Tuesday, March 16, 2021

Game 244: Hard Hat Mack

Read the manual here:

Electronic Arts. One of the most hated companies in America, EA has a Wikipedia article exclusively on its criticism, a dishonor it shares with plutocratic megacorporations like Facebook, Amazon, Walmart, Disney, and Coca-Cola, but not with a single other company whose primary business is video games. Personally, I'm not completely convinced that EA has been singular in unethical depravity compared to similarly sized publishers in the industry, or that they're guilty of starting deleterious business trends so much as following them, but nevertheless, it's easy to view modern EA as a soulless corporate machine that puts profit before quality.

Unlike so many contemporaries that they outlived, EA never had a humble beginning. Founder Trip Hawkins, already quite wealthy with windfall from Apple Computer's successful public launch and with connections to investors, was able to finance EA as a major publishing house and begin operations almost immediately.

So, EA had been corporate from the start of its existence, vertically integrated and beholden to investors, but perhaps not completely soulless. Hawkins had a vision of auteur-driven production, where developers would operate under managerial oversight but otherwise have free creative reign, would be provided with tools, support, and branding, and would be marketed not just as authors, but as celebrities. "Electronic Arts" was an apt name for this partnership. Among their first products was a reissue of Bill Budge's Pinball Construction Set, which had been self-published the year before to disappointing sales, but picked up a second wind thanks to aggressive marketing and ports to Commodore and Atari computers.

The first game that EA was truly involved with in its creation, was Hard Hat Mack, by high school students Michael Abbott and Matthew Alexander.


Original photo source unknown, likely eBay.

EA honestly had some pretty good packaging. Infocom had its folios packed with photos, documents, and quasi-diegetic manuals, and Origin Systems had its cloth maps and manuals full of illustrations and lore, but these were unusual. Usually, especially for arcade-style computer games, all you got was a box with a picture on the front and a printed page of instructions inside. Cassette-based games, still common in 1983, didn't even give you that. But EA's early games came in cardboard album-like sleeves with studio-grade artwork on the inside and out, color photos of the authors, and gameplay instructions.

Hard Hat Mack's sleeve unfolds to give you a level-by-level breakdown of gameplay with color screenshots, an interview with the M.A.'s, and on the last leaf, a pretty hilarious cast overview featuring the protagonist and villains - the hard working, beer drinking, Hoffer-reading, non-union construction worker Mack, the vandals trying to to hinder their neighborhood's gentrification by sabotaging your job, and worst of all, those buzzkills from OSHA who will stand at nothing to shut down your work environment. Did I mention this was the dawn of the Reagan era?

I played the Apple II version. Of the initial three versions, the Apple II was probably the least well suited to arcade action games, but was nevertheless the target platform which the Atari and Commodore versions were ported from.


As with other Apple II platformers, you can play with the keyboard or joystick, and you definitely want to use joystick controls, because the Apple II keyboard, only able to tell when a key is pressed and not when it is released, means that keyboard controls have an odd scheme of "press left/right to START walking and press another key to stop."


Level 1's goal is to pick up girders around the frame and place them in the gaps, and then grab the rivet gun to fix them in place. An enemy - either a vandal or OSHA (picked randomly, there is no difference) chases you around, and some machine fires deadly rivets all over the site.

The controls are highly responsive, to the point of feeling twitchy. You've got to be REALLY precise with your jumps, especially when leaping onto the springboard. The human enemies aren't too bad - they are predictable, only traverse levels by climbing the chains, and mainly just serve to annoy and deny you ground.

The real problem is the rivet machine, which fires at predictable intervals, but at unpredictable bouncing trajectories. Sometimes it comes out so fast that there's no way you can possibly react.

 

And so I found that the springboard is the safest way to get up and down the framing. The elevator is just in too much harm's way, and I don't know if you can control where it takes you to.

The top floor also has a collectable, and a bell you can ring, but the latter is useless. It summons the elevator to the floor below you where you can't reach it, and to get there you've got to walk all the way back to the chain. If you were running away from an enemy and hoped to summon a getaway ride, tough luck - you are now trapped in a corner.

Level 2 is all about timing.

I didn't even touch it!

You've got to collect all of the toolboxes here. The hardest part is getting the one on the ground floor, and do that, you've got to walk under the crushing pounder, wait for the patrolling vandal/OSHA to climb up the ladder, turn around, and climb down, and then follow him closely, jumping over the dynamite, grabbing the toolbox (and the bonus item too if you're brave), and turn around and retreat before he does the same and gets you.

Mack be nimble, Mack be quick, etc.

The toolboxes on the upper girders are comparatively simple. Once you get them all, the electromagnet starts moving, and you must jump on the top conveyor belt in time to ride it to the top. Mistime and you burn.

Like so.

Level 3 tasks you to gather boxes and drop them into rivet machines. Take care not to fall in.


Here, all these moving parts take a toll on the old 6502, and there is noticeable slowdown.

The hardest part is snatching the boxes out from under the patrolling vandals/OSHAs, and to do this you either need to figure out their movement patterns and time things well or learn how to stand on the extreme edges of the platforms where you're out of their hitbox range. Preferably both.

The rest of it wouldn't be too bad except for the fact that jumping off of the lift is really treacherous. The timing window is unreasonably precise, and a mistime is deadly.

The item on the top girder seems pointlessly placed. There's no challenge or risk in getting it, and in fact it seems like it would be impossible not to get it after picking up the box on the conveyor belt.

Beat this level and the set just repeats, only now level 1 has two enemies instead of one. As far as I can tell, this is the only thing that changes.

Weirdly, you can start on any level you like, and on one hand this ensured I could see all three levels without needing save states, but also meant I had no incentive to master the first two.

GAB rating: Bad. Hard Hat Mack is impoverished of meaningful content - only three levels, none all that interesting, just much too difficult in all the wrong ways. I was not challenged - I was frustrated and annoyed with the impossibly precise timing you need to stick what should otherwise be simple jumps. I guess the animations are kind of cute, but I didn't have any fun playing Hard Hat Mack. I did try the Atari version too, and it fares a bit better, but not nearly enough to warrant my seal of approval.

Matthew Alexander's career in video games comes to a stop after Hard Hat Mack, until 1995 where he contributed to three games in the 90's in a supporting role, and then disappears again until serving as part of the production team in 2011's Star Wars: The Old Republic. Michael Abbott, on the other hand, continued designing games for EA until 1992, after which he worked as designer/producer for various companies including Tradewest, Sony, and Williams until 1997, where he took an executive role at Midway Games.

Friday, March 12, 2021

Game 243: Donkey Kong 3

It's easy to take for granted that after the industry-disrupting Famicom's release in July 1983, Nintendo started a new chapter and assumed its role as the home video game giant that we know today. Even in their early arcade-focused years, they were never as prolific as contemporaries like Namco, Taito, and Konami (though with Donkey Kong being a strong seller well into 1983, why would they need to be?), and it must have only seemed logical to abandon a shrinking, crowded industry in favor of an exploding one that they were primed to control. Indeed, the blog Before Mario makes this day a cutoff point, the moment where their toys and games era ends and their home console dynasty begins.

And yet, it's not at all accurate to say that Nintendo's arcade efforts ended here. The Famicom wasn't an immediate smash hit, and its worldwide release was years off. There was still money to be made in the arcades, and Nintendo kept manufacturing coin operated video games until 1992, but history tends to gloss over them.

Donkey Kong 3 was Nintendo's first post-Famicom arcade title, and the last of concern to Data Driven Gamer. Sadly, this chapter goes out not with a bang, but with a pssst.

 

The above video skips the first two loops and starts at level 5.

Donkey Kong 3 isn't especially well remembered. Ask a Nintendo kid about it, and they'll probably think you meant Donkey Kong Country 3. Maybe it's because Mario's nowhere to be seen here, and can't ride the coattails of its successors like Donkey Kong and Mario Bros. do. Maybe it's because its U.S. release coincided with the sharp decline of the video market. Maybe, though, it's because Donkey Kong 3 is repetitive, unbalanced, and kind of boring.

Donkey Kong's given up on kidnapping damsels and has moved on to terrorizing florists. You play one named Stanley. DK has invaded your greenhouse, and threatens your flowers by agitating the bugs. Armed with a tube of bug spray, you've got to blast them dead and drive the mad ape out by shooting enough DDT up his grundle to delouse a zoo.

It plays somewhat like Galaga, but there are some big problems with its execution. Your bug spray kind of sucks - it's slow, has poor range, and only two puffs are allowed on the screen at once. The bugs are unending, their movement is erratic, and you still have DK to deal with. Around the third loop, it gets nearly impossible to stay ahead of the madness and still have time to focus on Kong, who you need to be on the top platform to really have a chance of hitting, but this is where you are most vulnerable. Worst of all are the worms, which can't be destroyed, just stunned, and will crawl around on the platforms, denying you that area.

Miyamoto must have realized how unfair this was, because it grants a lot of mercies. Every time you die, you get a can of super spray which just tears through the bugs and DK, ending the level quickly and earning you a huge bonus. Provided you don't lose any flowers you can get 12,000-15,000 points easily, which gets you halfway to replenishing the life you just lost. And the third and final level of each loop is surprisingly tame in comparison to the first two, with worms that get in the way without killing you, and not too many bugs - you just have to watch out for when Kong starts flinging coconuts at you. I'd score about 50,000 points per loop, with 40,000 coming from bonus points. This wasn't quite enough to stay ahead of the two lives lost per loop, but kept me hanging on. Hanging on for longer than I had fun, and my last life was lost not from attrition but from boredom-induced carelessness. And I didn't feel like trying to improve my score.

GAB rating: Bad. Sorry Shiggy, but DK3 is weird and not very much fun, and I just don't have that much more to say about it. This one donkey bombed.

After Donkey Kong 3, Nintendo developed three more original arcade games before the NES's debut in New York; Punch-Out!!, Super Punch-Out!!, and Arm Wrestling. These are often considered predecessors to Mike Tyson's Punch-Out!!, and their legacy lives in its shadow. In 1984, they debuted the Nintendo VS. System, an arcade board with hardware comparable to the Famicom. All of the games developed for it were based on existing Famicon titles. In fact, some games, like Duck Hunt, appeared in American arcades even before the NES's release! Nintendo's final independent arcade effort was the Playchoice-10, produced from 1986 to 1991, which simply contained a selection of unmodified NES games and allowed arcade goers to purchase minutes of gameplay.

Some miscellaneous thoughts on Donkey Kong 3:

  • This game uses the same PCB as the original Donkey Kong (and Radar Scope). It doesn't support the high-res sprites seen in Popeye, but with over double the ROM size of the first game, there are many more frames of animation. Kong himself is particularly expressive, and he does not look happy to be there.
  • Stanley's death animation is the stuff of nightmares.
  • There are only three levels, and the second one is skipped during the first loop. Unlike DK and DKJr, this also holds true in the Japanese release.
  • Earlier Nintendo games' music and sounds had kind of a muffled quality to it. DK3 sounds brighter and cleaner, more like the NES. The fanfare at the start also kind of reminds me of Duck Hunt's.
  • The game's rendition of Flight of the Bumblebee also reminds me of Super Mario 64's miniboss music, which did not originally make me think of said interlude.

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