Thursday, September 19, 2024

Game 437: Rush'n Attack


A green beret's got to have a plan to kill everyone he meets. My Ka-Bar is enough to cut through nearly everything the Red Army can throw at me - huskies, grenadiers, snipers, RPG troops, and even artillery. But the one thing you're never prepared for? Those karate-kicking commies who learned how to jump over my knife arm and kick me in the face.

Rush'n Attack, known outside the U.S. as Green Beret, is often seen as a predecessor to Konami's Contra, and there are some strong similarities - you're a one-man army advancing through four side-scrolling stages of increasing difficulty, taking on countless enemies who can kill you in one hit but behave deterministically, emphasizing pattern memorization in order to make progress. Unlike Contra, though, weapons are scarce and temporary, forcing you to fight mainly with a knife, the enemies respawn aggressively and from all directions, and the act of jumping is an inertial commitment - you can forget about somersaulting through a hail of bullets while raining some death of your own from above. It actually plays much more like an earlier whale - Kung-Fu Master - which an anonymous commenter mentioned at the time I had played it.

 

Thankfully, Rush'n Attack is a lot more forgiving than its apparent inspiration despite the one-hit kills. Your knife is a good weapon - it's fast and has terrific range, and when you're surrounded you can often survive by wiggling the joystick and mashing the stab button a lot. Strict timing is not necessary. Enemies with ranged attacks have long delays between shots, ensuring you have a fair chance to rush'n attack them. Black enemies yield powerful, screen-clearing weapons, and the tricky parts where you'll want to use them are consistent. The game isn't by any means easy - I died multiple times on every stage until I learned enough to survive, but the difficulty feels reasonable and fair. Up until the fourth and final stage. Checkpoints are ample in every stage, but spare lives and opportunities to earn more of them aren't, and there are no continues.

In the below video, I use a single save state just before reaching stage four on a single life, so that I wouldn't have to keep replaying the first three. Even with this save state, completing level four took me just as many attempts as reaching it did.

 
 

 

Stage 1 is pretty easy once you've grasped the controls. Brown soldiers happily run headlong into your knife one-by-one. Machine-gunners spawn from the left but aren't too trigger-happy yet; best when you see one to turn around and stab before he gets a chance to shoot you in the back. Caution is better than reckless aggression, now and always. Black powerup-bearing enemies are ample but largely unnecessary.

 

A mortar-launching soldier guards the stage midpoint, and acts as an areal-denial weapon; the mortar has a fixed range, but launches in a parabolic arc that will hit you if you try to just walk over him. Luckily it takes him several seconds to reload - better learn how to dodge the shot and stab his face, because this is the easiest mortar guy you'll ever face.


Soon after, there's missile trucks, which you'll need to climb up on in order to avoid the land mines below. Rush'n Attack often gives you two or more paths separated by ladders, and more often than not, the upper path is safer.

At the end, a truckful of soldiers mobs you, including a jump-kicker or two, who will certainly end your life if you aren't ready.

But I was ready.

Next there's the harbor.

 

For the most part this is more of the same. Machine-gunners are quicker to shoot at you now, and you'll face rocket launchers too, but you can duck under them no problem - the only maybe tricky part is stabbing runners from both directions while prone. Jump-kickers show up every now and then, and some even parachute in from above, but they're not common yet. Land mines will force you to take higher levels, but this is generally safer anyway.

Advance carefully, being sure to push forward only when you know you can deal with whatever might be ahead, and you'll be fine. There is an invisible time limit, revealed only by an alert when you're cutting it close, but I only saw this alert once.

At the end, you face packs of dogs, who will probably kill you the first time or two, but once you know their pattern, you can't lose.

 

Stage 3 - the bridge - is much harder.


Right from the start you have to deal with a battery of zone-denying mortars while being rushed from all directions, including the dreaded karate commies. Black enemies drop grenade pickups, which are powerful but trickier to use than flamethrowers or bazookas.

Now, you really do need to save your weapons for the tricky parts. The jump-kicking are good targets - they were responsible for the majority of my deaths, as it's easy to forget to jump-stab them when there's so much chaos, and even when you do, jumping here is a momentum commitment that can get you killed on the descent.


You can also bait them into jumping early, but this is risky if anyone's pursuing you.


The boss here is a squad of autogyros. If you brought a spare bazooka, this is a piece of cake. If not, good luck.


Finally, Rush'n Attack pulls out the stops with its last stage - the army base. Nearly twice as long as any stage before it and stuffed with every variety of soldier and every possible combination, you'd better have a full complement of spare lives and a bit of luck.

You're safer on the mid-level, usually.

Two mortars - a good place for a grenade.

Did I mention grenades are powerful?

Sometimes the higher level isn't safer.
 
Oh, that's not fair!

Stand and I eat a bullet. Stay prone and I eat a boot.

Landmines and mortars guard the prison wall. You don't have many opportunities to advance.

Bazooka beats mortar. Easily.

 

The final boss here is a flamethrower unit, and compared to the grueling stage that they terminate, they are not too bad.

The first time I even reached them, I had one spare life left, and died almost immediately.


But on my second try, when I knew what was coming, I beat them easily.


Then it loops back to the first stage with a harder difficulty setting, where I didn't last long. But I'm satisfied.


GAB rating: Good. I was a little surprised, but I liked this one! It's not Konami's most ambitious game to date - that would be Gradius - but Rush'n Attack balances the challenging-but-fair design ethos and feels good to play, and manages to not feel overly monotonous either thanks to varied stage design and enemy attack patterns. I've heard it described as a proto-Contra, which isn't totally wrong, but sells the game short - the experience was enjoyable in its own right and didn't just make me wish I was playing Contra instead.

Wednesday, September 11, 2024

Hacker: Won!

During my first attempt at cracking Hacker since the last post, two mercies presented as a game over.

While exploring the maze, I very soon discovered the restricted area's location tunneling under Australia.


This ended the game, but upon restart I could use the password "Australia" at the initial login screen to skip the introduction minigames and go straight to the maze, where I worked to continue making maps of the underground, and of the spy trading matrix. And once the probes launched, I now had answers to all of their challenge questions - "Australia" being the final answer, they'd leave me alone forever and allow me to focus... until an invisible time limit expired, forcing another restart.

Even with this extended time limit completing the tunnel map was a bit annoying, and took several restarts before I could finish.

 

Mapping out the trade matrix was incredibly annoying. There are 21 items to buy and trade, and 10 different places to offer them all, giving about 190 possible trades to test. To find out, for example, who will accept the goods you can buy in China, first I'd have to buy the deed in France, go all the way to New York to trade it and buy Stocks & Bonds, then take another convoluted route to reach China and trade them in to buy their goods, and by then there's enough time left on the clock to visit maybe half of the remaining places to see if the Ming Vase and Jade Carving are acceptable there.

I had to restart so many times to finish this up, and of course each time you restart, you have to go through all of the incoming messages again, answer the probe challenges again, etc.

But I eventually finished it as much as it is possible to:

Location Wants Offers
France Cash Deed, Chronograph
England Chronograph, Jade Carving Beatles Album, Crown Jewels
Egypt Deed, Chronograph Emerald Scarab, Tut Statue
India Chronograph, Tut Statuette Star of India, Jeweled Lamp
Greece Emerald Scarab, Tut Statuette Ancient Artifact, Grecian Urn
Cuba Deed, 35MM Camera Spanish Doubloons, Treasure Map
New York Deed Diamond, Stocks & Bonds
China Stocks & Bonds, Cultured Pearls Ming Vase, Jade Carving
Japan Stocks & Bonds Cultured Pearls, 35MM Camera
California Beatles Album, 35MM Camera Gold Nuggets, 49er Tickets
Cuba: "I will accept a Swiss chalet or a Canon AE-1. Castro's tariffs are loco."
 

By process of elimination, I can logic out who gets what, though not yet in which order, except that France, who alone deals in cash, must come first, and D.C., who wants the completed memo, must come last.

Location Give
Buy
France Cash Deed, Chronograph
England Jade Carving Beatles Album
Egypt Chronograph Emerald Scarab, Tut Statue
India Tut Statuette
Greece Emerald Scarab
Cuba 35mm Camera
New York Deed Stocks & Bonds
China Cultured Pearls Jade Carving
Japan Stocks & Bonds Cultured Pearls, 35MM Camera
California Beatles Album
 

I optimize this traveling salesman-like problem as well as I can, and come up with this solution:

France->Egypt->Greece->India->New York->Japan->China->Cuba->England->California->D.C.

France to Japan

 

China comes next, but immediately after leaving, I get a nasty surprise - the robot's navigation unit fails! No longer showing my position on the map, I must navigate the last portion of tunnels blind, which includes a loop around the Australian death continent.

 

After reaching California and offering the surfing spy there a Beatles Album, I get my last strip of the shredded memo.

This tells me nothing I didn't already know!

I take it to D.C. where... the game ends!?


WaPo today: Saboteur delays Magma Ltd's 'Warm Energy' initiative

I guess I'd rather be done than have to solve another equally tedious puzzle, but the game still feels unfinished.


GAB rating: Below average.

This... is not what I was expecting. Hacker, in its initial screen of mysterious blankness, seemed like it might be neat, suggesting a direct ancestral link to hacking sims like Uplink, but it plays its hand in minutes and then you see what's going on; a weighted graphing problem which must be mapped out by way of countless attempts and failures before it can be solved. The scant bits of "hacking" involved here are trivial microgames which are figured out once and then become nothing more than nuisance tasks on all of your subsequent restarts.

Monday, September 9, 2024

Game 436: Hacker


Other computer games often have lengthy instructions to explain how the game is played, observes Hacker's manual. We've told you how to load the program: everything else is up to you.

With no instructions, no objectives, and no rules, I can do little but fumble around at the initial login prompt. My every attempt fails and produces a cryptic error message, until eventually the system threatens to lock me out, and then it doesn't.

 

 

A minigame follows as you are asked to identify various robot components such as the "infrared sensor" and "phlamson joint" by pointing and clicking with the joystick. It's a trial and error guessing game, but once you identify everything correctly, you'll have to do it again without error.


 

Taking control of the robot, I eventually come to some grips with the situation and controls here. A maze of subterranean pipes span the globe, which are navigated from a pseudo-3D perspective.

After moving a bit, an ominous incoming message suggests a cataclysmic eruption is imminent, and soon after that, another message spells out our goal.


It didn't take me long to find the French spy.

I could not figure out how to specify my offer, or to see how much cash I had left.


The spy offered me two other items - a Swiss chalet deed, and a chronograph. I bought both.

Next, I found England.


He didn't want my money or the deed, but accepted the chronograph. And then offered to sell me an autographed Beatles album and the crown jewels (!), but I could only afford the former.

While looking for the path to the next point of contact, the security system began launching probes! On contact, I'd be issued challenge questions.

They'd start off easy enough.

 

... but quickly got more difficult, requiring me to consult past screenshots. Until the fourth probe issued a maximum security challenge.

Well, shit. I don't know!

Three wrong guesses, and they pulled the plug, ending my game.


I have two challenges ahead of me - map out the global tunnel network, and figure out who wants what. And with the time limit imposed by the security probes, it seems this going to take a lot of trial and error as I gather this information bit by bit.