Replay: The History of Video Games (66 page)

BOOK: Replay: The History of Video Games
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Ice hockey

  • NHL 09
    (2008, EA Sports, EA Canada, Xbox 360, Canada)

Mountaineering and climbing

  • Crazy Climber
    (1980, Nichibutsu, Coin-op, Japan): Skyscraper-scaling arcade fun.
  • Bivouac
    (1987, Infogrames, Amstrad CPC, France): Attempt to simulate the mountaineering challenge.

Poker

  • Texas Hold ’em
    (2006, Microsoft Game Studios, TikGames, Xbox 360, USA)

Rugby

  • Rugby ’08
    (2007, EA Sports, HB Studios, PlayStation 2, Canada)

Skateboarding

  • Tony Hawk’s Pro Skater 4
    (2002, Activision O2, Neversoft, PlayStation 2, USA): Before the series lost its edge.
  • Skate.
    (2007, Electronic Arts, EA Black Box, Xbox 360, Canada): More restrained stunts than the Tony Hawk games but more rewarding for that, especially when coupled with a city to skate and grind your way through.

Skiing and snowboarding

  • SSX Tricky
    (2001, EA Sports Big, EA Canada, PlayStation 2, Canada): Joyous snowboard racing fun.
  • Amped 3
    (2005, 2K Sports, Indie Built, Xbox 360, USA): Snowboarder chic alternative to the hyperrealism of the
    SSX
    series.
  • Family Ski 
    (2008, Namco Bandai, Wii, Japan): Balance Board-enhanced gentle ski fun.

Snooker and pool

  • Jimmy White’s ‘Whirlwind’ Snooker
    (1991, Virgin Games, Archer MacLean, Amiga, UK)
  • Pool Paradise
    (2004, Ignition Entertainment, Awesome Studios, Gamecube, UK)

Soccer

  • Football Manager
    (1981, Addictive Games, Kevin Toms, ZX81, UK): The start of the soccer management genre.
  • Sensible World of Soccer
    (1994, Renegade, Sensible Software, Amiga, UK): 2D footy’s pinnacle
  • FIFA 10
    (2009, EA Sports, EA Canada, PlayStation 3, Canada)
  • Football Manager 2010
    (2009, Sega, Sports Interactive, PC: Windows, UK)

Surfing

  • Kelly Slater’s Pro Surfing
    (2002, Activision O2, Treyarch, Xbox, USA)

Table tennis

  • Rockstar Games Presents Table Tennis
    (2006, Rockstar Games, Rockstar San Diego, Xbox 360, USA)

Tennis

  • Virtua Tennis 3
    (2006, Sega, Sega AM3, Coin-op, Japan)
  • Wii Sports
    (2006, Nintendo, Wii, Japan)

Volleyball

  • Dead or Alive Xtreme Beach Volleyball
    (2003, Tecmo, Team Ninja, Xbox, Japan): Almost forgotten beneath the pixel titillation is a decent enough volleyll game.

Wrestling

  • Super Fire Pro Wrestling Special
    (1994, Human Entertainment, Super NES, Japan)

Others

  • World Games
    (1986, Epyx, Commodore 64, USA): Ranges from the traditional, such as skiing, to the unusual, such as caber tossing and bull riding.
  • California Games
    (1987, Epyx, Commodore 64, USA): Sunny sporting delights.
  • Wii Sports Resort
    (2009, Nintendo, Wii, Japan): 11 sports wrapped in an island resort theme. Also see the previously mentioned
    Wii Sports
    (2006, Nintendo, Wii, Japan).

Fighting

The boxing game
Heavyweight Champ
(1976, Sega, Coin-op, Japan) was the earliest example. Then came the genre-defining double whammy of
Kung-Fu Master
(1984, Irem, Coin-op, Japan) and
Karate Champ
(1984, Data East, Technos Japan, Coin-op, Japan).

Kung-Fu Master
’s followers:

  • Final Fight
    (1989, Capcom, Coin-op, Japan): Over-the-top ’80s US urban grit and three-player mode.
  • Golden Axe
    (1989, Sega, Makoto Uchida, Coin-op, Japan): Swords and sorcery battling that laid the template for the chirpy indie smash
    Castle Crashers
    (2008, The Behemoth, Xbox 360, USA).
  • River City Ransom / Street Gangs
    (1989, Technos Japan, Mitsuhiro Yoshida & Hiroyuki Sekimoto, NES, Japan): Beat up gangs, steal their money, buy a spa treatment. A unique, cute and humorous marriage of RPG and beat ’em up.
  • Dynasty Warriors 4
    (2003, Koei, Omega Force, PlayStation 2, Japan): Exhilarating lone warrior versus an army action.
  • Viewtiful Joe
    (2003, Capcom, Clover Studio, Gamecube, Japan): Riotous punch-up action inspired by Japan’s tokusatsu (‘live action’) TV shows. Think Mighty Morphin’ Power Rangers.
  • Yazuka
    (2005, Sega, Amusement Vision, PlayStation 2, Japan) and
    The Warriors
    (2005, Rockstar Games, Rockstar Toronto, PlayStation 2, Canada): Remaking the scrolling fighting for the 3D era.

Karate Champ’s disciples:

  • International Karate + / Chop ’n Drop
    (1987, System 3, Archer MacLean, Commodore 64, UK): Three-player cheat-fuelled fun.
  • Street Fighter II
    (1991, Capcom, Yoshiki Okamoto, Coin-op, Japan): One of the most influential and enduring fighting games ever made. Its secret moves were a revolution.
    Street Fighter IV
    (2008, Capcom, Capcom & Dimps, Coin-op, Japan) proved the series hasn’t lost its appeal.
  • Mortal Kombat
    (1992, Midway Games, Ed Boon & John Tobias, Coin-op, USA): Now best remembered for the controversy than the entertainment value. SNK’s
    Street Fighter II
    followers –
    Fatal Fury: King of Fighters
    (1991, SNK, Coin-op, Japan) and
    Samurai Shodown II
    (1994, SNK, Neo Geo, Japan) – were superior.
  • Virtua Fighter
    (1993, Sega, Yu Suzuki, Coin-op, Japan): Took fighting into the third dimension.
  • Bushido Blade
    (1997, Squaresoft, Light Weight, PlayStation, Japan): A daring jettison of fighting game tradition. No energy bars, instant kills and limb-disabling damage juxtaposed against beautiful backdrops. Also see the instant death decapitations of
    Barbarian: The Ultimate Warrior / Death Sword
    (1987, Palace Software, Steve Brown, Commodore 64, UK).
  • Soul Calibur
    (1998, Namco, Coin-op [Dreamcast], Japan): Astonishing weapon-based combat.
  • Super Smash Bros Melee
    (2001, Nintendo, HAL Laboratory, Gamecube, Japan): Nintendo’s characters gathered together for deliriously fun cartoon punch-ups.
  • Dead or Alive 3
    (2001, Tecmo, Team Ninja, Xbox, Japan) and Tekken 6 (2007, Namco Bandai, Coin-op, Japan): Equally matched rival fighting game series.
  • Rag Doll Kung Fu
    (2005, Valve, Mark Healey, PC: Windows, UK): Elastic puppetry underpins this crazed and irreverent martial arts game.

Driving

Restricted by technology, the earliest driving games opted for a bird’s eye view of the road, such as in
Gran Trak 10
(1974, Atari, Coin-op, USA).

The best of the overhead tarmac burners:

  • Ivan ‘Ironman’ Stewart’s Super Off-Road Racer
    (1989, Leland, John Morgan, Coin-op, USA): Rough and tumble off-road racing on suitably bumpy tracks. As with most overhead racers best played with friends.
  • Super Cars II
    (1991, Gremlin Graphics, Magnetic Fields, Amiga, UK): Tongue-in-cheek take on the overhead racer with weapons to destroy your rivals and between-race run-ins with bureaucratic safety officials.
  • Micro Machines V3
    (1997, Codemasters, PlayStation, UK): Based on the toy cars and set on tracks set up on kitchen tables and in household gardens. The overhead racer’s finest moment.

A rare few tried an isometric viewpoint:

  • Racing Destruction Set
    (1985, Electronic Arts, Rick Koenig, Commodore 64, USA): Build-your-own-tracks racing. A precursor to the racecourse-building game Trackmania (2003, Focus Multimedia, Nadeo, PC: Windows, France).
  • R.C. Pro-Am
    (1988, Nintendo, Rare, NES, UK): Zippy isometric races.

Nürburgring/1
(1976, Dr.-Ing. Reiner Foerst, Coin-op, West Germany) and
Night Driver
(1976, Atari, Dave Shepperd, Coin-op, USA) introduced the driver’s perspective viewpoint, while
Turbo
(1981, Sega, Coin-op, Japan) was first with the behind-the-car view. These three games formed the basis of most of what follows and the divide between the simulation-emphasis of
Nürburgring/1
and the arcade thrills of
Night Driver
is still very much visible.

First, the simulation leaning:

  • Revs
    (1984, Acornsoft, Geoff Crammond, BBC Micro, UK): The start of physics degree holder Crammond’s efforts to simulate professional racing, which continued with
    Formula 1 Grand Prix
    (1992, Microprose, Geoff Crammond, PC: MS-DOS, UK) and
    Grand Prix 4
    (2002, Microprose, Geoff Crammond, PC: Windows, UK). Also see the fantastical rollercoaster drag racing of
    Stunt Car Racer / Stunt Track Racer
    (1989, Microprose, Geoff Crammond, Amiga, UK).
  • Hard Drivin’
    (1988, Atari Games, Coin-op, USA): 3D driving game pioneer.
  • I
    ndianapolis 500: The Simulation
    (1989, Electronic Arts, Papyrus Design Group, PC: MS-DOS, USA): Landmark use of 3D to simulate Indy 500 racing complete with instant replays and multiple camera angles.
  • Gran Turismo
    (1997, Sony Computer Entertainment, Polyphony Digital, PlayStation, Japan): Petrolhead wish fulfilment. Fill your virtual garage with every flash car you ever wanted. Try:
    Gran Turismo 3: A-Spec
    (2001, Sony Computer Entertainment, Polyphony Digital, PlayStation 2, Japan).
  • Grand Prix Legends
    (1998, Sierra, Papyrus Design Group, PC: Windows, USA): Recreates the 1967 Formula 1 season in glorious detail.
  • F1 2002
    (2002, EA Sports, Image Space, PC: Windows, USA): Stole Geoff Crammond’s thunder with its choice between full-on simulation and arcade action.
  • rFactor
    (2005, Image Space, PC: Windows, USA): Incredibly detailed. A true simulation.
  • X-Motor Racing
    (2007, Exotypos, PC: Windows, USA): So accurate the car industry uses its technology for research and development.

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