After playing through Alien Storm and its smorgasbord of different gameplay styles last time out, I thought I’d go for something a bit simpler, a little more sedate, with today’s article – and what could be more simple than a Commodore 64 single-screen platformer about a young boy’s quest to escape from a house that wants to murder him at every turn? That’s right, get your jumping boots on because it’s time for Henry’s House, programmed by Chris Murray and distributed by English Software!
Well, that’s certainly a title screen. A screen with a title on it. Yup. As you can see, Henry’s House was released in 1984, which puts it after Manic Miner but before Super Mario Bros. in the timeline of classic platformers, and it definitely leans towards the Manic Miner end of that spectrum: single-screen rooms, no scrolling, lots of precise jumping required and a host of weird things that want to kill you.
You might also notice that the title screen describes this game as “starring little Henry,” as though the Henry in question is someone we should know. As we’ll see in a while, that might actually be the case.
The game begins with this opening room. Most of the other rooms in the game are clear analogues of rooms you might well have in your house – bathroom, kitchen and what-have-you – but in this case I’m not sure where we’re supposed to be. The enormous stomping shoes and the fact that it’s the first room in the house imply it could be a porch or boot-room of some kind, but what kind of person stores their precious crown in the porch?
Whatever this room is supposed to be, the goal is the same as in every other room in the game. You control Henry – that’s him up there, with the baseball cap and little white bootees – and your goal is to tidy up this bloody mess, I’m not running a hotel here, pick up after yourself, etc. Most of the objects you can see on the screen here can be collected, and you need to grab them all to move on to the next screen. Bow ties, question marks, multicoloured sacks: all must be gathered to allow Henry’s continued progress. After you’ve grabbed most of them, a key appears which you much also collect, but you still have to collect every other item before you can head for the exit door.
Now that the basic concept has been firmly grasped, Henry can get to work. The only actions Henry can perform are walking, climbing ladders and jumping, so it’s not going to take you long to get a handle on the controls. You jump by pressing the fire button and not by pushing the joystick up, which is a welcome relief after the amount of deaths I suffered in Great Giana Sisters thanks to the latter control method.
Most of this first screen is spend figuring out what will kill Henry on contact. Some fatal traps are more obvious than others. The large shoes are a clear threat, because they’re moving up and down like a typical platformer trap and also because they’re clown shoes. Grinding children beneath their oversized soles are what clown shoes are for. The row of smiley faces might look more friendly, but they way they’re spinning around clearly indicates that they should be avoided, and indeed they should. After that, things get less obvious. Jumping into the crown results in instant death, perhaps as a warning on the corrupting influence of absolute power. However, the real kicker is that the walls will kill Henry if he so much as lightly trails his fingertips across them as one might caress a lover. That’s why he’s disintegrating in the screenshot above, he bumped into a wall. In short, if it’s not the floor you’re standing on, a ladder or one of the collectable items, it will kill you.
You also lose a life if you fall a distance greater than Henry’s height, something which gave me blood-chilling flashbacks to Spelunker. Fortunately Henry’s House is not quite as soul-grindingly hateful as Broderbund’s masochistic potholing adventure, but it does have its moments.
Once I figured out that everything in Henry’s House is lethal, even the artificially-enhanced gravity, I managed to make my way around the screen and collect all the items. It certainly helps that the hit detection in this game is absolutely spot-on, and if a hazardous pixel isn’t directly touching you then you aren’t going to lose a life. That was a relief – if Henry’s House had wonky collisions, I reckon it’d be borderline unplayable.
Once you’ve cleared a stage, you get a brief animation of Henry walking between rooms. I know the title screen called him “little Henry,” but just how little is he supposed to be? I actually got a tape measure out and checked Henry’s approximate height out against my living room door. My best guess is that Henry is about two foot tall.
Here’s room number two, and it’s a recognisable room this time. Unless Henry’s some kind of madman who had his bath plumbed into the kitchen, then this is the bathroom, and it’s packed with bathroom-related items. Deadly toothpaste, lethal taps, a spotted dick with a cartoon face that’s also, y’know, a remorseless killer. What, you don’t store your sentient dried fruit puddings in the bathroom? You really should, the extra humidity helps to keep them moist. Also in the top-middle of this room are a floating set of teeth. I didn’t realise they were teeth until a huge toothbrush appeared and started scrubbing them.
The gameplay is the same in this stage as it was in the first and will be in all the subsequent stages, but some screens do have their own small gimmicks. In this case, collecting the plug at the top-right of the screen causes the water to drain out of the bath, allowing Henry to climb inside and collect the items. It'd make more sense if the plug was anywhere near the bath, but it's still a nice touch. You will have to watch out for the water dripping from the tap while you’re in there, which, of course, is deadly. I’d rather die by drowning than have to go past the hovering teeth again, if I’m honest. Those things are creeping me out.
Next is the kitchen. I like the kitchen, because the first thing I noticed about it was the very “dad joke” sight of flower falling into the mixer. I hope the game ends with Henry meeting a nice young lady and giving her a bouquet of flour.
Less pleasing was that fact that in this very English game, a game that was published by a company called English Software, a game that plays “Rule Britannia” whenever you move between stages, in this game I was killed by tea. Glorious, life-giving tea, blasphemously transformed into a method of murder! That’s just not on. There aren’t even any biscuits to soak it up, for shame.
A cosy living room now, with a roaring log fire and the comforting glow of the television. Given that the TV presenter has the caption “Chris” underneath him, I’d imagine that he’s a cameo appearance by the game’s programmer. Apparently Chris Murray was only 16 when he created Henry’s House, so I’m willing to overlook the fact that it’s a very short game with very basic gameplay. I mean, how many computer games had you or I released when we were 16? I didn’t have time for anything like that when I was 16, I was too busy moderating Buffy the Vampire Slayer message boards.
Of course, being short and simple doesn’t make Henry’s House a bad game. It’s quite a fun little romp, in truth. There may only be eight stages but they’re all interesting to look at, with some charming sprites and a sense of playful fun that means the constant deaths never feel spiteful, even when Henry fatally splinters both his legs after falling a mere seven inches. Henry’s House avoids many of the problems with the genre by giving the player tight controls and accurate collision detection. There is a bit of a problem with Henry’s jumps in that they look kind of janky, as though he’s missing some animation frames, but he always moves along the same trajectory so it doesn’t make the game any harder.
Onward to the play room, and at first I was confused about how to get down from the upper platforms without leaving Henry as a crumpled heap on the floor. Then I realised I could jump into the toy plane and use it as a kind of mid-way stepping stone. So I jumped out of the plane to reach the items at the bottom of the screen, and when I did Henry was wearing a parachute. “Great,” I thought, “I can gently drift to the bottom of the-” but that’s all the thinking I managed to do because Henry’s parachute disappeared and he dropped to his death. Oh well. Riding in the plane was fun, at least.
A comfortable and cosy bedroom for the next stage, where the large amount of dummies are making me wonder just how old Henry is supposed to be. He seemed a bit older at the start of the game, then there was the sight of him being tiny next to those doors, then riding in a toy plane. Is Henry regressing? Is this some kind of Benjamin Button situation, and by the end of the game I’m going to be controlling a single sperm? A confession: I’ve never seen nor read Benjamin Button, but I assume that’s how it ends.
This screen does have a gimmick, but it’s a relatively minor one: you have to build the ladder up to the top-right by collecting all the “ladder +1” icons. That’s all well and good, but collecting the items that are up on that shelf is a real pain in the arse because of the patrolling radio that moves back and forth up there. You have just – just -enough time to climb up, grab one of the items and get back down to the ladder and safety before the radio clobbers you, but the timing on it is so tight that Henry’s House begins to slide towards being frustrating… and you have to do it twice. A Commodore 64 platformer being difficult thanks to it requiring extremely precise timing is hardly a shocker, but I was rather enjoying Henry’s House’s slightly more laid-back feel.
The penultimate screen is the dining room, laden with a banquet fit for royalty – and here’s where we get to the secret of Henry’s House. Apparently, this game was originally going to be called Home Sweet Home, but in a predictably money-grabbing but (I would argue) not very well thought-out plan the publishers opted to rename the game Henry’s House in order to cash in on the then-recent birth of Prince Harry. So why isn’t it called “Harry’s House,” I hear you ask? Because Prince Harry’s actual, given name is Henry, and if he ever manages to make his way on to the British throne presumably he’d be called King Henry IX. There you go, that’s a bit of monarchical trivia for you. I don’t think that particular scenario is ever likely to come to pass. Not because William is ahead of Harry in the line to the throne, but because I am now convinced that dear old Lizzy II has become immortal and will never vacate the throne.
For the final screen, Henry’s House does away with the whole, erm, “house” concept and drops our hero into a pixellated Halloween decoration. I am more than happy with that. Well, in a visual sense, anyway, and naturally I do love the way this screen looks. Cheerful skulls, dangling spiders and a witch who summons a ghost from the netherworld by banging her broom on the floor like someone trying to get their downstairs neighbours to shut the hell up at two in the morning. Best of all is that coffin with DRACULA written on it, an especially wonderful sight now that we know we’re playing as Prince Harry, so presumably one of Britain’s royal residences must have a vampire’s coffin in the basement. I don’t think that’s the coffin of Dracula himself, mind you. He’s too classy to have his name painted on the side like a vanity numberplate. My best guess is that it’s a Dracula® brand coffin, in the same vein (no pun intended) as a George Foreman grill. Now that I can imagine, Dracula loves monologuing so I bet he’d jump at the chance to promote his own line of luxury caskets. “What is a coffin? A beautiful pile of comfort! Hi, I’m Dracula, and I’m here to tell you about an exciting revolution in tomb furnishings.”
As much as I like the aesthetics of this screen, the gameplay ain’t so great thanks to one small, beaked problem: this goddamn homing missile of a bird. It flies in from the left of the screen, and unlike every other enemy or obstacle in the game it doesn’t move along a set route but instead flies directly at Henry, zeroing in on the young prince with the ferocity of the most fervent republican. This is particularly problematic during the final part of the screen, when you have to run across the flat plane at the top of the screen. If the bird appears on the left while you’re running for the exit, you’re screwed because there’s no room to avoid it. It’s a hugely annoying end to a game which otherwise had been free of such tedious bullshit, and it’s almost enough to ruin the entire experience. If I’d had to struggle against this bird another ten or twenty times rather than fluking my way past it, it might well have ruined Henry’s House, but fluke my way past it I did. Afterwards I realised that picking up the crosses on the screen causes any on-screen bird to disappear. It’s still difficult even with that knowledge, but it would have been somewhat less kick-in-the-dick painful.
Once you’ve cleared the spooky screen, that’s it. Back to the first screen to do it all again with nary a congratulatory message to be seen. Maybe there is an ending if you make a certain number of loops through the game, but I don’t think Henry’s House is a strong enough gameplay experience to make that worthwhile, plus I never want to see that bird again.
There’s not much else to say about Henry’s House, honestly. It does what it does pretty well (final bird menace aside) and it looks nice. The action’s simple but precise, and sometimes that’s all you need, you know? This isn’t a game that requires a lot of deep dissection – the fact I’ve managed to write two and a half thousand words about it is down to my own personal issues rather than Henry’s House being all that interesting. Still, you can’t argue with that flower / flour joke.
Showing posts with label english software. Show all posts
Showing posts with label english software. Show all posts
25/08/2017
16/12/2014
KNIGHT GAMES (COMMODORE 64)
Is it just me, or does Knight Games sound like the title of a Camelot-themed erotic thriller? I caught the intro to Red Shoe Diaries the other day (leading to a brief moment spent wondering if I'd stumbled upon the weirdest X-Files episode ever) so maybe Knight Games would be like that, with David Duchovny in full plate armour reading aloud his latest tale of lust and betrayal. "Deare Scarlet Sabaton Diaries, I am a chaste young maiden and fair but this season a handsome Knight Erraunt pledg'd his chivalrie to me..."
See, now, that was a bad way to start this article about, because it's way more interesting than the actual game I'll be looking at today: English Software's 1986 Commodore 64 release Knight Games!That's Knight Games, the game so good they named it twice (on the title screen, at least) "...bet you can't beat a good Knight," it says, a laboured pun that would fit quite nicely into VGJunk itself, although I would have emphasised "beat" rather than "you." Because you're beating up the other knights, you see. Aside from that bit of linguistic japery, the title screen also shows a knight with a terrible underarm hair problem and an indecipherable mass of pixels where the front of its helmet should be. I think it's looking towards the right of the screen, but I will happily accept I could be wrong. His feet are also so small as to be useless.
A clattering cavalcade of knights in all the colours of the rainbow! If you want hot knight-on-knight action then you've come to the right place, my friend! We've got knights with swords, knights with sticks, red knights, green knights, purple knights, knights that might not even be knights but are in fact just some guy with a bad haircut in blue jeans and long winter coat! That's Knight Games - all knights, all the time!
So, you might have figured out that Knight Games is another entry in the Commodore 64's vast supply of multi-events "sports" titles, a collection of minigames grouped together under a common theme - in this case, knights. There are eight events in all: Swordfight 1 and 2, quarterstaff, archery, ball and chain, pikestaff, crossbow and axeman. I hope that last one's about two knights engaging in a guitar duel filled with shredding solos. One glaring omission that caught my eye in this list of games for knights - these knight games, if you will - is jousting. No jousting at all in this one, I'm afraid. How do you make a game about knights having a tournament and not include the most famous of all knightly tournament activities? It's like the Olympics with the 100 metres, or any television talent show without a preliminary round of god-awful, delusional no-hopers.
Straight into the action with the Swordfighting 1 event, where the player (the knight with the white vest) must hit the computer character (the knight wearing the vest in a colour I believe is called "Washed-In Piss Stain" on the Dulux colour chart) as many times as possible. As per the rules of chivalry, both knights are exactly the same in size and ability to keep things fair, and they must use their skill and tactical acumen to triumph over their opponent.
Sure, I've got skill - the skill to repeatedly tap down on the joystick, which makes my knight stab the other fellow in the face. You might think that one good solid stab to the face would be enough to end a swordfight, especially if you got lucky and it slipped through your opponent's visor, but these knights are tougher than one of my grandmother's "well-done" steaks and they require eighty face stabbings to be beaten. That's what the dots on the left of the screen and the shields at the top represent: the dots are hit point, and when you lose all of those you lose a life, represented by the shields. Remove all of your opponent's shields and you win by "knock out," which I presume is a chivalric code for "massive blood loss."
I didn't just poke my foe in the face, though. I made a token effort to use the other sword techniques, of which there are three more, although none of them seemed quite as effective. Performing these moves is as easy as moving the joystick left, right, up or down, a simple control scheme that I think I've already figured out is too simple to sustain Knight Games through one event, let alone eight. Let's hope all the other non-projectile events aren't re-skinned versions of the swordfighting, eh? That would make for a pretty dull game.
The quarterstaff duel now, where the swords are replaced with sticks and metal helms are swapped for jaunty Robin Hood caps. "Just take a quick look under my skirt," says the man in green, "and tell me if it looks infected up there".
I don't know why neither of these men are wearing trousers. Comfort, possibly. It looks like a nice sunny day, they're probably enjoying the invigorating breeze around their quarterstaffs.
Well, I'd better get the big reveal out of the way - the quarterstaff fighting is, in fact, a re-skinned version of the swordfighting, and so is every non-projectile-based event in the game. It's sticks instead of swords, and the developers did at least give the combatants a whole new repertoire of moves, like the pole-vaulting kick pictured above. Other than that, though, it's the same as before, and victory can be achieved with ease and and significant amounts of boredom by throwing out the same attack over and over again. You'll trade blows and take some hits, but you always seem to out-damage your opponent and claim victory.
I tried to play Knight Games properly, I really did. The manual claims that there are defensive moves that you can use by moving the joystick diagonally, and you can move your character by holding the fire button as you move the joystick, and I spent a fair amount of time trying to fight my battles in a manner befitting a noble knight of yore. I darted in and out of range, I tried to block incoming attacks and counter with blows of my own, but in the end it not only didn't work - even if you block in the right place, your enemy's attacks damage you half the time anyway - but it's completely pointless. Pointless in a literal sense, even, because your only goal in the game is to score as many points as possible. You get a big score bonus if you manage to knock out your rival before the time runs out, but using any other strategy besides standing right in front of them and whacking away like they were a rock wall and you were an inmate of a Siberian gulag will not allow you to beat them before the timekeeping candle melts away. So clobber away, Sir Knight, until the battle is ended and you can put on some trousers.
The archery game provides something different, although sadly that something isn't "fun". A tousle-haired and extremely confused-looking young man who lacks both the lordly bearing of a knight and working knees will be attempting to score points by shooting the targets in front of him. And what are those targets?
Why, motorcycles shaped like horses, of course! What, don't you remember the Arthurian tale of Sir Gawain, who refused to accept his death at the hands of the Green Knight and instead burned away on his horse-shaped motorbike, wheelieing though the land of Camelot and shouting "verily, thou canst eat mine dust!"
Okay, so the horses are probably wooden dummies being pulled along that rope, but that certainly doesn't make them any easier to hit. In concept the archery event is simple enough - you move the wobbling, juddering crosshair into the right place and then press fire to loose an arrow, making sure to lead your target. The difficulties you will encounter are twofold. One, the crosshair shakes around like the archer drank twenty cans of Red Bull and then stuck a pneumatic drill up his backside and two, the target area is tiny. Just hitting the horse isn't good enough, oh no: I scored many a hit on the tail or the legs that scored me no points. You have to hit the saddle to be successful. Yes, the saddle is that minute brown square in the middle of the horse. No, I didn't hit it very often. The archery isn't great, then, and certainly not as good as Forbidden Forest, but at least I had to look at the screen to win, unlike the combat games.
The ball and chain now, although they look rather more like delicate fairy wands than instruments of bludgeoning death, and considering how many hits it takes to knock someone out with them the comparison may not be a million miles off. Maybe they look more impressive in motion?
Well, they're enthusiastic if nothing else. Just look at that green knight go! Someone's going to sleep well tonight, bless him.
Instead of writing all these words about Knight Games, I could have just posted this GIF with the caption "that's it, that's the game," because it really captures the aimless flailing (no pun intended) of the fighting action. It's such a shame, too, because a tournament of knightly virtue could be a great setting for a not-terrible game. I like knights, I think they're cool (although that could admittedly be down to a form of digital Stockholm Syndrome brought on by spending so long playing the Dark Souls games) but the only "medieval tournament" games I've played are this and the equally disappointing Defender of the Crown.
This is Swordfighting 2. It is exactly the same as Swordfighting 1, only it takes place in front of a paint-by-numbers picture of a castle. The knights involved have realised the futility of their duel, each man turning to look at the player with an expression of stony contempt somehow written across their bucket helmets. Swordfighting 3 will consist of these knight rallying men to their banner and rising up in open rebellion against the rulers of the land and their capricious, sadistic whims. No, of course not. That would be much too interesting.
This event is pikestaff, which is odd because I'm fairly sure the weapon in question is just called a pike. Were English Software worried that people would think that these knights were hitting each other with large, carnivorous river fish?
The gameplay here is the same as always, leaving the sound effects as the main point of interest. Thanks to the constant metallic sproinging, if you closed your eyes you'd be forgiven for thinking you were playing as someone trying to destroy a spring factory by throwing tin cans into the machinery. However, if you are thinking about playing Knight Games for some reason, I'd recommend doing so with your eyes open. Not because you need to see what you're doing in order to win but because the graphics are probably the best thing about the game, with chunky and pleasingly well-animated sprites that are very rarely not wearing trousers.
Here comes the crossbow game to break up the tedium with a marginally lower level of tedium! There's nothing complicated about this one, just line up the crosshair and press fire to launch a bolt at the targets. The targets spin around, having been hung from the gallows for their unspecified crimes, so you have to time your shots in order to hit the front and score points but after my complete and humiliating failure to get to grips with the archery game this seems easier than falling off a greased log spinning at 5,000 RPM. Plus you appear to be playing as a gingerbread man in a studded leather vest, so the crossbow definitely takes the gold as the best event in the game.
Finally, you get to engage in some axeman. I'm gonna axe this knight some difficult questions, I've got an axe to grind, he should just axe-ept his inevitable defeat, etcetera. You see what you've reduced me to, Knight Games? There's no wonder you managed to pack in such a massive crowd to watch this axe fight. I think these guys started fighting somewhere around the second course and they're still going long after everyone has finished the banquet and has retired to their quarters, muttering about how boring the entertainment was. "Next time I'll hire the close-up magic guy," thinks the king, but there will be no "next time" because these two knights will forever occupy the banqueting hall, clanking away at each other in an empty room until the end of time
Despite nominally being a tournament, there's no grand prize waiting for you at the end of Knight Games, just a list of your scores in the various events and the unshakeable feeling that you've wasted your time. You can see by the incredibly low scores I've posted in them just how much harder the shooting games are than the rest, but that also makes them the most interesting.
It's a shame, because I really wanted to like Knight Games. Knights are cool, swordfighting can be fun and the games gets the most basic elements right - the controls are fairly sharp and responsive (never a given for a C64 game), and there's a decent variety of moves without things becoming overly complex - but it wastes all that by making anything other than relentless attacking with the same move completely redundant. Also, no jousting. How can you not have jousting? Were you worried that you wouldn't be able to create an exciting and engaging digital jousting simulator, English Software? If that's the case, I've got some bad news for you regarding your ability to make a fun swordfighting game. It seems that even the creators were disappointed with their attempts to capture the spirit of medieval combat, because Knight Games 2 is set, get this, in space. Apparently it's even worse than Knight Games 1. The mind boggles.
Labels:
commodore 64,
english software,
knight games,
multi event
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