05/07/2013

ASTERIX AND THE GREAT RESCUE (MEGADRIVE / GENESIS)

Paf! That's the sound of a small French man punching a Roman soldier. Get used to it, because it'll be cropping up a lot in today's game - Core Design's 1993 Megadrive these-Romans-are-crazy-em-up Asterix and the Great Rescue!


For those of you who don't know about Asterix - most European readers can skip this bit - it's a French comic book series, created by René Goscinny and Albert Uderzo, that chronicles the adventures of the last village in ancient Gaul to remain unconquered by the Roman empire.


The indomitable village remains unconquered because Getafix, the village's druid, can brew a magic potion that grants anyone who drinks it superhuman strength. This is helpful for battering Romans, and the majority of the Roman-battering action falls to the village's two heroes, Asterix and Obelix.


Asterix (the little one) is shrewd, brave and gets the job done using a combination of brains and potion-infused brawn. Obelix (the big one, but definitely don't call him fat) fell into a cauldron full of the potion as a baby, and as a result is permanently super-strong. He's also super-dense, but well-meaning and cheerful. Together they travel the ancient world from Britain to Egypt, meeting the likes of Julius Caesar and Cleopatra while engaging in all manner of hi-jinks, comical adventures, Latin jokes and repeated brutality against this one really unlucky group of pirates.


I adored Asterix as a kid, where it served as an excellent bridge between kid's books and adult reading, with a wonderfully delicate English translation and beautiful artwork. Hell, even into adulthood I've been known to cry "come to my arms!" when sufficiently liquored up.


So, it's an early-Nineties console game based on something I loved as a kid. There is no way this is going to end without me being lacerated by the cruel shards of my broken dreams, is there?


Here's the map screen, and as you can see Asterix and Obelix will be travelling all over Europe in order to... hang on, what's happening? Oh, right, Getafix has been kidnapped and our heroes are out to rescue him. Not quite as compelling as saving a princess, but I suppose we have to keep that magic potion flowing.
Something else you might notice on the map screen is Asterix's portrait, where he he looks positively demonic.


I don't know why he's leering out of the screen like a street punk from an eighties exploitation film, but I think I'd better put him in front of some Romans before he starts taking his sinister urges out on poor Obelix.


This is the opening stage, and at first glance there are reasons to be optimistic. It's a colourful and accurate representation of the Gaulish village, Asterix himself looks hale and hearty and there's a Roman inexpertly disguised as a tree, just waiting to get paf-ed. So I walked from left to right, jumped around a bit and punched the Roman until he flew off screen because yes, shockingly enough Asterix and the Great Rescue is a platformer. Well, at least that means I shouldn't have any problems figuring out what I'm supposed to be doing, he said like a great fat idiot.


Indeed, the first stage posed no problems, and almost as soon as it had started I had reached the potion that marks the stage's goal. I really do mean "as soon as it started," too, because this first area is only about four screens long and you can get through it in the time it takes to let out an unusually brief sneeze.


Huts? Rooms? I have no idea what's going on, but let's press ahead and give Obelix a chance to shine in the second stage.


Platforms, chasms, leaping fish, collectable coins, crabs that have seen something in the sky that's shocked them into mid-snip paralysis - all things that are immediately familiar to anyone who has ever played a platform game before, and at the start that seems to be the well-worn path that Asterix and the Great Rescue is meandering along. Soon, however, the game's quirks become apparent.


Firstly, there are magic potions for our heroes to collect and use. Not the magic potion, because Asterix seems to have super-strength all the time and Obelix is, you know, Obelix, but a variety of other magical unguents to help them traverse the stages. The one pictured above creates a small cloud that can be used as a platform when thrown against a solid object, and there are exploding potions for breaking walls and attacking enemies, potions that make your character float and a potion that disguises Asterix for a few moments so that enemies won't bother him.
That's fine with me, it adds in a bit of a puzzle element. That'll hopefully break up the tedium of the platforming, which I can already tell after one and a half stages is going to be functional, solid and utterly unexciting.


Another point of interest: these stages are short. Really short, with some of them giving you as little as a minute to complete them. Every stage is timed, and they are not generous with the clock. That's okay, though, because the puzzling seems to be on the light side and I'm Obelix so I can just batter all the Romans aside while collecting their helmets and commenting on how crazy they are.


That's what would happen in theory, anyway. As it turns out, both Asterix and Obelix's punches have all the range of an anvil being fired from an elastic band, as you can see in the picture above. To hit anything you have to be so close to it that many cultures would consider you a married couple afterwards, and as the Romans tend to move around a lot you're going to be taking a lot of collision damage simply because your punches require split-second timing to connect.


Like a distant oil tanker spilling its cargo into the sea, you can see that these problems are quickly going to congeal into an unpleasant, sticky mess of a game, and so it proves about six stages in when the game produces such a vast, vertiginous wall of difficulty that even the most experienced Sherpa would look at it and say "fuck that." Having apparently left the Gaulish village and ended up in a huge brick building where the Romans store all their man-sized flaming torches and faulty iron-smelting equipment, Asterix and Obelix are tasked with making it through this maze of a stage under a ridiculously strict time limit and no opportunity for forward planning.


To progress, you must learn the exact route you need to take, and then follow that path precisely and without falling into one of the many traps that line the route, because any lost time will cause you to fail and lose a life. You won't pass it first time, that's for sure, and I nearly gave up playing Asterix and the Great Rescue after I ran out of time with the final potion in sight.


Maybe switching to the other character will help, I thought, but then I quickly discounted such notions because Asterix and Obelix are functionally identical. They can jump the same height, they take and dish out the same amount of damage, their walking speeds are equally slow and leaden and come on the exit's right there you lazy French bastards. They're not identical, though. Asterix is small enough to walk through some passages that Obelix has to crawl through. There is no reason to ever play as Obelix, unless you get some kind of perverse amusement from seeing a man of his grand stature taking damage from a dandelion seed. Yes, really.


The problem isn't that the game is difficult - the problem is the way that it's difficult. All the basic errors that make an action game frustrating to play put in an appearance, from blind jumps to new mechanics being thrust upon you without any hint about how they work, to elements that behave differently each time you interact with them. Is this platform going to fall or not when you jump onto it? Who the hell knows. You'll just have to try it and remember the outcome. Then do that for every platform in the stage. Then do it for each of the fifty-or-so stages in the game. Then tear your clothes off and run screaming out into the rain, railing against the pointlessness of it all even as the police tase you over and over again.


Enough ranting for now, because it's time for the first boss. It's the village bard, Cacofonix! Those of you who used your knowledge of linguistics to deduce from Cacofonix's name that he's a bloody awful bard, congratulations. He is indeed a painfully bad singer, and that makes up the core of his boss battle. Cacofonix stands at the top of the screen, singing his deluded little heart out, and you have to avoid the deadly musical notes he spews out until a man carrying a shield runs by, allowing you to stand on the shield and throw fish at Cacofonix until he shuts up. See what I mean about new mechanics just being thrown at the player? I never had to throw a fish before, and I never will again. Still, compared to some of the later area this is wonderfully intuitive and I had no trouble stopping Cacofonix's mad warbling with a haddock to the face.


That's how Asterix and the Great Rescue works, then. Six "worlds" made up of several short, semi-puzzle-like stages with a boss fight at the end. I suppose I had better show you around the rest of them, starting with the Roman Encampment that Asterix and Obelix are so gleefully destroying.


Ah yes, that famous architectural style found in Roman fortifications throughout the empire. You know, the one they copied from a Sylvanian Families play set.
Alright, so that's a little harsh. One thing I can't fault this game for are the graphics, which are clean and bouncy throughout. I wouldn't go as far as saying they're like the comic books come to life or anything, but they're above average.
Also finding itself in the crosshairs of the VGJunk Praise-Cannon is world two's music, a pleasingly goofy march (complete with footsteps) that honestly does a good job of capturing the slightly dopey militarism of the Romans of Asterix, sounding both triumphal and also like the soundtrack to a overweight clown in full makeup walking to the dole office.



In fact, the soundtrack as a whole is one of Asterix and the Great Rescue's better features, maybe even its best feature, and that alone made the painful experience of playing the bloody thing just about worth it.
An example of the above: just as I was warming to the game, thanks to the much lower difficulty level than the previous stages and the music, I encountered a catapult.


Well, this is easy enough to figure out - jump into the catapult and be propelled across the level. Great! Hop in, Obelix!


The catapult duly launches you into the air, up to a previously unreachable platform. That platform on the bottom right, in fact. Can you see a problem with that platform? That's right, there's a bloody legionary on it, and as you can't alter the path of your flight once you're in the air, there's no way to avoid hitting him and taking damage. I tried it several times, both with Asterix and Obelix, and each time I was unavoidably docked some health simply for using the mandatory catapult. Unavoidable damage is really starting to become a pet peeve of mine, but it seemed even worse in this case. That legionary just had Obelix fly through the air and land on him. He should be dead, not poking me with his spear.


I never thought I'd be writing this, but I've already made a joke about The Castle of Otranto in a different article, so I'll have to settle for saying "blimey, I'd hate to see the Roman who needs a helmet that big." Obelix is looking miffed because he can't add it to his collection. I'm miffed because I know I'm going to end up falling into that lava.


Did I mention that the collision detection in this game is of... variable quality, to say the least? The kicking horses animations seem to have nothing much to do with where their hitboxes are, and the Roman soldiers frequently seem to take up much more space than their sprites imply. I can't say I'm surprised by this, given that Core seem to have managed to get every other aspect of the gameplay just that little bit wrong.


At least the boss works as intended. No big surprises here - the fort in the background catapults boulders at you, and you have to stand beneath them and punch them back at the fort. You'll notice that even the boss fights have a time limit, so there's no time to wait for the perfect opportunity. You've really got to get in there and throw yourself upon the mercy of Asterix and Obelix's extremely short-range punches. Will you get flatted by a rock or will you swat it back? Who the hell knows. All I know is that I'm ready to move on to...


...The Forest! That's right, a platform game that didn't start with a forest level. I take back everything I said about Asterix and the Great Rescue's lack of originality, this is a shining moment of innovation in the sixteen-bit era.


Pictured here: Obelix about to take damage from a dandelion seed. I know, I know, Superman Syndrome, it's hard to transfer Obelix's characteristics directly into a videogame and all that, but Core could have at least used this kind of thing to make Asterix and Obelix play anything other than identically. Asterix could have been faster and more agile, while Obelix has more health and cannot be harmed by drifting spores. Nothing like this was included in the game.


Here's an example of the kind of unavoidable, unknowable bullshit that Asterix and the Great Rescue will throw at you. See those three blue flowers? They're platforms. Two of them are stable, but one of them will plummet off-screen the moment you set foot on it. Can you tell which one will fall? No, that's right, you can't, and I'm faced with I Wanna Be The Guy levels of frustration before I can escape this forest.


Oh look, a stage where you ride floating leaves through a world of cobwebs and cartoon spiders. I know what you're thinking, and I'm thinking it too - this level was much more fun when I played it in Castle of Illusion.


It probably goes without saying, but Castle of Illusion is a far superior game to this.
Then, just as I think that I've seen all the bad decisions that the developers had up their sleeves, I'm dropped into the boss fight. Literally dropped, and then instantly killed. Drop in again, die instantly again. The problem here is logs.


That GIF is a real-time representation of this boss fight. You're dropped onto the log, which immediately, and with no clue what you're supposed to be doing, flies off screen and kills you. Nothing in the preceding stages has worked anything like this, and in the end I actually had to look up what to do in order to continue. It turns out for that for this boss fight and this boss fight alone, the game turns into Track and Field. To win, you have to hold right on the D-pad and hammer the buttons as fast as possible. Then you'll move to the right and win, assuming you've dedicated your life to training the muscles of your right arm through a gruelling exercise regime. Again, this is not explained to you anywhere in the game. I'll cut Core some slack if it's mentioned in the manual somewhere, but even so it's poor form.


I managed it eventually, and once I'd taken an hour or two to let my fingers recover I pressed on into Germany. I didn't need this screen to tell me I was in Germany, because Core kindly scattered plenty of visual clues around the stage.


Clues like these rotating Iron Crosses. Good job there's not a stage set in Britain, it'd be even harder to navigate platforms in the shape of spinning tea cups and crumpets. Oh, and because this is Germany, there's a stage made entirely from sausage.


I wouldn't say it's the wurst stage, but that might be the most painful pun I've ever made.
That's pretty much it for Germany. It only has five stages, compared to the twelve-or so of most worlds, and it doesn't even have a boss.
According to it's title screen, the next world takes place on a Roman galley, a galley of course being a type of ship.


Yep, that definitely looks like a Roman galley. It's the snowman that does it.
By this point, Asterix and the Great Rescue has lost any pretence of cohesion, the developers seemingly getting as bored of it as I am and slapping random levels together on a wildly varying difficulty curve and with no apparent theme. I'm convinced that this snow stage was supposed to be part of Germany and Core accidentally put the world transition in the wrong place.


There are at least a few areas set on a boat. That eagle's putting one hell of a shift in, lifting Obelix like that. I should probably forgive it for dropping me down a hole with no warning. Poor thing probably had a massive coronary in mid-flap.


The boss is a crocodile who pops up out of the water and tries to eat you. To defeat it, you have to get behind it and punch it in the back of the head. In fairness, this sounds exactly like something Obelix would do, and the nonchalance with which he smacks the croc is nicely in keeping with the source material.


The final world is Rome, the Eternal City, cradle of European civilisation and base camp for a race of intergalactic settlers who have disguised themselves as mopeds in order to blend in. Mark my words, Italy will be the first to fall when the Scooterians rise up to claim our planet.


Rome is probably the best of the worlds, the most enjoyable to play with a few interesting stages and a more stable difficulty level. The middle worlds feel superfluous and disjointed, but Rome does seem to have a consistent theme and even some things that are just plain, well, Roman, like the aqueduct in the first stage.


Another interesting stage is this one, which takes place on a banquet table. I have no idea whether Asterix is supposed to have been shrunk, or whether those are some truly enormous Romans throwing food at me, but it's a nice change of pace. It's also possibly the easiest stage in the game beside the very first one, which should give you an idea of just how unbalanced the difficulty level is.
Speaking of difficulty, there's a Game Genie code out there that lets you freeze the timer. If you plan to play this game, use that code. It make the experience a hundred times more enjoyable, turning the game from a crazed dash to beat the clock into a relatively respectable platforming romp, albeit one full of baffling design decisions.


Here's the final boss, and Julius Caesar himself has turned out to watch two tigers try to take on Asterix. Much like the crocodile fight, you just have to wait for them to poke their heads out and then punch them. I don't care what game it is, I can't be completely negative about a game that lets you punch a tiger in the mouth. That kind of thing is what videogames are made for.


Getafix is rescued, and your reward is this shot of the Gauls celebrating with a feast. Cacofonix is, as always, tied to a tree lest he start singing. All is well in the indomitable Gaulish village, which is fine for Asterix and Obelix but I feel terribly drained after all this. Asterix and the Great Rescue is a tiring experience, a fairly decent platform game suffocating under a heavy blanket of awful design decisions, incoherent aesthetics and some truly pulverising difficulty spikes. Turn the clock off and take it slowly and you'll get more fun out of it, but there are plenty of Megadrive platformers more deserving of your attention.

01/07/2013

EPHEMERA, VOLUME 1

There are some games I'll probably never get around to writing about in full, for a variety of reasons - they might be too modern, or too thoroughly dissected already, or simply just not very interesting. Halo, for instance, would meet all three of those criteria. There are still nuggets of entertainment to be mined from this vast slag heap of gaming, however, and in the first of what may well end up being a semi-regular series I present to you five little pieces of videogame ephemera, brief moments that might otherwise be lost down the back of the metaphorical sofa of gaming forevermore.

Timothy Dalton's Giant Head

James Bond 007: The Duel was a Rolling Thunder clone from 1993 that appeared on Sega consoles and starred everyone's favourite innuendo-spouting super spy, as played by Timothy Dalton. It's a forgettable game, or at least it would be if the Megadrive version's title screen wasn't permanently wedged in one of my squishier cranial folds.


Now, I'm not a Bond fan in the slightest but you don't live in Britain for nearly thirty years without absorbing a lot of 007 knowledge through cultural osmosis, and as such I feel confident in saying that Timothy Dalton's head isn't twice the size of a normal adult male's. Maybe his tiny gun is throwing the perspective off, maybe it's his piercing blue eyes drawing me in, but I chuckle every time I see his vast noggin.
And before you blame the game's artists, this is the cover photograph:


If anything, I'd say they've toned his head size down for the title screen. You know, I have the sneaking suspicion that this image may be a composite of two separate photos. I'd say we should get Bond to investigate this skulduggery, but he's got his head stuck in the submarine's escape hatch again.

The First 40 Seconds of Sloth Demon's Theme

Just Cause 2 might be my favourite sandbox game ever, because I am a colossal man-child who never gets tired of huge explosions, jumping from helicopter to helicopter and tying the elite military commandos of a brutal dictatorship to gas canisters and then sending them careening into the bright blue skies of Panau. Seriously, it's great and you can pick it up dirt cheap. so, you know, do that.
This article is about little things, though, and one thing about Just Cause 2 that always puts me in a good mood is calling up your weapons merchant / vehicle dealer / helicopter taxi service. He's (briefly) called the Sloth Demon, and his musical theme sounds like this.



At the forty-second mark, it turns into a bouncy redneck hoedown, which admittedly has it's own charm, but it's the bit before that I'm interested in - the slide guitar, the faux-rattlesnake noise, it sounds like it belongs to a movie about a secret agent infiltrating the Old West and I absolutely love it.

Charade on Ice

Remember Soul Calibur II? That was the one where you could play as Heihachi from Tekken in the PS2 edition, or Link in the Gamecube version, or if you were really unlucky and had an XBox you got Spawn. Still, Spawn's better than the godawful Necrid. Anyway, Soul Calibur II was fun and got played a lot when I was at university, but after a while you might get tired of the same old hit-'em-with-a-sword combat. Well, here's a way to spruce the game up in versus mode.
Step one is to go into the options and set the health bars to infinite. This means that the only way to win is to knock your opponent off the the stage and score a Ring Out. Now start a versus game, and choose Charade as your fighter.


This isn't out of any love for the character of Charade, who is nothing more than a way of randomly selecting a character due to his gimmick being that he switches to a random character's fighting style at the start of each round. This helps head off any arguments about fairness, as all is decided by the unknowable whims of Charade.
The final step - and this is the most important one - is to make sure you choose to fight on the Ice version of the Crypt stage.


Congratulations, you now have a battle between two random fighters where only Ring Outs count, and it takes place on an extremely slippery surface with no walls. It's sumo wrestling on an ice rink, It's A Knockout meets the Winter Olympics, and it's bloody hilarious, especially when both players end up being big, beefy characters like Astaroth and subsequently spend the entire match trying to land huge hits, only to miss and see themselves slide off the stage and to their doom, their momentum condemning them to a frosty death. Charade on Ice, folks - try it, won't you?

Megaman Ladder Decapitation

I'm sure you're all aware that if you jump into the doors to the boss rooms in the NES Mega Man games, Megaman will hover and slide into the room as the screen pans across, like so.


Far be it from me to tell you how you should be enjoying your digital entertainment media, but if you don't make Megaman jump and float as though he's sliding along the ceiling into every single boss room, you're playing the game wrong.
An interesting quirk, but what about Megaman's head falling off every time he reaches the top of a ladder?


Obviously, his head doesn't actually disappear - this is just an extra frame showing the Blue Bomber hauling himself over the top of the ladder. I wish I could go back in time and tell my younger self this, because when I was a kid it never registered that this was intentional. It didn't click until embarrassingly late in my life that yes, it's supposed to look like that. Capcom knew what they were doing. It's a nice bit of animation. I've come to accept that now, along with the folly of my youth.

The Cowardly Skelerang

Amongst the many and varied enemies in Castlevania: Symphony of the Night are the Skelerangs. They are skeletons with boomerangs, because Dracula is too busy rising from the grave every five minutes to come up with original names for all his minions. See also: Bloody Zombies, Dark Octopus.


So, the long-dead bones of an Australian are resurrected and transported to Dracula's castle, where they do what they did best in life: hang around on ledges and throw boomerangs at anything that wanders by. Unfortunately that is all they can do - they have no close range attacks and they can barely even move. They are not equipped to take on Alucard should he manage to avoid their boomerangs, and they know this. That's why if Alucard gets close but doesn't attack and instead stands over them, (presumably while employing some kind of menacing half-vampire stare,) they curl up into the foetal position and tremble in terror.


A rare feeling of power in a game where the foulest demons of hell (plus characters from The Wizard of Oz) are arrayed against you. A rare feeling until you get the Crissaegrim, at least. That thing turns Alucard into a nattily-dressed combine harvester.

There you go, then: five little things to put a smile on your face, a spring in your step or, in the case of Timothy Dalton's giant head, fill you with a creeping feeling that he's watching you while you sleep. Actually, I think that last one might just be me.

27/06/2013

ALICE IN VIDEOLAND (C64)

A beloved children's book is dragged kicking and screaming into the future - or 1984, at least - as classic psychedelic poetry jam Alice in Wonderland is revamped for the digital age by Audiogenic and a man named John Fitzpatrick. It's Alice in Videoland for the Commodore 64! If you stumbled across this article while looking for information about the Swedish electro band Alice in Videoland, I can only apologise. I don't know anything about them other than yes, this is the computer game they were named after.


There's Alice now, her bright smile betraying no hint that she feels bad about having two holes in her face instead of a proper nose. Okay, that's a bit harsh. This is a perfectly acceptable picture given that it's from a game as old as I am. Maybe Alice in Videoland won't be so bad, or at least better than the other Alice in Wonderland-themed game I've written about.


A gnarled and sinister tree points out Alice's name. I should mention that I haven't even jumped down the rabbit hole and entered Wonderland yet. That disturbingly humanoid tree just happens to be growing near Alice's house.


Forget the creepy tree, there's the White Rabbit! Chase him down and capture him, Alice. Your vengeful tree-god demands it.


Things get a little Silent Hill 2-ish as Alice contemplates jumping down the hole that the White Rabbit disappeared into. Unlike in Silent Hill 2, I'm fairly certain that this doesn't represent Alice symbolically descending into the darker truths of her damaged psyche. She just really likes rabbits in waistcoats.
This is also the very first bit of gameplay in Alice in Videoland. After the completely automatic scene of Alice walking to the hole, you have to press fire to jump in. For a moment I was nervous that Alice in Videoland was going to feature one of those interminable tutorial sections that every modern game seems to possess, but I needn't have worried. For here on out, this game explains absolutely nothing to you.


Alice falls through the bowels of the Earth. Once again, you have no control over her actions. Her sprite resembles ET in a party frock. And so you fall for a while, your movements determined solely by the shape of the tunnel, wondering if there's ever going to be any actual gameplay. Then the tunnel opens up and things get... odd.


Now you can move! You can probably also feel your eyeballs recoiling into your head in horror as the backgrounds flicker and change through a painful kaleidoscope of clashing colours and vile patterns. Alice is still falling, but you can move her around with the joystick. Your newly-granted control over Alice allows you to avoid the framed pictures showing the blasphemous sigils of the Elder Gods and the lamps that look like Goombas standing on bowling balls.


I recommend trying your very best to avoid these obstacles - not because they hurt Alice, because nothing in this game hurts Alice and there are no health points or lives or anything like that, but because making contact with them causes the game to emit a horrible screeching sound as punishment for your poor joystick control. It's harsh but effective, the aural equivalent of an electro-shock collar, and I made a concerted effort to keep away from the pictures.


It's not all about avoiding the décor, though. Cakes, keys and potions all appear as you fall, and as far as I'm aware your sole gameplay task is to collect as many of them as possible. My score counter went up when I touched them, anyway. What also happens when you touch an item is that the background colours flash disorientingly and the music, usually a mellow little ditty, warps like it's being played at the wrong speed and takes on a weird metallic edge. If you're looking for a Commodore 64 game that you can play near a sleeping person's head to make them suspect they're having a mental breakdown, then Alice in Videoland is the game for you.


Alice has landed at the bottom of the hole. I know everything looks identical to when I was falling, but trust me, I'm on the ground now. There are tables here. Cakes and potions still fly through the air, colliding with Alice and making her grow and shrink seemingly at random, the backgrounds and music twisting and deforming with each new item that clatters into Alice's giant, cumbersome form.


The void is formless and endless. Keys and doors, the sound of grating metal, the keys do not open the door the door is eternal endless eternal endless no end to the Land of Wonders the door the door the door -


ULTRA OSTIUM, LUX PERENNIS.


The nightmarish whirlwind suddenly ends. No warning, no goal accomplished, just a grey screen. The grey screen is very soothing after what has come before, and I welcome it gladly as I swallow a couple of paracetamol and take a moment to regain my composure.
So, that was all rather strange, wasn't? I have no idea what I was supposed to be doing - collecting items, sure, but to what end? There was no target score, and while I collected plenty of keys none of them seemed to work with the doors that were scattered about the place. I managed to find a copy of the game's instructions, but even they were vague and not much use beyond telling me that collecting the White Rabbit's watch ends the "scene" and that you can press the function keys to use the cakes and potions you've picked up. I'm just going to tell myself I got loads and loads of points and move on.


Okay, this is better, calmer, less of an all-out assault on the senses. Sure it's more colourful than a flock of parrots having a bacchanalian orgy in a bucket of Skittles, but at least these vibrant hues don't flicker about like a colour blindness test gone berserk.
It also makes more sense as a game than the first area, although it's still fairly obtuse. There are flies fluttering about the place, Bread-and-butterflies and rocking-horseflies, and they must be gathered up to satisfy Alice's unyielding desire for points. To this end, Alice can jump around the screen and climb on the mushrooms. This means that unlike the first area, where there was barely anything to control other than walking in the four cardinal directions, I can finally discuss the gameplay of Alice in Videoland. This is a shame, because the gameplay is pretty bad. Stiff controls, cluttered graphics and loosely-defined goals all add up to the gaming equivalent of doing a jigsaw while wearing oven gloves.


That feeling is not helped by the seeds which the flowers fire at you and the Caterpillar's hookah smoke, both of which shrink Alice and render her unable to jump. I guess passive smoking really does stunt your growth.
In fairness to this second scene, it's much more graphically competent and unlike the first area there is at least some kind of gameplay here, even if it's extremely basic and poorly executed. After a while, Alice's fly-catching comes to an abrupt halt and the next area springs into glorious storybook life.


Chess! That's what the kids love, a good ol' fashioned strategy boardgame. At least a black-and-white chequerboard pattern is well within the C64's wheelhouse in terms of graphics, so this scene should be rather less painful on the eyes.
Chess, then, but not actual by-the-rules chess because that wouldn't fit in with the nonsensical nature of Wonderland and would also (I assume) be something of an arse to program. Instead, you control Alice and the two white knights against the Jabberwocky - here portrayed by a demented blackbird - and Tweedledum and Tweedledee, who for some reason are bishops. The goal, as ever, is to score points, and to do that you can either use your knights to capture the opposition pieces, or get Alice all the way to the last rank for a big points bonus.


Unlike the previous areas, I feel like there's a fragment of a neat idea here. You can either control Alice directly to make her advance up the board or sidestep left and right to avoid Tweedledum and Tweedledee, who will push you back down if you collide with them, or you can take control of your knights to "capture" the other pieces and stun them momentarily. The Jabberwocky can also capture your knights, so eventually you'll be left with only Alice herself, slowly trudging up the board towards her promised queenhood. There's some potential in this setup, and if it had been expanded into a full game there might have been a decent little strategy title lurking within, but as it stands Alice's Adventures Across the Chess-Board are just tedious. Remember to move left and right occasionally in order to avoid the twins, waddle blockily to the top rank, bask in the glory of having, erm, made it to the top rank, wait for the Jabberwocky to capture your knights so you can move on to the final scene.


Alice's last opportunity to scour this dreamscape for precious, precious points takes the form of a game of croquet. The programmer thankfully realised that croquet is dull as all get-out - although maybe that's my bitterness that there was never a videogame based on Heathers talking - and so they changed it into pinball, and for the first time the aim of the game is clear - whack the bouncing ball through the card soldiers / hoops at the top of the screen. I'm not sure about those card soldiers, man. There's just something depressing about them. It's the way they're looking back over their shoulders, their expressions carrying an air of weary resignation.


"This shit again? I swear to God, I'm gonna hand in my notice any day now, file a grievance with the union. Captain Hook's guys don't have to put up with this crap."
So, the croquet ball pings around the screen, and pressing fire makes Alice swing her flamingo mallet to nudge the ball about - and I do mean nudge, because getting any real direction on the ball is almost impossible and just moving the large Alice sprite between the large bushes and fences is a chore in itself. If the ball rolls over to the bottom of the screen, the Red Queen destroys it and once you're out of balls it's game over.


It doesn't work especially well and even if it did it wouldn't be much of a game, but even this section has a couple of neat ideas. One is that the amount of balls you start with is bolstered by the number of rocking-horseflies you caught in the second area, where every fly you catch and bring down to ground level turns into a ball and rolls away to be whacked later.
The other thing is that whenever the ball touches the scenery, it plays an almost crystalline musical note, seemingly randomised but possibly based on where about the ball hits the platforms, and it's very pleasant and strangely soothing. More enjoyable than the rest of the game combined, in fact, and if I was offered the choice between playing through Alice in Videoland again or just listening to the croquet ball jingling around the stage for fifteen minutes I would choose the latter without hesitation.


And we're done, Alice in Videoland is over and what a strange ride it was. First off, while calling them "sports" might be pushing it a little, this is yet another multi-event "games" title for the Commodore 64, a genre has almost entirely come to represent the computer in my mind. Unfortunately these kind of games are rarely any good, because you just end up with several half-baked ideas that don't stick around long enough to make an impression, and that's exactly the case here, except the effect is even more pronounced than usual thanks to the barely-interactive feel of most of the game.


There are a few nice ideas in here somewhere, amidst the poor controls and bizarre strobing backgrounds. Actually, those flashing backgrounds at the beginning put me in mind of cult surreal dreamscape RPG Yume Nikki, which I fully recommend you play, but I digress. The chess game could have been interesting had it been more fleshed out and didn't just boil down to "move forwards, sidestep occasionally" and even the pinball/croquet hybrid had some potential, but in the end Alice in Videoland is a tedious game that you don't so much "play" as you do "wade through as though traversing a dense bog or swamp."


Of course, it's unfair to judge a game like this, the product of one person's work, in the same way that you'd judge a title even slightly more modern or with any kind of team behind it, but it just goes to show that all the novel ideas in the world don't mean jack unless they're well implemented and - and this is the killer for Alice in Videoland - fun to play. John Fitzpatrick should have just made an interactive story book, or you know what? He should have just made a musical program based around the croquet ball noises. I would have been much happier with that.


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