished Ocarina of Time, and over the 90+ hours it took me to finish it, it did blow me away. I was very glad I’d played Ocarina of Time first because it gave it context and also heightened the spectacle of this new masterpiece; now we’re getting closer to that greatest game of all time tag!
September 2018, and where do we go from here? By now, I’ve gone from couldn’t care less about Zelda to fanboy in the space of a few months, and I wanted more, so of course we go back to the beginning. And by now I have a choice of where to play it, with the launch of the Switch online service and its library of NES classics (and that dreadful football (soccer) game). I decided it deserved to be played with a proper controller though, so went for the NES Classic version. Initially at least…
Originally released in 1986 in Japan and 1987 elsewhere, you play Link, a young man out for some action-adventure who needs to find eight bits of the broken Triforce of Wisdom spread all over what must have seemed like a massive monster-filled Hyrule at the time, then confront the evil Ganon and rescue the kidnapped Princess Zelda. Then do it all again, should the urge take you, in a harder and remixed second quest.
I was aware that this game didn’t exactly hold your hand when your adventure begins; you start with nothing, and I knew about people spending hours burning bushes, bombing rocky outcrops and prodding statues just to find basic equipment before you even think about finding bits of Triforce. I’d also read an extremely useful tip – read the manual! In particular, it pointed to a map you find in there, apparently included because Nintendo of America decided it was all a bit too much…
Look really closely, and you can see question marks – at least you know where the bushes are worth burning! Eventually, suitably equipped with the start of what will be a veritable arsenal of powerful gear and life hearts by the time you’re done, you’ll come across a dungeon. Things are a bit more straightforward with the dungeons, where you’ll find a map, a compass, sometimes some equipment like a raft or whistle or magic rod, which will be essential for getting to or completing later dungeons, and then a boss between you and your bit of Triforce. Collect all the bits from the eight dungeons, then there’s one more dungeon hiding the big bad boss man and Princess Zelda.
As you get more powerful, the challenge ramps up, but all the time the focus is on exploring every aspect of the 128 screens of Hyrule and its dungeons, which is hugely rewarding when your patience finally pays off. The monsters that inhabit the dungeons do become more challenging too, and by the time you’re at the sixth or seventh, you’ll be tearing your hair out trying to dispatch a screen full of teleporting undead wizards or knights you can only attack from the side then getting out of there with enough health to make it worthwhile carrying on. None of this more so than in the final Ganon dungeon, which is a beast by the standards of 30 years ago or of today. Thank goodness for the modern convenience of easy saves and restarts on the NES Classic and the Switch…
I almost forgot the Switch. Somewhere around dungeon two, I’d completely fallen in love with this game and kept thinking how cool it would be to have this ready to go anytime and anywhere on the Switch. But by now I was thinking even more that the right way to play it was on a NES controller, as well as the fact that if I finished it on the NES Classic it would have made buying it worthwhile in itself. Then I had the brainwave of catching up to where I was on the NES Classic on the Switch, and playing every dungeon on there as soon as I’d finished it on the NES Classic. Which is what I did to the end, at which point I decided I could dabble in the second quest on the Switch whenever I feel like it.
The Legend of Zelda is an an incredible piece of games design today, and I can only imagine the impact it had on anyone that had the patience to get to the first dungeon back in 1986/7. The remarkably atmospheric 8-bit world completely immerses you – through the distinct looking forests, deserts, coastlines and lakes as you traverse Hyrule; through the menagerie of different monsters and characters you come across; through the wonderful music and now-iconic sounds; and through the vast and ingenious world and dungeon design. Truly epic, and for me, one of the greatest games of all time.