Bottom Live: The Big Number 2 Tour (1995) – Dir: Dominic Brigstocke (Smith and Jones, Ricky Gervais)
Tromeo and Juliet (1996) – Dir: Lloyd Kaufman (The Toxic Avenger, Class of Nuke’em High, Sgt Kabukiman NYPD)
Crash Cancelled
A video on Youtube brings us the first peek of Crash Landed – the unreleased demo of a cancelled Crash Bandicoot game for DS by Renegade Kid studios. Other games by the studio: Moonan FPS that looks like a cross between Doomand Alien Trilogy (PSX) and yet has a very slick and cool feel to the movement, which elevates it somewhat from the difficulty of making an FPS work on the DS. The Nintendo DS is not designed for first person shooters. The screen isn’t big enough, the controls are too small, the system was designed to be portable not cinematic. Dementium II – a horror FPS sequel, (with echoes of the House on Haunted Hill 1999 movie remake,) has creepy and volatile visuals, but is lacking in freshness. By now you get the idea of the kind of game these guys like to make – first person, walk around and be engaged (shooting or jumping.) So not thinky games, like Braid and Limbo – which is surprising because the xbox would be a perfect home to a cinematic FPS and the DS would be a good home for a cerebral 2D platformer. These games were switched at birth.
Wall E DS would be an exception, but that’s because he moves slowly, wheel tracks instead of legs. Crash of Crash Bandicoot walks and runs faster than the time it takes to ingest the environment. It would require tiny taps of movement – small spurts to be as effective in 3D as Sonic is in 2D.
Nintendo Dreams – Bionicle Heroes DS
Learning to jump, I feel like a baby deer learning to walk. What’s a baby deer called? Venison.
The enemy robots roll up in ball form. So far I have been unable to emulate this maneuver. They also come at me incredibly quickly, which would be menacing if they weren’t so easy to destroy. The next enemy I meet is a humanoid like me. I shoot him, (which is probably the one simple action a robot performs.) And he dies.
I’m not even sure that these robots are alive. But I am, so I treat them as such. And yet I kill them, go figure. It is the nature of the game. They are very eager to kill me so I consider it self defence. A few more advance on me, but I stand well back and shoot them while they are balls.
I hear a strange noise. Not exactly a buzzing. It sounds like car radio static doing an impersonation of a buzzing bee. It’s not in my ear and I’m not sure if it’s coming from above, though you’d expect as much. The field and sky are filled with this noise and it has no centre. Finally, I find the culprit – a robot locust with guns. Well I assume it has guns because all of the other robots do.
Except it isn’t actually shooting at me yet. I very slowly aim at it, because that involves looking up. Because I take so long, it shoots first. But when I blam my guns, I kill it quickly.
There are two others, so I repeat the tedious process and arise the victor. Suddenly, I begin to shake violently. Again. And again. I’m being shot at, but I can’t see the perpetrator of this heinous crime. I use my radar and gradually turn around to view my enemy. It’s a green spider-crab thing. I’m concerned about my health, because turning around has taken a long time and the spider-crab thing is a fast shooter. But it dies just like the rest.
The enemy squads seem inexhaustible. As soon as I finish killing the next batch, new balls roll up. But less than a second after they transform into humanoid form, they fall to pieces because I’ve been shooting at them since they appeared. It’s only the high and low robots that seem to be giving me trouble.
Looking up and down is unfortunately the only complex challenge in this entire experience. Whenever a robot falls to pieces, it drops a number of cogs. Collecting the cogs recharges my health. Apparently cogs heal robot wounds.
I find myself in a room alot like all of the other rooms, fighting enemies that look alot like all of the other enemies. Enduring a process of slowly aiming and quickly killing which is becoming all too familiar. Only somebody shoots me and it’s all black again.
I do remember dying. Neglecting to keep an eye on my health report and pick up cogs to compensate probably made an early death inevitable. But because I’m a robot, it didn’t hurt. Come to think of it, I haven’t felt physical pain since this journey began. I guess I could say that a robot’s death lacks gore.
It isn’t very interesting, either. So I won’t go on about it.
Nintendo Dreams – Star Trek: Tactical Assault DS (part four)
We finally reach the enemy ships. I can see one coming out from behind the moon. I hit L to lock on. It starts firing at me. Uh oh, I realise it’s a freighter, but guess what? It’s been customised with bigger guns. And there are two of them. This is not going to be easy. Because I don’t know any better, I apply the same strategy as every other battle I’ve had so far in Star Trek Land.
Get close, shoot phasers. Tilt, swing by, side phasers. Turn, photon torpedo. Fly away, other side phasers as I retreat. Get the heck out of range while I recharge. I even over-clock my photon torpedo. Then repeat.
The problem with this strategy is that while I’m systematcially bruising one of the freighters, the other freighter is blasting me in the bum continuously with some kind of mega phaser. My shields are down pretty quickly. I’ve lost one of the ships tails, and I’m pretty sure I need that.
Now the rest of the ship is falling apart, beneath me. Mission Failed. Everything is dark. Darker than Space. Again.
That’s the only life I’ve lost in this game world. So either it’s random, which from what I know about Nintendo, is unlikely, or it’s on some kind of timer. I spent about five minutes in training, three minutes foolishly wandering through Space. And I lasted two minutes in my first real battle. I probably was in Mech World for about ten minutes as well. I wish I knew how many game worlds there are, then I could calculate how long I have to live.
I’m a robot. Not inside a robot or a robotic suit like last time. I’m an actual robot. And the differences in the way my mind now operates are very confusing. For example, if I want to move any part of my body to my right, I move it to the right. It’s the same with the left. As one might guess, this is normal.
But if I want to look up, I actually have to move my head down, and vice versa. This is very confusing and so it is also annoying. Walking is easy. Battling is not. The other robots are positioned all over the place, so this takes a lot of looking around and it’s awkward. I do have radar. For this I am grateful, otherwise I would simply sit down and wait to die.
Except that I can’t actually sit down. Or crouch. I can jump. But this is is also confusing…
Nintendo Dreams – Star Trek: Tactical Assault DS (part three)
I can see really blackened damage on my ship’s hull. But there’s an emergency. Without repairs, I have to go into an actual battle to rescue a vessel from a rogue freighter. Apparently the freighter has small guns, but it’s big and hostile.
I warp to the location, which is still fun despite my anxiety about having no shields. I find the freighter and start hitting it with my starboard phasers. And a photon torpedo for good measure. It’s not going down. The vessel I was supposed to rescue explodes. The freighter is still firing, so I continue firing back.
As much as I enjoy certain elements of the experience and everything looks so cool, this battle really is no different from my last battle with the drone, and the one before that with the first drone. The only real difference is that this one is taking a really long time to kill – long enough that even with feeble guns, it might eventually destroy my ship.
I receive a hail from the Admiral, which is almost a relief. He’s telling me to abort mission and return to the Training Facility. I respond that I don’t want to, because I haven’t killed the enemy, yet. He repeats the order, so I comply.
When I return, I am told that the battle with the freighter was a training exercise and I didn’t fail, after all. Far from it, according to the Admiral, I and my crew acted outstandingly, with one exception – I need to learn to follow orders.
Finally, I am ready for my first mission: patrolling the Neutral Zone. As mundane as this sounds, it’s pretty obvious I’ll run into hostiles. This is a game, after all. As I’m leaving the Training Facility, I see a ship, so I hail it. This only results in idle chatter, so I try hailing the Training Facility. The Admiral offers his goodbyes and good lucks officially and that’s the end of that conversation. So I set out on patrol.
I don’t know which direction to go, as patrolling is pretty vague, so I pick one at random. I’m not going very fast, can see nothing but Space, and am unsure if I’m even going in the correct direction. After three minutes of this, I decide warp would speed things up a bit, and I discover my error…
Nintendo Dreams – Star Trek: Tactical Assault DS (part two)
Tracking the drone is concluded sooner than I expected and the fight takes me by surprise. I can see two weapon buttons, already we’re being shot at. Both of the weapons take time to recharge after firing. My first missile is a near miss. I remember now, a woman on my crew was telling me that firing range is about 46. I’m guessing that’s kilometres.
I steer the ship out of range, watching the number on the view screen. Then I go in for the rematch in melee. As soon as the drone starts firing, I tilt the ship. Click the phaser, direct hit. I notice his shield integrity has been damaged by the blast. My instinct is to fire the missile again, but I don’t want to miss. So I line up just so and fire before he can. I think maybe his shields will absorb the impact but then he’ll lose shields. Instead, the missile goes straight through the damaged shield and detonates on the hull. The drone is destroyed.
I’m so excited, I do a little dance. Then the officer at the Training Facility says, ‘We also have photon torpedoes.’ Cheeky sod. Eventually I realise that the missiles I had been firing actually were photon torpedoes. What I also didn’t realise is that I also have side phasers. So instead of always attacking my enemy head-on and losing most of my shields in the process, I can do drive-bys.
Gearing up for my second training battle, I have time to contemplate my situation (my Star Trek Land situation, not my stuck in Nintendo World situation.) Firstly, I have still not lost a life while being in Star Trek Land. Secondly, I doubt the Admiral will let me die while undergoing training in a Training Facility, ie the drones are non-lethal.
The second drone doesn’t fall for the same trick. His shields are completely unaffected by my phaser strike, which I take to mean that I missed. Meanwhile my shields are taking major damage from the drone’s phasers. Twenty seconds and I’ve lost outer shields. Ten more seconds and I’ve lost inner shields. My phasers are still having no effect. I have no shields. I finally hit him with an overclocked phaser, but his shields are showing green.
Screw it. I fire photon torpedoes…
Nintendo Dreams – Star Trek: Tactical Assault DS (part one)
The obligatory guard tanks give me a bit of trouble, but once I’m around the corner, I see the Mech in the distance. It’s big. Really big. But it’s not shooting at me, yet. So instead of flying, which would probably only irritate it, I cautiously make my way toward it, instinctively staying close to the wall. Which won’t help because there is nothing between me and the Mech.
I’m not scared. Just a game. I’m not scared. BOOM!
Every other time I wrecked my suit, I was carted off back to base and put in a shiny new one; most of those times I fainted and woke up as they were strapping me in. This isn’t like that. I’m awake. I’m sure of that, but I can’t see anything. I don’t think that explosion just wrecked my suit. I think I’m dead.
The good news is I’m not dead. The bad news is I’m not a woman anymore. It looks like I’m inside Star Trek. I don’t think I’m teleporting from world to world. I think the game worlds are changing around me. I must have a certain amount of lives in each world. My only hope is that when I die for the last time, in the last world, I am returned home and not treated as just another game character, disintegrated and redistributed among the nets as code.
My crew in Star Trek Land are really quite meek, but that’s okay. I think they think they’re being respectful. My command seems to involve alot of talking – or I should say conversing, as communications with the crew and other vessels appear as readouts. This doesn’t bother me for now, as there is not much to read.
The ship’s controls are cause for some concern considering the fact that I’m controlling a Federation Starship and these controls are laughably simple. Various buttons are used to hail other vessels, detect objects and examine. The ship’s directional controls are merely a set of steering arrows. I would have expected something more sophisticated.
Learning when to squeal the brakes or tilt the ship are both easy, but I’m glad I’m learning all this at the Training Facility. I am getting antsy to see some real action, though.
How to describe how much fun it is to engage warp? Not as much fun as it was for real, when Kirk did it. For me it was like sitting on a tame rhinoceros while playing virtual hackey sack – on a portable console.
Nintendo Dreams – Mech Assault: Phantom War DS (part three)
That’s it, they’re all dead.
A yellow-green radar on my screen. I decide to follow it. There are tanks in the way, but after the ambush of the elementals, destroying these tanks is easy.
I’ve been given a new suit, God knows why. It’s not like the mechanised robot which I was controlling from my seat in the sky. This is more like an armoured uniform. I’m only slightly larger than the enemy soldiers. I can still kill them by running into them; my armour is not just for defensive purposes, it seems.
I’ve got a few new gadgets with this thing, one in particular – the claw! Apparently I can use it to grab onto things. The problem is pulling the trigger for the claw, (it’s a complex little device,) means taking my attention away from everything else for a second.
I’m told there is a wall here somewhere and I have to get up it. Surely that’s what the jump jets are for. But I realise as I find the wall, a blurry grey monolith, with holes and fixtures, definitely man-made. And begin to ascend, that my jet fuel runs out before I reach the top. Use the claw!
By the time I refuel I’ve fallen. So this time, as I’m scaling the wall, I latch on and wait to refuel. I realise this is all far too easy. It’s not a simple process, but as a player I’m not challenged. There are no obstructions deterring me from getting to the top. No sequence of falling bricks, from an avalanche maybe, or snipers to dodge – like something out of Rambo.
More tanks here. Not a problem. A number of well-placed walls provide me with cover. And by now I’m pretty confident about destroying tanks. I’m still getting used to swiveling the Mech’s head and strafing at the same time. Honestly, I can’t do this at all. So I hide, swivel, then line up my cross-hair and shoot like mad. But while I’m shooting, I run around in case they shoot back. In a few minutes the tanks are burned.
Nobody is in my ear. The radar is blank. The environment before me looks the same as behind me. I think I’m lost. I got turned around after stealthily destroying the last two tanks. I think I’ll go this way. I reach a slate grey platform and jump off it. It’s not until I find another one and jump down from there as well, that I realise these are the walls which I climbed using the claw!
No wonder there are no enemies, I’ve gone back the way I came. If this was a game I was playing from the outside, I would switch it off out of frustration.


