Tag Archives: classic

Then and Now – Snake

16 Feb


I first owned a mobile phone in 1999, a Nokia 5110. It was fairly big by today’s standards, but it took the dropping, throwing and general abuse that something portable should, more than I can say for the delicate creature that lives in my pocket now. I’m not sure what made me want a mobile phone, I rarely used it for calls or texts, and buying credit remains something that permanently eludes me. There was one thing I liked about the phone though, and I liked it a lot – Snake. The game was perfect for a quick game on the bus, during lunch at school or any moment of downtime that didn’t allow access to something a little more advanced. Snake was ferociously addictive, a throwback to classic arcade high-score chasing, and having the high-score in Snake became a source of schoolyard pride. I played Snake a huge amount, and have never given another mobile phone based game more than a minute or two. The platform is simply awful for gaming. Controlling most things with a number pad is akin to trying to do calligraphy with a paint roller. Snake had it right though, it was simple and addictive, fun and challenging in equal measure, and made many journeys pass a lot quicker.

Brilliantly simple


Snake is a strange game to look back on. It seems a long time ago since I played it, despite it appearing towards the end of the PS1 era, a mere 11 years ago. The game was an update of a well-known formula, and had appeared in various forms on consoles and in arcades. Probably best known was the BBC Micro edition, also titled ‘Snake’. The mobile version was released to the public on Nokia phones in 1998 and was an instant hit. Nokia dominated the mobile phone market at the time, and their inclusion of Snake on their phones helped kick-start mobile gaming. Unfortunately this led to the ill-fated N-Gage for the Finnish firm, but with the iPhone growing in popularity, mobile gaming has reached new heights of success. This may never have happened, were it not for Snake. The game had most mobile phone users hooked and further versions were released on later Nokia models.

Success is one thing, but quality is quite another. Snake is an early example of what is a selection of games that were almost always awful. Mobile phone gaming was incredibly poorly implemented until touchscreen technology became the norm. How can a game which is one of the first of an utterly horrible genre still be good? Snake was only playable with the number pad of the phones it graced, and that system made almost every game absolutely impossible to control effectively. Add to that the tendency of mobile games to be slow and suffer from massive frame-rate issues (anyone who’s played scaled down conversions of PS2 games will attest to this) and you have a platform which simply cannot function as a gaming device. How on earth did Snake ever become so popular? It’s just a line moving around, trying not to crash into itself.

Proof positive that graphics aren't everything

The answer is simplicity. While other mobile games tried to emulate platform titles or other console staples, Snake stuck to the template of classic arcade games. Fun to try, simple to play and tough to master, it suited quick playing on the go. It also suited high-score attempts which went on for long periods. Mastery of Snake meant missed bus stops, appointments, classes and anything else on a schedule. It remains very, very difficult to put down. Like Centipede or others of their ilk, Snake seems easy. It should be reasonably possible to achieve a very high score, yet it isn’t at all. It’s easy to score in the region of 500, and then it becomes a challenge to even move, let alone collect the ‘food’ which appears on screen. The difficulty of getting further meant that it had a compulsive nature, and the exactness of scoring meant that getting a few more points was always a possibility. Like all classic simple games, Snake is astonishingly addictive. Coupled with the lack of options for other mobile games at the time, and the novelty of gaming without owning a portable console, Snake was the perfect model for success.

It remains the most enjoyable mobile game I’ve ever encountered, and is still extremely playable. It may be simple, and the controls are far from perfect, but they are fine for the task at hand. In fact, they’re better than fine, they work well. Snake is purpose-built and it shows in ways other mobile games never could. Adding a game like Snake to their mobile phones was an incredibly astute move by Nokia, and they deserve a lot of credit for supporting mobile gaming, despite their many subsequent mistakes. Snake remains the pinnacle of mobile gaming for me, it suits the platform, the controls are implemented well, the game is simple and addictive and most importantly, fun. It’s a thrill to play, to the point that I know someone who has held onto his dated Nokia and continued to play Snake on an almost daily basis. There is great longevity in simplicity, and Snake is a shining example of what can be achieved when all the facets of a system are taken into account, and a game built around that. A lot like the amazing 2D games of the Saturn, or the inventive puzzlers of the DS, Snake was chosen with the limitations of its system in mind, and so they never show. This, unfortunately, did not become the template for future gaming on mobile phones until the iPhone, and so mobile phone users were left without a decent replacement for Snake as technology advanced.


Then and Now – Golden Axe

24 Jan

Golden Axe was one of the true Mega Drive classics as far as my friends and I were concerned. We played this, along with Sonic 2 and Streets of Rage, constantly, arguing over who would play as the dwarf. I remember valiantly fighting my way through the forests and cliffsides, battling nightmarish monsters who were no match for my mighty axe. The fantasy world wasn’t a huge hook for me in most games, but in Golden Axe it filled me with awe and wonder thanks to the unique setting. The game just looked so different to usual side scrollers, which inevitably took place on the mean streets of generic cities. The graphics were great – large, detailed enemies took up plenty of on-screen space, and took a lot more punishment than the thugs Streets of Rage offered. The combat felt intense, and the characters had a weight to them that made them feel much more powerful than other game characters could. In essence, I was Conan the Barbarian, setting off on an epic adventure. Golden Axe was a treat for the imagination, bringing the settings of movies and books to life. It really felt like a world of its own, and that gave it a quality that drew me, and indeed countless others, in. This was a game that really stood out from the crowd. Plus I could ride a dragon and spit fire on enemies, how could it be bad?

I’m confused, I thought I was powerful, tall, strong, a mighty barbarian in an unjust world. But I’m a damn human-shaped tank. Golden Axe has aged poorly, it’s once gorgeous graphics now look dull and uninspiring. The fantasy world which fuelled my imagination was actually just my imagination. I know graphics have come a long, long way, but great art design is timeless. The art in Golden Axe is truly generic, full of fantasy clichés. The basic enemies repeat ad infinitum, with very occasional change. They come in different colours, and that’s about it. Of course, there are some other enemy types, but the amount of repetition is just ridiculous. The damage needed to knock each enemy down for good is also far too high. It’s not challenging either, just cheap, as you knock one enemy to his knees, attempt to finish him off, only to be blindsided by another generic mace-wielding grunt. I would have turned around, but doing so feels sluggish so it’s inevitably too late by the time I do. Getting to ride one of the beasts that pop up from time to time is far from fun either. I used to love getting on the turkey and wreaking havoc on enemies, but now when I manage to wrest one from the grasp of a buxom Amazonian, she, or another grunt, simply knocks me back off before I can get anywhere.

Maybe I’ve just lost my touch. It’s been a long time since I played Golden Axe for any extended period of time, but I can’t help feeling that I’ve killed a part of the child inside me. Going back to this game I expected to be as glowing as I was about Super Metroid, but I just can’t help hating it. Maybe I’m jaded. There was one level I loved more than any other way back when, it basically consisted of wooden platforms on the back of stone fish. I adored the concept, in fact I still do, but the execution is awful. Aside from the occasional fishy face at the bottom of the screen, it’s as generic as levels come. Brown on grey makes up the background, and the same boring enemies keep coming, and keep taking too long. Even the bosses from the first two levels are repeated, and this is level three. It just seems like laziness on the developer’s part, as does the length of time it takes to kill an enemy. I know I mentioned it already, but it really feels like they wanted to flesh out an incredibly short game by making it tedious.

I’m going to take a moment here and mention my most despised aspect of Golden Axe. The gameplay and graphics may disappoint, but the sound quite simply offends. From the hideous squeals when enemies die, to the pitiful sound as sword meets flesh, to the gentle thud of axe on skull. How this seemed like visceral, raw and brutal combat, even in 1990, bemuses me. The sound really detracts from the action, as the swing of a sword sounds robotic and digital. I can’t become immersed in a game when every time I do something, I’m reminded that I’m playing a game, not battling my way through a world of adventure. Nothing in Golden Axe draws me in, it’s just below par in every respect in comparison to similar titles. Streets of Rage has a superior, more intuitive combat system, Comix Zone boasts a wonderfully executed and gorgeous art design, and those are just two examples. I’m starting to wonder if Golden Axe gained popularity entirely because of its inclusion in the Mega Games compilation.

There is one aspect of Golden Axe that still holds some appeal. 2-player co-op. The same enemies which frustrate now fall faster and there are no back-attacks with a friend keeping you safe. Most of the cheapness is negated. The fact that each boss has a twin is no longer a source of incredible irritation, but a necessity. Fighting over who rides the dragon is still as bitter as ever, and rows will still break out when you’re unceremoniously booted from its saddle by player 2. The camp enemies and ridiculous female characters soon become a source of amusement, as the game takes on that novelty appeal that bad action movies have. In fact, Golden Axe has aged like the movie that so obviously inspired it, Conan: The Barbarian. It seemed great in its time, but now it’s fairly awful – yet with a few friends can become a huge amount of fun. If only to laugh at.