My my, we've been in this realm for a while. This is a milestone, of sorts. 26 letters in our alphabet, and once we sort out these last two mediocre bits of electronic entertaiment, the Nintendo Project will have mapped out 13 of them. As there aren't equal games represented for every letter, this isn't a true halfway point but a spiritual one. A Valyan one, if you will. As we sit here and ponder what the wonders of the letter N will bring (not much, and then a shitload of really interesting things, incidentally), one must ponder. What is a bad game made of?
If you believe The Mutant Virus, it's made of a literal infection at the very core of the microchips of the thing, spreading and multiplying and taking root of everything. I've oft called the magic of the NES "microchip alchemy", so let's see what went wrong here. At its core, a game is but an idea. The heart of The Mutant Virus is an idea about a spaceman inside a computer fighting off a computer virus by shooting at it and stopping the spread of the infection. It could have been a fun game, but there's a vagueness to it that comes when one dredges through a emulated file. In the absence of microchip alchemy, the game about microchip alchemy's infection has no equivalent exchange. It cannot function, and thus it loses its soul. A shambling infected husk, the virus spreads and spreads. You can shoot at it all you want, but the infection doesn't slow like it should. It keeps spreading, and even coming near it is hazardous. Worse yet, the system itself has gotten wise to your attempts. It is now turned against you, and can smite you in one blow. The grey box can create worlds with but a thought. One hit of a fireball may not seem like much, but the fireball is a representation. A construct. What is really happening is nothing less than the unmaking of your player character. Ashes to ashes. Dust to dust. Game over.
Mystery Quest, then, is a bit better. Platforming, shooting things, and a lengthy segment inside a castle where the only way to progress is to shoot at nondescript walls and find hidden things. So, Milon's Secret Castle territory again. Great. I want to discuss my own experience with the game. I accidentally brought forth a portion of the true experience of playing it, screaming forth from 1988 or whatever. I was in the castle, and I discovered that holding up and firing shot your projectiles upward in an erratic spread. It appeared to be a useless move. Later, as I was wandering, I came back to an area with an item above me, stuck in an alcove. I could not get it, and I didn't know where else to progress. I tried the up-shot, and broke the block below it. I got the item, and I discovered this by thinking it out and experimenting with the buttons. No walkthrough, no Youtube. All me. It's still not all that good, but by god did I do it all by myself.
On to N, then. Hold tight. It's going to be a bumpy ride.
No comments:
Post a Comment