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Nobody's
Perfect...
By:
Gareth
Hall

Even the grand Zelda 3 has it's fair share of annoying parts...
There
are some damn fine games out there, no question about it. But, and
here's the important bit, none of them are perfect. That's why, bar
some deliberately overrated examples in dying magazines desperately
seeking controversy, no game has ever scored one hundred percent.
Here, then, I'm going to list some brilliant games and point out the
bad bits in them. Who knows, it may help game designers searching
for that elusive perfect score. Disagree with some or all of my points
if you want, I don't care. Actually, yes I do. I love you all, in
a completely natural, heterosexual, author-to-reader 'chum' kind of
way (phew, got myself out of that one. Ahem.).
Most
of these games, as befits the site, are Nintendo ones. I have, however,
thrown in a few from other formats for good measure.
- SUPER
MARIO BROS. (NES): The game that set the standards that every
other 2D platformer would attempt (and usually fail) to live up to.
Masterful level design and a breadth of imagination that opened the
floodgates for Shigeru Miyamoto's genius. And yet... the game couldn't
scroll backwards. Incredibly annoying when you've let one too many
pixels of that desperately needed power-up block to scroll off the
edge of the screen and you can see it but not hit it. I know it was
1984, but surely it wouldn't have been all that difficult to make
it scroll in the other direction?
(Editor's note: this lack og backwards scrolling is probably because
of some technical problem they had in the beginning... Either a special
chip was needed that hadn't been developed yet or it was just to save
memory and CPU power...)
- THE LEGEND OF ZELDA III: A LINK TO THE PAST (SNES): Generally
regarded as one of the finest games on the SNES, Zelda III was indeed
great. However, Mothula, boss of the dungeon in the Lost Woods in
the Dark World, was not so great. On his own, he would have been easy
enough to defeat. The problem was that you were in a room surrounded
by moving spikes with a floor that dragged you in alternating directions.
The result was that the spikes were virtually impossible to avoid,
making for a most frustrating experience.
- SUPER MARIO BROS. 3 (NES): Forget Super Mario World, Yoshi's
Island and Donkey Kong Country, this is what I consider to be the
finest 2D platform game around. It pushed the NES to its limits, and
delivered some of the finest level designs in any platformer to date.
I always thought world 7 was a bit of a let-down, though. After the
imaginative excesses of Giant World and Ice World, you met... ta da!
Pipe World. It was full, rather unsurprisingly, of pipes, and not
much else. Sure, all the other worlds had pipes in them as well, but
they were spread apart by some nice scenery. The only things in-between
Pipe World's pipes were more pipes. Still a great game, though, and
an essential purchase for just about anyone with the slightest interest
in games. The graphically-enhanced Mario All-Stars version on the
SNES ruined things a bit by adding a save feature. The greatest challenge
of the original SMB3 was to battle you way through all eight worlds
in one sitting, without using warp whistles and a maximum of two P-Wings.
- QUAKE (PC): Revolutionised first-person shooters and almost
single-handedly popularised multi-player gaming. Whilst still rating
as one of the finest Internet games, it's one-player mode is utterly
dreadful. The levels might be well-designed, but they're sparsely
populated and the 'shoot this, push this button, get this key' gameplay
gets very tiresome very quickly. The end-of-game boss, some giant
squid thing with a hyphenated name, has to rate as one of the worst
ever. And as for the 'end sequence', is that a joke? No, unfortunately
it isn't.
- SUPER MARIO 64 (N64): Whereas its twelve-year-old ancestor
set the standards for 2D platformers, SM64 did pretty much the same
thing for 3D ones. But... didn't Mario slide just a bit too much on
the snow and in sand? I'll forgive the odd mistake committed by the
camera system, given that it's at least a hundred times better than
those used in other 3D games (except for Zelda V).
- THE FANTASTIC ADVENTURES OF DIZZY (NES): Remember this one?
Dizzy was the egg-shaped hero of a series of great games on the those
old 8-bit computers the Spectrum, C64 and Amstrad CPC. This game (later
known as Fantastic Dizzy on the Mega Drive/Genesis, Amiga and Atari
ST) was a collection of puzzle-solving and arcade bits, and was brilliant.
What was incredibly annoying about it, however, was that the game
was massive and needed to be scoured with a fine-tooth comb in order
to locate the 255 stars that were needed to win. Two hundred and fifty-five!
And there was no save feature, either. Eek.
- ELITE (BBC Micro, NES, Amiga, C64 and a whole bunch of other
computers): If you've never heard of Elite, then you obviously
haven't been playing games for too long. The creation of David Braben,
Elite was the benchmark free-roaming game set in space where you had
total control over where you went and what you did. To this day, no
attempt to imitate it has succeeded (including its sequel Frontier
and its bugged to Hades semi-sequel Frontier: First Encounters). It's
generally agreed that the NES conversion was the best of the 8-bit
versions, but it still suffered from the same annoying feature as
most of the others: the Thargoids. Movement between systems was achieved
via hyperspace jumps, and every now and again you would end up not
at your intended destination but in the midst of a group of the aforementioned
aliens. The problem was that whilst the Thargoids were at the controls
of massive battlecruisers stocked to the gills with lasers, you were
flying around in a tin-can armed with the space-age equivalent of
a pea-shooter. Destruction was inevitable, so you just had to pray
that you'd saved your game last time you docked.
- DIDDY KONG RACING (N64): Arguably the most fun cartoon racer
available for the single-player (although Mario Kart beats it hands
down in multiplayer mode), DKR has one major annoyance: the trees.
Now, normally in racing games of this ilk, driving into a tree results
in a bump and a slight speed loss. For some reason, though, Rare decided
to go for something different. Committing such an offence in DKR ends
up with a wobbling tree, your car bouncing backwards about half a
mile and your speed dropping to virtually zero. This proves especially
annoying on the Boss level in Sherbet Mountain.
- FINAL FANTASY VII (PC/PlayStation): Let's not beat around
the bush with this, I love FFVII and would rate it as my favourite
game of all time (yep, even more so than Zelda 64). One bit annoys
me, though: just after you break into the second Mako reactor you
need to hit this switch at the same time as Barret and Tifa. It can
take ages and is almost painfully dull and pointless. Oh, yeah, once
you've played it through once, that bit where Cloud 'rediscovers'
himself after being plunged into the Lifestream with Tifa is a bit
boring as well.
- THE LEGEND OF ZELDA: LINK'S AWAKENING (Game Boy): Probably the most
perfect GB game, there is still one small irritation in this fourth
instalment of Link's adventures: those three bad guys with the flashing
playing card suits on their chests that you have to freeze with the
same symbol on each. Unless you possess superhuman speed and dexterity,
it turns into simple, repetitive trial and error.
- MARIO KART 64 (N64): The utter brilliance of the SNES original
meant that MK64 was always going to be a bit of a let-down (like Star
Wars: The Phantom Menace), which is a shame because the game's pretty
good, even if the power-ups were needlessly tweaked. Two things stand
out like cow-pats in a field of roses, though: the fact that the computer
players cheat and have vastly improved acceleration rates, and those
bloody penguins on the Sherbet Land track, which must rank as the
most annoying course obstacles in the history of cartoon racing.
- FINAL FANTASY VI (SNES): FFVII may be the better game, but
its prequel is a stunning example of what can be achieved without
FMV cutscenes and makes it all the more bitter that Square opted not
to support the N64. The random battles, where you are suddenly launched
into combat without warning, are an irritating feature of the series
for many. I can usually cope with them, but even I get angry on FFVI's
floating continent, where you can't move more than two pixels without
having to battle some extremely hard monsters.
- SUPER MARIO LAND (Game Boy): One of the Game Boy's first
and finest games, but you can't scroll backwards. Hang on a minute,
haven't I done this bit already? They never learn, do they?
(Editor's note: this lack og backwards scrolling is probably because
of some technical problem they had in the beginning... Either a special
chip was needed that hadn't been developed yet or it was just to save
memory and CPU power...)
Well,
I've had my say. If you know of any good games with bad bits in them,
e-mail me at GarethHall@compuserve.com
and I'll include them in a follow-up article. Thanks for listening.
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