VIDEO GAMES
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page 4 | my favourite video games in no particular order

Metroid Prime

Format GameCube Released 2002 Developer Nintendo/Retro Studios
Updating 2D games to 3D has long been a fraught affair. Fundamentally, the gameplay of these classic titles usually does not translate to a third dimension. Even Nintendo has had mixed results with their own franchises: Mario Kart, Pilotwings and Starfox received sequels on the N64 which, while acceptable games in their own right, were all inferior to their SNES predecessors. The same goes for Mario (controversial digression: Mario 64 is considered by many the greatest game ever; the greatest 3D platformer certainly, but Super Mario World is just a better game). The only 3D sequels to truly match their 2D forerunners are Zelda OoT, and now, after an eight year wait: Metroid Prime.
MP is stunning. It is nothing short of remarkable how effectively Retro Studios have retained the feel of the series, whilst at the same time producing a gaming experience which feels fresh and new. That it doesn't fall back on to the lazy clichés that blight the FPS, a genre which rarely works on consoles, is one of the developer's greatest achievements. Inserting platform jumping in first-person games is something of a game design faux-pas, but here it works perfectly. And the thorny issue of control: Retro have sensibly re-thought the control system rather than utilising the standard dual-analog system of every other console FPS. The various upgrades, weapons and visors are not gimmicks, each can and must be utilised in many imaginative ways. This makes progression a pleasure and although you will often have to backtrack across areas you've already played, you'll have new powers and items so it doesn't just feel like cheaply extending the life of the game, which is fairly massive anyway. The story's great too - the narrative is progressed by the actions of the player; by observing the environment and reading log book entries. In this way, Metroid Prime succeeds in creating a genuine sense of involvement in the game universe, without resorting to intrusive cinematics.

See also Super Metroid (1994), Castlevania: Symphony of the Night (1997)

Super Mario World

Format Super Nintendo Released 1991 Developer Nintendo
Not a controversial choice for this list, but then we are talking about a game which is widely considered to represent the absolute pinnacle of the 2D platform genre.
Launched alongside the Super NES console in 1991, Mario's first foray into 16-bits was the finest, most satisfying platformer ever, an accolade which still stands. While not a huge evolutionary step from its NES predecessors in terms of gameplay, (although the introduction of Yoshi, complete with bongo accompaniment, is inspired) every aspect feels right. Quite simply, the game plays perfectly, with sublime controls and level design, and just the right amount of challenge. Even the really skilled players would be tested to the limit by the gruelling special stages. As the logical progression from SMB3, Nintendo also introduced a pleasing degree of non-linearity, with a multitude of different routes to take. It's possible to start a new game and defeat Bowser in under twenty minutes, by knowing a particular route and combination of secret exits, but the real objective is to find all of the game's 96 goals.
Marios 64 and Sunshine can only dream of being this good. SMW is pure gameplay; demanding but never frustrating. A game which, despite having been played to death, can still engross players today, especially since the release of the GBA version.

See also Yoshi's Island (1995), Sonic The Hedgehog (1991)

Crazy Taxi

Format Coin-op/Dreamcast Released 1999 Developer Sega (Hitmaker)
Sega, it seems, have been on a downward trajectory for some time now, in fact the last time the company saw any real success was in the mid-nineties. The Dreamcast era was in many ways their commercial nadir, ending for good the company's status as a hardware manufacturer. Despite this, many gamers consider this Sega's golden age, being responsible for a slew of innovative, stylish releases. Crazy Taxi epitomises the period. Taking a familiar underlying mechanic (the racing game) and giving it a new spin, Sega fashioned possibly the perfect arcade game. The simplicity and clarity of concept is unmatched, and can't help but make one wonder how come no-one thought of it before Sega.
The lively characterisation, sun-kissed San Francisco inspired city and the hyperactive handling of the various cabs make for a very tactile game. The aim is to pick up fares and take them to their destinations as quickly as possible. The inhabitants are a crazy bunch and will tip you for cutting up traffic, performing jumps or handbrake turns. If you're not making sufficient time, passengers will hilariously jump out of your cab, regardless of the speed you're driving at. Often commenting on the lousiness of your driving as they do so. When playing as cabbie B. D. Joe on the Japanese version, he sometimes can be heard to reply with something that sounds very much like "why don't you suck my dick?" Cheeky old Sega, this was unsurprisingly taken out of English language versions of the game.
It's true that Crazy Taxi offers little in the way of depth or longevity, but as a quick burst of extreme fun, it's unbeatable. Let's go make some craaaazy money!

See also Driver (1998), Grand Theft Auto 3 (2001)

Super Ghouls 'n Ghosts

Format Super Nintendo Released 1992 Developer Capcom
Capcom's classic series has a well-deserved reputation for being tough as old boots. While this, the third game isn't quite as brutal as its prequels (Ghosts 'n Goblins, Ghouls 'n Ghosts), don't expect any forgiveness.
Ghouls 'n Ghosts likes to punish you. The series' hero, Sir Arthur, can take just two hits before death, the first destroys his suit of armour. You can upgrade to bronze or even gold-plated armour, but one hit is still all it takes to reduce him to a pair of fetching polka-dot undies. Manage to beat the last level, and the game has a nasty surprise: you have to play through the whole game again, but this time it's harder! And you have to collect (and keep hold of) the Plasma Cannon weapon in order to fight the final boss. If you accidentally picked up another weapon, then it's back to the start again. There's no way that would be considered good game design today. Just as many of the levels rely on your learning obstacles and where the next monster will spring from. You just died? Get used to it, it's not going to let up. The ditty when Arthur is reduced to a pile of bones will begin to grate. It's frustrating as hell, but you keep persevering because despite all of this, Super Ghouls 'n Ghosts is a joy to play. You need to be "in the zone" - and stay there - to play this. It hardly needs mentioning that the game boasts sumptuous backgrounds, great characters, superb music, and an atmosphere that's spooky but laced with quirky humour.

See also Maximo (2001), Megaman (1987)

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Content, layout and design © 2001, 2004 by Michael Bonnington