Showing posts with label Conversion Comparisons. Show all posts
Showing posts with label Conversion Comparisons. Show all posts

Friday, 16 March 2012

Marble Madness - Conversion Comparisons: Number Two

3D games - they've always been the holy grail of games developers; something they've sought to perfect for decades. Nowadays, they've pretty much cracked it, but over the years, we've seen many attempts to take gamers into a third dimension. Amongst them, there were holographic games in the early 1990s from Sega, who also released 3D games for their Master System a little earlier along with 3D glasses, Nintendo with their migraine-inducing Virtual Boy, and with their eyesight-destroying 3DS of current times. But, one style of 3D games that has been around for years and is still around to this very day is the isometric game.

Oh yes, isometric games are games which are actually 2D but look three dimensional due to their dual perspective thingymagic. Or something. In the 1980s, there were such classics as Batman, Head over Heels, Knightlore and, er, Super Trolley. Into the 1990s, and we had Populous, Sonic 3D Blast, which was neither a blast, nor strictly 3D, a crappy sequel to Cool Spot in which the dot in the 7 Up logo went to Hollywood, and Mario RPG and Land Stalker. Around the turn of the millennium, it was becoming clear that isometric games went well with "God"-sims, with games like Theme Hospital, Sim City 3000 and The Sims all using isometric graphics. Today, all manner of lifestyle role-playing games, usually involving farms or cafes or shops or looking after pets populate Facebook and app stores, and in many cases, they're isometric. But one isometric game stands out amongst the rest as the most iconic isometric game there is. That game is Marble Madness, an Atari arcade game from 1984.

In Marble Madness, you take control of a marble, guiding it through a series of mazes to an exit. In your way are traps, enemies and falls. And that's pretty much it. Keep control of your balls, and you'll be fine, but if you let your balls drop too many times, you'll come a cropper. Marble Madness in the arcades featuring Escher-styled levels and a strangely eerie soundtrack which reflected the surrealness of the game, adding immensely to its atmosphere. It received conversions aplenty. But, how well did it convert to the various platforms out there? Let's find out as we compare the comparisons from worst to best.

1. Worst Version: ZX Spectrum
This version of the game is pure crap. On the Spectrum, the game was released twice - first as a Construction Kit and later as a deluxe edition. In either version, the game allows you to guide your marble through various 3D isometric levels, but they're completely different to the arcades. There's no scrolling, so once you each the bottom of a screen, you have to wait for the next one to appear, thus breaking up the flow of the play and sometimes leaving you in a position which results in endless deaths until your time runs out. The game doesn't capture any of the arcade game's atmosphere and just serves as a pile of steaming shit. And what the hell is going on with the music during gameplay? What gets me is the gushing reviews of it from the time. Your Sinclair seemed to think that Amiga owners would get almightily upset by this hunk of dross. Seriously?

2. Gameboy Advance
The conversion to the Gameboy Advance is actually the newest version, being released in 2004, 20 years after the arcade original. And although it accurately copies the arcade game's graphics, which you'd expect it to do, it gets everything else wrong. Sound-wise, the music is a little too funky and completely misses the importance of the finesse of the arcade original's score. Even so, it's all about the gameplay, innit? Unfortunately, Marble Madness on the Gameboy Advance plays like a dog. In the 20 years since its arcade debut, your marble has become quite arthritic, and guiding it around the levels is a chore. It judders and jerks as it slowly moves in the direction you want it to go in. Most of the time it doesn't even want to go in that direction and just shoots off at a random angle. Getting anywhere with this game is pure frustration. And you can't use the excuse that Marble Madness doesn't translate to the small screen, as well shall soon see. Avoid.

3. MS-DOS
I don't know anybody who would have had a computer running MS-DOS in the mid 1980s, but if they did, they would have been able to purchase Marble Madness for it. Not that they would have wanted to. The game features a rather interesting colour scheme, one channel music which sounds awful, and fiddly controls. They aren't too sluggish, but keeping your ball under control is quite a challenge. Bleurgh!




4. Amstrad CPC
This is a similar version to the Spectrum one. What stops it from being right down there at the bottom is the fact that the graphics feature a little bit of colour, the Spectrum's terrible "music" isn't included, and it doesn't feel quite as frustrating to play. It's still a hideous game, but there are worse versions.







5. Atari ST
This version isn't too bad graphics-wise, which you'd expect seeing as it's a 16-Bit version, but elsewhere it isn't great at all. Especially when you consider how well the game was converted to the Amiga. Controls and collision detection are rubbish, with your marble falling off platforms when it is clearly safely situated on top of one, and other places where it appears to be able to float in mid-air, when in fact it should be dropping to the ground. Despite this, the game is not too difficult to get through (although the video of me playing the game a little later doesn't suggest this!), but it just isn't that much fun.

6. Commodore 64
This is actually a similar version to the Atari ST version, obviously with 8-Bit graphics. However, in this version, the marble handles better, and the game seems to play a bit more fairly. The ball feels more like it is rolling rather than sluggishly dragging itself around the levels.


7. Commodore Amiga
This is one of the Amiga's earliest games, and is a great conversion of the arcade original, getting released only two years after the arcade game's debut. It is the best of the home computer ports, featuring accurate reproductions of the graphics, pretty good music and fairly good controls. Not bad at all.

8. Sega Master System
Deciding what should take position 8 was a close call between the Sega Master System and the Nintendo Entertainment System versions. In the end, I decided that the NES version just about pips the Master System version. The Master System version is fun to play, with good graphics and okay music. The controls are alright too, although there are occasions when the marble seems to go out of control.



9. Nintendo Entertainment System
The NES version was converted by Rare. Despite the technical differences between the NES and Master System, this version is more polished all-round and plays more like the arcade game than the Master System version. It also gives you a choice of control method which is quite handy.



10. Nintendo Gameboy
This is a fantastic version and it is truly remarkable how the arcade game was minaturised and squeezed into the little screen of the Gameboy. It looks and sounds great, and plays really fluidly. Whereas some of the games feel a bit of a chore to play, this is actually great fun.

11. Sega Mega Drive
Easily the best home version of Marble Madness is the version released for the Mega Drive. It is pretty much a straight conversion of the arcade game, looking, sounding and playing as close to the original as possible. This verson also features difficulty level settings to make the game easier or harder for you.
Rumour has it that there were actually two versions of Marble Madness released for the Mega Drive. The one everybody knows about is the version released by Electronic Arts for the US and European markets and as described above, it's a fantastic conversion. However, apparently Tengen released a Japanese version, which is even more arcade-perfect. Unfortunately, the game goes for a fortune on eBay, and isn't available as a ROM to be played through an emulator, so finding out whether it is different and/or better than the Electronic Arts version isn't easy.


In conclusion, there were numerous conversions of Marble Madness for a variety of systems, ranging from totally awful yo absolutely terrific. The downside of all versions is that the arcade game was too short, with only six levels, and none of the conversions add anything extra to the arcade game. It might be that the Mega Drive version comes out as best, but did the original price tag of £40 actually represent good value for money? Plus, the arcade game wasn't really that much fun, was it? More annoying than entertaining.

As an extra treat, seeing as I'm now getting a little better a capturing video and putting it on YouTube, here's a video comparing each of the versions above!



Wednesday, 29 June 2011

Conversion Comparisons - Number One: Pac-Land

The Arcade Version's title screen. Thrilling!
Once upon a time a range of computers and consoles happily co-existed. They were all completely different to each other, each with their unique strengths and weaknesses and numerous quirks. Developers had to write code specific to each system, to enable their programs to take advantage of the respective platform's features and capabilities. This meant that one game could look and play completely differently on one machine to the next. The differences could be slight, or they could be massive. This situation gave fuel to the playground arguments about which system was best. And, er, I'm boring myself now. Basically, this section, named "Conversion Comparisons" will pick a game and look at how it fared when converted from its original platform. We start with Pac-Land.

Pac-Man jumps over a car driven by a pink ghost. As you do.
Pac-Land was one of the first true side-scrolling platform games, and was released in 1984 by Namco. It was a sequel to Pac-Man and took much of its inspiration from the Pac-Man cartoon. The general idea was to get Pac-Man from one end of the Pac-Land to another, collect a pair of magic boots from a fairy, and then go back home. And then, a little later in the day, do the same thing again. I'm not sure if the objective was for Pac-Man to obtain as many magic boots as possible for the Pac Family to hoard, but it seems plausible enough. Making Pac-Man's journey slightly more difficult were the ghosts, intent on attacking him from all angles and in all kinds of vehicles and disguises.  Pac-Man can only attack them after popping a power pill - otherwise he can only avoid them. Other hazards include seemingly endless bodies of water, collapsing bridges and bottomless pits. The return journey was easier than the outward journey as the magic boots gave Pac-Man the ability to float. Kind of. Pac-Land featured colourful levels, cartoony visuals (impressive for the time) and the theme tune playing constantly with accompanying sound effects. They all complimented each other perfectly, and the game, although simple, was fun and addictive and rewarded skilful playing.

Pac-Land was converted to many of the major platforms during the late 1980s and early 1990s. Here is a summary of some of the conversions from worst to best.

Title on Sir Lord Alan Sugar's compy.
1. WORST VERSION: Amstrad CPC - The Amstrad version features full colour graphics (very pink though) and plays fairly closely to the Spectrum version, which will appear in this list in the not-too-distant future. It has a good rendition of the theme tune but suffers from a couple of major flaws: unresponsive controls and no side-scrolling graphics. The problem with the game not having side-scrolling graphics is that sometimes an enemy will enter the screen from the right just as you're about to exit it. The unresponsive controls mean that avoiding this enemy is impossible. In other instances, making a split-second change of mind is impossible. The game feels slugglish and is frustrating to play, and is in my opinion the worst version of the bunch.

Amstrad: Pac-Land on the Amstrad is rather pink.
The Phantom is pure genius and Tangerine Dream is Fab, apparently
2 - Sinclair Spectrum - This is a very close second-worst. Graphically, it does away with the colours of the Amstrad version, replacing them with drab dark blues and yellows, which makes it look like Pac-Man is wandering about the streets of Pac-Land at night. Its rendition of the arcade game's theme tune is identical to the Amstrad's version, and quite impressive it is too. Unfortunately, the game also replicates the Amstrad's flip screen technique, and therefore suffers from the same problems that not having side-scrolling levels causes. What prevents this from being the worst version though is that the controls feel ever-so-slightly smoother and a bit more responsive. Even so, Pac-Man will come to an unavoidable end much too often and it won't be long until you give up on helping him find magic shoes to hoard. Incidentally, both this and the Amstrad version feature a slightly modified version of the game's theme for the return journey, which is commendable.
Sinclair Spectrum: The street lamps in Pac-Land make everything look yellow
The rather beautiful title screen of the NES version.
3 - Nintendo Entertainment System - This version does away with the cartoony graphics from the original, and makes it look a bit like Pac-Man is travelling through a giant Lego version of Pac-Land. The sprites, both for Pac-Man and the enemies, are about half the size of those in the original, and are dwarfed in comparison to the backdrops. The music is OK, whereas the sound effects are quite close to the arcade's. What lets this game down though are the controls. For some reason, Namco thought it would be good to use the NES controller's two A and B buttons to control Pac-Man left and right, and any direction on the D-pad to jump. Why??? Doesn't the very design of the control pad make it obvious which buttons should do what? The D in D-pad stands for directional, which gives you a clear idea of its purpose! You kind of get used to the stupid controls after sticking with them for a while, but when you come across an obstacle that requires some sort of split second decision, you'll suddently forget that you're meant to be using the controller back-to-front and press the wrong button. There's probably some way of reconfiguring the controls, but there shouldn't really be any need to do so for a game which by default should have clear controls. In addition, the levels appear to have been messed around with a little bit, and the game doesn't really feel much like you're playing Pac-Land. It's not awful, but it could have been much better.

NES: I don't know why, but everytime I look at the graphics for the NES version, I feel thirsty.

These title screens get sexier and sexier, don't they?
4 - Commodore Amiga - Graphically, this is one of the best looking versions of the game, with sprites and backdrops that closely resemble those of the arcade game. The music is also pretty good too, and the fact that the game doesn't require a fire button means that you can use the controller's trigger button to jump, rather than having to push up (having to push up to jump in Amiga games was always a pet hate of mine). The level layouts are also fairly faithful to the arcade version's layouts, and unlike a lot of the other versions (Amstrad, Speccy, NES and C64), you are able to stand on top of vehicles, a feature of the arcade game. However, letting this game down is its scrolling. For some reason, Pac-Man's journey to retrieve magic shoes from the fairy at the other end of Pac-Land is literally not a smooth one. The scrolling is terribly jerky, and seems to get worse when there's more going on. At some points, it feels like you're playing the game in slow motion. This disrupts the arcadey flow of the game, and almost ruins what could have been a perfect conversion.

Commordore Amiga: Looks nice, but if you could see this moving, you'll be tearing the disk out of its drive and flushing it down your toilet in minutes.


Another gorgeous title screen.
5 - Commodore 64 - Of the 8-Bit home computer versions, this is by far the best. Although the graphics aren't as colourful as the Amstrad's, which is partly down to the Commodore 64's washed-out pallette, they are drawn much closer to the arcade's, and the screens scroll. And, unlike the Amiga version, they scroll smoothly, and this is what puts it just ahead of the Amiga version.Which begs the question, if it could be done on the C64, why couldn't the Amiga do it? The game does still suffer from some frustrating deaths, and you aren't able to stand on top of vehicles, which takes something away from the fun of the arcade game, and the level design is slightly different from the original. Even so, this is a very good conversion of the arcade game and is miles ahead of the versions on the computer's contemporaries.

Commodore 64: I love how these old Commodore 64 games have always looked old.

Woah! The Commodore 64 graphics may be washed out, but this certainly isn't!
6 - Atari Lynx - This is a very faithful conversion of the arcade game, probably the most faithful of the bunch, incorporating virtually all of the original's features, even the parallax scrolling, It plays well on the small screen, but is perhaps a little too tough and doesn't feel as whizzy as its arcade parent.
Atari Lynx: Pac-Man on the small screen.

Quite simply the most beautiful title screen in existence. Ever.
6 - BEST VERSION: PC Engine/Turbografx - Simply the best version of Pac-Land is the one released for the PC Engine. Although the colour scheme has been tampered with a little, and the music is a tiny bit different, everything else from the arcade game is pretty much intact. The game does give the option of playing it with the bizarre control system used on the NES version, but makes it easy to change to what they call "Lever control". This is the version that feels most like the arcade version, and pips the Lynx version to the post simply by being more fun to play.

PC Engine: Pac-Man has a power pill just above his head, and is ready to gobble up the ghosties. Unfortunately, he ended up getting squashed by the two cars as I was fannying about trying to get a screenshot.
Video
Here's a video demonstrating each of the above versions of the game in action!



An Extra Treat!!!
While waiting for the home computer versions to load, you were treated to a rather funky map of Pac-Land. And, here they are. Exciting!

The Amstrad Loading Screen


The Spectrum Loading screen. Looks like the artists gave up half way - look at the house towards the top right, 
The Commodore 64 loading screen in a wonderful watercolour style.

The Commodore Amiga loading screen - plush and full of colour and life. I'd like to move there right now.