Tunnels of Doom

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Dungeon Raid Tips

Wednesday, May 18th, 2011

I’ve been playing a new-to-me iPhone game called Dungeon Raid a lot the last few days and I’m finding it to be extraordinarily great. It’s got a an ancestry in Roguelikes (Nethack, etc) in that it’s a randomly generated dungeon crawl with perma-death but its mechanics are similar to Puzzle Quest (or, more specifically, Bejeweled). I’m pretty new to the game but I wanted to keep a sort of log of the things I’ve learned about how to succeed at the game and I figured here was a good place because I haven’t been able to find much in the way of strategy guides online. The most useful I’ve seen is Jose Reyes‘, though as with all Rougelike games, there is some room for divergent opinions about what priority to put things and which strategy works best. That said, following the basic principles Reyes outlines will up your game demonstrably. The tips below are largely based off experience with Reyes’ approach and note that this will be a work in progress so nothing here is unequivocal, just notes from firsthand experience.

Early Game

Early on Reyes is right: It’s all about XP. Kill as many monsters as you can, focus on XP boosting abilities and build up your stable of spells. A technique that has worked well for me is to prioritize monster killing every other turn so that you clear your highest total non-monster match on opposing turns. This allows your (hopefully) big matches to play off each other: Big monster match followed by big potion/coin/shield match, repeat. The reason for this is to get the most bonus matches possible per turn, understanding that especially early on you can easily absorb even several turns of monster attacks even without worrying about potions or shields since the monsters start off doing very little damage. The exception to this rotation is when a special monster appears at which point you almost always want to focus on clearing that monster because they give big coin and XP boosts and can do enough damage to give you trouble.

Upgrades early game should be focused on XP and damage boosting as top priority. Monsters always progress in strength as turns advance so you need to stay on pace with them in the damage department or you’ll find yourself overwhelmed by monsters you can’t clear every other turn. More often than not you should be able to match three skulls without a sword and kill two of them. If that’s not the case, you’re not devoting enough upgrades to dealing damage. Obviously XP boosting is important to maximize these early, easy kills into lots of skill ups. Obviously Strength upgrades are then the best since they grant both of these things together, and raw XP boost being second best. Reyes downplays the utility of base damage upgrades but I tend to think of it as a decent choice if there is no other XP or damage boosting option available on a level upgrade. Item upgrades granted from collecting shields should indeed never be taken for base damage (there’s always something better to put onto an item since you only get one) but given the choice between two cooldown upgrades and a cooldown plus a base damage upgrade, I’ll take the latter. If you can maintain a damage pace sufficient to kill three skulls unaided by a sword, you’ll rarely struggle to deal with regular monsters.

Your second tier of upgrades are the necessary defensive upgrades. I like to maximize the stats first since they offer two benefits each and the secondary benefits max out eventually and getting to that max fast is important for the later game stages. That means I prefer Dexterity, Vitality and Luck over the other choices, though as Reyes points out, don’t overlook Durability entirely. Given a lack of great upgrade options (which will happen from time to time) I would take Durability first, HP second, and base damage third. I disagree with Reyes about Life Leech since I think it’s always useful to do two things at the same time, it’s especially important if you choose not to select Heal as one of your spells since you’ll waste lots of whole turns collecting potions without this and if you’re focusing on keeping your damage output high it starts to pay off pretty quickly. Regeneration is secondary to Life Leech to me, but also useful if you decide against Heal and can be good in tandem with Life Leech. Never select either of these upgrades over Vitality or direct HP boost, however. Even at 15-20% Leech on a high damage output you’re likely to be getting less benefit in terms of survivability than pushing your max HP.

Some stuff to avoid, especially in early game: As near as I can tell the generic Cooldown upgrade doesn’t actually improve the cooldown on your spells, rather it bumps the current cooldowns globally by one turn. This is only directly useful in the edge case of having a spell that will prolong your life one turn away from cooldown and you can’t survive the current turn. Otherwise, skip it (though this is dependent on my estimation being correct that it doesn’t actually permanently lower the cooldown of all spells; if that is the case suddenly this spell is a top priority because it can reduce cooldowns beyond the max spell levels). Blunting is of limited usefulness in early game and Reyes seems to think it doesn’t scale well in the later game stages which is a good enough reason for me to avoid it, although as you start getting into later game it becomes much more useful to smooth out incoming damage especially from stubborn enemies who get stuck in less accessible corners, so probably around the time you pick your fourth spell you should start putting some Blunting upgrades higher in your priority list. Spikes is a tough call because I find its benefit to be minimal if you’re focusing on clearing out monsters to gain XP—by the time Spikes does enough damage to clear a monster you probably could have done it yourself several turns earlier. As Reyes points out it can be useful in helping with difficult special monsters but as I’ll point out below, if you have the capacity to wait out a monster and let Spikes kill it, you’ve either gone with Spikes as a core strategy or you hit kind of a stasis mode; in my opinion there are better ways to deal with annoying specials.

Spell Selection

Read Reyes’ breakdown for convincing arguments in favor of Dazzle and Teleport. Dazzle I think is good, but since it doesn’t directly clear board areas it isn’t great as a first or second skill. Better are the skills that directly pull groups from the board. Reyes recommends Repair and I agree with him on that front but he also suggests Skill Elixir and I’m not sure I’m with him there. The problem is that these skills have to be applicable beyond the early game and while tons of XP is great early on, it gets less beneficial later when survival becomes more of an issue as the monsters increase in power. I actually prefer Heal, which does the same thing but gives you the actual HP instead of XP. The principal problem with Skill Elixir is that it re-purposes health potions which means you not only don’t get health from them but you then have to wait for them to collect back on the board in order to replenish your health. It’s risky to assume you’ll have enough time to do that without wishing you had some of those potions back. I’ve played games where I actually got both, but with two “clear-out” spells devoted to the same resource you end up getting less of each for every cast since the tendency is to try and stagger their cooldowns. So I recommend Repair as a first skill and Heal as another collection skill but I would avoid taking it until the third or fourth slot since it isn’t as critical early in the game.

Your second skill should instead be some sort of panic switch: Your go-to spell to get you out of a tight spot. There are several, most of them focused on mitigating special monsters: Banish, Exorcise and Teleport are the foolproof ones, but also Counterattack and Freeze can be reasonable panic switches though only if you just need a single turn of breathing room. Less reliable panic switch spells might be Explosive Armor and Explosive Potion could work if you like to live on the edge (or Fireball and Slash if you really like taking risks) and a few that aren’t recommended but can serve the purpose if you don’t mind the decent chance that your tight spot isn’t aided by your fallback spell like Boost Damage, Disarm and Shatter. If you don’t mind sitting on Dazzle without popping it every time it’s off cooldown, it can be a middling panic switch as well. My favorite panic switch is probably Teleport because it can aid in multiple-special situations plus it guarantees you won’t go out of the oven and into the frying pan if a new special replaces a dealt with one. Exorcise would be my second pick only because you still can get some XP from the evaded monster where Banish is just a problem solver and nothing more.

The big question facing you is probably going to be Dazzle vs. Enchant for your third slot. Enchant is pretty fantastic in that it’s just a free upgrade, every time it’s off cooldown (and there’s no reason not to use it every cooldown). Yet, it has a very long cooldown that is even long when fully upgraded. My recommendation after fiddling with both is to take Enchant if it comes up relatively early in the game and then don’t bother upgrading it unless there is absolutely nothing else worth choosing. The few extra turns between availability aren’t really worth the wasted upgrade. However, if you see Dazzle first, take it instead (the side benefit to that being that if you don’t see Teleport for a while, you can still hold back on being aggressive with Dazzle and use it as a pseudo-panic spell).

Some spell combos to avoid: Skill Elixir/Heal/Explosive Potion/Mana Potion; Dazzle/Treasure; Dazzle/Golden Touch. Also avoid the Boost spells (Boost Armor/Boost Damage/Boost Gold/Boost Health) as they are nice but not as useful as their free-clear counterparts (Repair/Disarm/Treasure/Heal, respectively) and any of the more random spells which you can’t control: Earthquake, Fireball, Magic Sword, Slash and Trap.

It’s certainly a viable strategy to skip the second free-clear spell (Heal or Repair) and go for either Treasure Chamber or some kind of killer combo. If you’re already taking Repair and Dazzle, it might be worth considering swapping out Heal for Scavenge: Dazzle-Scavenge-Repair could be a poor-man’s Enchant. If you do select Enchant, you may consider taking Mana Potion instead of Heal to run through those a bit faster.

The key thing is to make minor adjustments to your upgrade priorities depending on what you decide to do spell-wise: If you aren’t going to take Heal, make sure you put extra effort into upgrading Vitality and Luck early in the game when you aren’t at risk of death from a few regular monsters; if you decide to use a secondary panic spell like Freeze, beef up your defense and focus especially on damage so you can maximize the extra turn.

Upgrading Equipment

Equipment upgrades should follow the same basic strategy you’re using for level upgrades: XP, damage, HP, defense and then everything else. However, be cautious not to upgrade to a piece that isn’t compatible with your previous enchantments lest you lose a hard-earned bonus. Likewise, if a new item has an upgrade and a secondary benefit that provides a free boost in another area (say a shield that adds +1 to damage but also happens to add +5% Life Leech), always take the double-upgrade even if they’re both fairly low priority improvements. Occasionally I’ve seen an item that grants upgrades in three slots, though I don’t remember seeing one like that which didn’t also come with a downgrade on something as well. In that case I still take the upgrades, since netting two is still better than just taking one, but note that a two-up item with a downgrade elsewhere is a net gain of one upgrade and only worthwhile if you deem the downgrade to be inferior to both ups.

Your second choice beyond a double upgrade would be any item that casts a spell on upgrade: I’ve seen items come with Enchant and you can’t beat having an upgrade give you another upgrade (the side benefit of which is you get to see two sets).

Just The Start

These are notes from my experiences early on in my career as a Dungeon Raider. My strategies are likely to refine as I try various things and compare notes with other players. I said up top but it bears repeating that this is stuff that has worked to a certain degree for me so far, but I’m interested in improving. If you have any tips or strategies, I’d love to hear them, either in the comments section or at ironsoap@tunnelsofdoom.org. I’ll try to update this and add more discussion as I continue playing.

One thing I’m most interested in hearing is what people’s strategies are in regards to waiting on the spells you want: Is it better to hold out longer to get the right combo or should you work with what you get? I also kind of glossed over spell upgrades which reduce cooldowns: Some games I try to max out the spells to churn through them faster, other times I focus on more immediately beneficial upgrades to stats. Thus far I haven’t been able to determine which is more likely to result in a successful game.

I’m also curious as to which class people are playing. I’ve stuck with the Ranger for the most part to this point as I have him up to level 5, but the arrows are infrequent enough without Volley (which I can’t see being a viable spell choice) to only be occasionally useful. I do have the Mage unlocked who looks like an intriguing alternative with his free (that is, non-spell-based) mana potions.

Game of the Decade?

Wednesday, December 2nd, 2009

<instrumental>I’ve been having fun following the Game of the Decade series over on Crispy Gamer, but I have to say that I’m baffled by the result of the first round which was handled by a hand-selected panel (I guess to avoid having the final results be little more than a popularity contest). The initial selections, including the four games added by the CG readership via popular nominations and then a vote-off, were pretty solid I thought. I won’t detail the whole list here but instead I’ll break down the results after the panel (Game Trust) narrowed it down to 32. I also like that they divided the field into four divisions just to keep it interesting.

Koopa Division

1. Metroid Prime vs. 8. Super Smash Bros. Melee
12. Animal Crossing vs. 4. Katamari Damacy
11. Ico vs. 14. Psychonauts
7. Shadow of the Colossus vs. 2. Super Mario Galaxy

I’m not a fan of fighting games because they’re either these super-precise skill matches that I don’t have the patience for or they’re lunatic button mashers with no purpose and Smash Bros. is the worst of the latter. I also happen to think that Metroid Prime is a pretty significant achievement in game design so the choice there is easy. I don’t have much of a preference between Animal Crossing and Katamari, both are quirky fun for a little while but as far as I’m concerned neither holds a candle to Metroid Prime so flipping a coin I’ll say AC. I realize that Psychonauts isn’t a perfect game and there is a lot of love out there for Ico but honestly I never really got much aside from frustration out of Ico and I still think Psychonauts is criminally overlooked despite its near universal critical acclaim. Since I think Shadow of the Colossus is far superior to Ico, I’ll go with Pychonauts and then let Shadow represent Team Ico’s output.

My picks for the next round:

1. Metroid Prime vs. 12. Animal Crossing
14. Psychonauts vs. 7. Shadow of the Colossus

Alucard Division

1. BioShock vs. 9. Portal
5. Grand Theft Auto III vs. 4. Resident Evil 4
6. Fallout 3 vs. 3. Half-Life 2
7. Batman: Arkham Asylum vs. 15. LEGO Star Wars

Portal narrowly edges out BioShock because I have zero complaints about Portal which is as well-crafted and complete of a video game experience as you’re going to encounter in this decade or any other to date while for all of BioShock’s strengths it does have some notable weaknesses. The true travesty present here is that Eternal Darkness: Sanity’s Requiem was given a reprieve and included in the initial round via community demand but then unjustly pitted against Portal of all things and, well, you have to admit that Portal has a decent shot of being the literal Game of the Decade. ED deserved a better fate. I find it hard not to grant RE4 the edge over GTA given that I simply prefer Resident Evil and survival horror over sandbox games, but I have to admit that other games this decade have improved on what RE4 did and the game itself was primarily great because it took a beloved franchise that was getting stale and brought it into modern times. Given what GTA3 did for gaming in general in the decade, it’s hard not to go with it. I grant Half-Life 2 the win over Fallout 3 even though I probably played Fallout more because at their foundation Half-Life 2 tells a better story (more effectively) than Fallout. Both have their gameplay issues, but Half-Life 2 is the superior game by a small margin. As for Batman vs. Star Wars? I don’t think either game deserves to be here, really. Batman is a great use of the license in a Metroid Prime-style game, while LEGO SW is a great use of the license in a simplified platformer. Neither game is particularly revelatory and both are strong for similar reasons, I give the edge to Batman just on the strength of the extraneous content—which both games have in spades—which in this case is more compelling.

My picks:

9. Portal vs. 5. Grand Theft Auto III
3. Half-Life 2 vs. 7. Batman: Arkham Asylum

Chocobo Division

1. Elder Scrolls IV: Oblivion vs. 8. Deus Ex
12. Plants vs Zombies vs. 4. Star Wars: Knights of the Old Republic
11. Lumines vs. 14. Peggle
7. The Sims vs. 2. World of Warcraft

The biggest struggle I have in the whole competition is Oblivion versus Deus Ex. Now, I put hundreds of hours into Oblivion and absolutely loved it, but it is hard to say that it is a better contender for Game of the Decade than Deus Ex that was so ahead of its time for so many different reasons. From the FPS/RPG hybrid that would later come back in games like Call of Duty 4: Modern Warfare and Borderlands (or even Fallout 3 and, in some ways, Oblivion itself) to the fact that you can beat the game without actually killing anyone plus a brilliantly realized story that is far and away better than most of the current crop of “story-driven” games, it really was and is something special. Though it saddens my heart, I have to turn my back on Oblivion and say Deus Ex is ultimately more deserving of the title regardless of what my personal feelings on the matter were. Plants vs. Zombies is cute but no match for KotOR, and Lumines verses Peggle is like saying “do you prefer Peanut Butter and Jelly or Peanut Butter and Jam?” I’ll say Peggle for no reason other than that I played it more so it must be better. I guess. And I doubt any game that didn’t have a very strong case for being the top when the dust settles has a prayer against World of Warcraft which, regardless of your opinion of the game or MMOs in general, has to be on the short list since it’s second only to Minesweeper and FarmVille as “Game You’re Most Likely to be Surprised by Who You Find Playing.”

My Chocobo Division picks:

8. Deus Ex vs. Star Wars: Knights of the Old Republic
14. Peggle vs. World of Warcraft

Bo Jackson Division

1. Halo: Combat Evolved vs. 8. Soulcalibur II
12. SSX vs. 4. Gears of War
6. Advance Wars vs. 14. Left 4 Dead
7. Rock Band vs. 15. Battlefield 1942

Fighting games again? I think the original Halo is good for what it did: Bring FPS legitimately to consoles, so I suppose it’s mildly worthy but at best a long shot. I’d argue that God of War which Soulcalibur beat out brought more to the table as a GotD contender and could have even claimed the spot from Halo, but given the options I’ll grudgingly go with Master Chief’s flawed first appearance. I similarly dislike being asked to choose between a meh racing game and a meh shooter that was mostly just a testosterone overdose applied to Resident Evil 4 but since I passed on RE4 itself I’ll have to give Gears the nod here. Left 4 Dead is a terrible addition in my opinion since even though it had some cool ideas and I had a blast with it, it never stopped reminding me that it needed a sequel or a whole bunch of DLC or something to make it more complete. Advance Wars 2 was better than the original and Jeanne D’Arc was better than them all but I need to give a shout to my turn-based strategy homies so I’ll say AW takes the title. As for Rock Band vs. BF 1942, obviously Battlefield did a great service to modern gaming by paving the way for big multiplayer action games but I think the decade will be more remembered for its plastic peripherals cluttering living rooms around the world than for a game that maybe showed what was possible to the next wave of multiplayer developers. Rock Band gets the crown. All in all, though, I think this is the weakest division by far.

My final picks:

1. Halo: Combat Evolved vs. 4. Gears of War
6. Advance Wars vs. 7. Rock Band

The Final Four

There’s no need to break down the elite eight so I’ll skip ahead to the final four (as I’d vote it):

Koopa Division: Shadow of the Colossus
Alucard Division: Portal
Chocobo Division: World of Warcraft
Bo Jackson Division: Rock Band

I think the shame here is that Chocobo is so ridiculously strong with Oblivion, Deus Ex and WoW while Bo Jackson is so weak. By itself Rock Band is a remarkable achievement and one that I think if you had described to me in 1989 I would have salivated over. But just ten years later we were already seeing the kinds of things arcades were doing (or had done and still managed to fail to make money) and I would have thought, “Moving that concept into the living room? Yeah, I can see that.” For all Rock Band and Guitar Hero and the like have done to make the last decade memorable for fake plastic party rocking, they’re really not bringing anything to the media space that wasn’t already germinating there in some fashion before.

As part of the “Are Games Art?” debate, Shadow of the Colossus certainly (and deservedly) gets presented a lot as evidence supporting the thesis. For this reason it deserves its place here, but as a game it suffers for its art because a lot of the play is, let’s face it, pushing up on the analog stick to move you from point A to point B. It’s an inspiring piece of deconstructive storytelling and and an effective use of the medium to evoke a mood without resorting to a lot of the other-format borrowing that passes for the same in other development houses, which does a lot to (hopefully?) inspire others to follow. And frankly not enough games bother with things like mood and tone and pacing. Still, games are meant to be played and since playing Shadow isn’t as fun as talking about Shadow, it’s close but still the third place finisher.

The great thing about Portal is that in many ways it does what Shadow of the Colossus did without even relying on the last trope Team Ico employed which is the unplayable cut scene: They evoked a mood and told a story without beating the player with any of it. Some games seem to be written for the least attentive person the developers can imagine and practically go so far as to write on the walls of the dungeon/castle/office building/space ship/whatever something like “YOU’RE SUPPOSED TO BE FEELING DREAD/TRIUMPH/TENSION/VICTORY/DESPAIR/WHATEVER NOW.” Portal, amusingly, does write on the walls but it writes atmosphere and it writes the seeds of stories and lets you fill in the blanks. Like a wonderful horror movie that doesn’t show you the murder but shows you the other characters’ reaction to finding the body, Portal shows you without telling you. Plus, they do so in the context of a joyous blend of physics tech display, puzzle gaming and mostly non violent first person action that is never not fun to play. Just when Portal feels like it might be wearing out its welcome, the game ends on one of the highest notes in gaming and completes the experience with the most satisfying and rewarding end credits yet. It doesn’t feel developed or designed so much as expertly crafted.

Yet, just when you think you can’t help but say Portal is the Game of the Decade, you have to think about World of Warcraft. The thing about WoW is that it isn’t particularly amazing. Like Rock Band it is more of an amazement to someone from twenty years ago than someone ten years back. Then again, what Blizzard does is rarely amazing in the sense that they’re breaking new ground. Rather, they take established settings and formulas and polish the edges until the whole thing is so glossy and smooth it creates a different kind of amazement more akin to “Why can’t everyone else make games this good?” The differences between WoW and Portal couldn’t be more broad: You have in one hand a tight, perfectly directed experience that wastes no single moment. In the other you have the most sprawling, staggeringly massive collection of high-quality content that could quite possibly never ever end. People who played the open beta of WoW are still grinding through instances and filling their social calendars with raids, happily immersed in a game that cost them $750 over the past five years to play. A rich RPG adventure to play through by yourself, an enviable social experiment to play with friends or to meet new people, World of Warcraft is really the antithesis of Portal in the same format.

So which game best defines the decade?

In the end I have to say World of Warcraft. “Game of the…” discussions are about the past and I don’t think any game better defines the last ten years than an epic online fantasy that tapped into both the social appeal and the human disconnect that may best describe the early 2000s in the years to come. While Portal may be a better game from a critical standpoint and it better represents where I hope games are going, it’s hard not to say that WoW matters more and that it is a better representative for what game developers and game players accomplished this decade.

Now we just have to see if the CG readers agree.

As a Congregation May

Wednesday, October 1st, 2008

Listen, I’ve not neglected Tunnels of Doom out of some sort of vengeance. There is no animosity here. What happened is this: I found Kongregate and while before I would fire up Tunnels’ visual editor while I was away from my games as a means to remain connected to their sweet time-passing juice even when I lacked physical access to the fruit, I suddenly found myself in a position of either playing the games that occupied my mind or writing about them. Access and longing had forged a state of quantum superposition with a principle Einstein had not forseen: That when two states of a system overlap, other dependent systems collapse.

Actually, Einstein may have already talked about that. I’m not really a physicist, I’m just a gamer.

Ahem. Kongregate. Listen, Flash games are hardly new. Sites that feature a bunch of Flash games are established bedrocks of the online tapestry. And closed systems of imaginary rewards especially as relates to electronic games are also hardly unheard of. But Kongregate’s combination of a meta-game points system, user-submitted games and variety of titles makes it singularly compelling. Combine an accessible form of my favorite distraction, add an established addiction hook (see my year-long infatuation with XBLA Gamerscore points for reference) and add water. What sprouts, leafy and full, is a mind-gripping lock on my attention.

It would be one thing if the site contained just one or two games I liked. But the dangerous combination of tower defense titles, surprisingly rich old-school dungeon crawlers, strategic turn-based combat games, clever puzzle titles the likes of which you will never find on any PlayStation-branded device and the maliciously clever collectible card game tied closely to the already hostile points system and you have a place I can spend hours. And hours.

It’s not that Kongregate has no flaws, it certainly does. A plenteous selection of tower-defense variants and cookie-cutter platformers gives the site a certain redundancy and as cool as the collectible card game (Kongai) is in theory it’s implementation is by turns overwrought and too simplistic. But as something to do in lieu of make-myself-look-busy work and as a competitor with writing for my browser-time, it does it’s job well.

Too well.

Top 30 Video Games: 2007

Sunday, September 2nd, 2007

Some time ago I compiled a list of my top 30 games of all time. It was about a year ago and for some reason I had call to revisit the list today and noted, with some dismay, that I have altered my list internally since this was published.

In an effort to correct the flaws inherent in the previous list, I’m reprinting it here, updated and revised to include games I’ve played since and games that I’ve reconsidered. Note that my criteria may have changed somewhat but it still remains rooted firmly in games that I’ve played that I feel have delivered the best experiences. Some games I recognize for their base brilliance and others because I just played the heck out of it in spite of some perhaps obvious flaws. For the most part whenever a game has several iterations or minor variants, I chose the one that I feel is best overall which is not meant to diminish the brilliance of the others, but mark that a game can be refined over time and also can in some cases be reduced to less than its original promise. For example, I wouldn’t put the GameCube Resident Evil and the PSOne Resident Evil on the list spearately, I’d merely include the former as being the superior version of the same game.

Finally, it should be noted that there are several games which do not appear because my memory of them is lost in a haze of thousands of games I’ve played and while I recall their general brilliance, I can’t remember enough at my advanced age to know what made them so great. They are on my short list of games to re-play but their omission here is a product of the continual refinement of this list and not of some slight against them. The notable examples are Chrono Trigger and The Legend of Zelda: A Link to the Past.

Full list after the click.

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Rarities at California Extreme

Monday, August 13th, 2007

Cliff Hanger Back when I was a wee lad my folks used to take me, on occasion, to various arcades. I believe that often the arcade in question was attached to a Chuck E. Cheese’s pizza “restaurant” whose food offerings contained all the basic ingredients of what you and I commonly refer to as pizza—your doughy crusts, your tomato-based sauces and your melted cheeses—but the flavors they created were quite unlike anything that you might want to pay actual currency to obtain. I’m still unclear how they managed to fail at a task that can be better accomplished with a Thomas’ English Muffin, a plastic squeeze bottle of ketchup and some Kraft Singles, but that’s hardly the point.

During one of these arcade visits I recall specifically seeing a game in the same vein as the popular Dragon’s Lair which was neither that seminal title nor its largely indistinguishable counterpart, Space Ace. This mysterious game involved, somehow, car chases and some kind of gangster activity. That is as far as my memory went. I don’t think I ever actually played the game but it was one of those trivial items that inexplicably left its print on my brain like a steel-toed boot in mud.

Death Sequence from Cliff HangerLater, after the spread of the Internet, I located the game online and identified it as Cliff Hanger, but I had never seen it since that one childhood encounter. Until yesterday when I stumbled across a copy of it at California Extreme. I played it and it turns out it is as bad of a game as all those Dragon’s Lair laserdisc-based titles are, but it was kind of nice to draw a close on a particularly mystifying recollection. And I did finally figure out why the game stuck with me for so long: The failure screen (akin to the regenerating skeleton sequence from Dragon’s Lair) features a fairly grim depiction of a hanging. It flooded back when I witnessed it again yesterday as being something less than traumatic but something more than easily forgotten. As a lad of an impressionable age, the invisible fingerprint of that scene has manifested itself repeatedly throughout my life in my darkest of nightmares.

I only wish I’d gotten a better picture of it. I’d make it my desktop wallpaper.


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