Like the kid in my last post, I was fortunate enough to typically get a few video games for Christmas when I was a kid. 1990, the year Snake Rattle n Roll was released, was no different. I don't remember the other titles I got that year, but that's only because they might have seemed irrelevant compared to Snake Rattle n Roll.
To put it simply, Snake Rattle n Roll was one of the first games I remember that defied video game conventions in a way that provided the player with a truly unique game experience. From the moment I pressed the START button, I was whisked away to a another world filled with geometric computer landscapes, unusual enemies resembling toilet seats and detached feet, all set to a catchy MIDI soundtrack.
Each new level introduced an interesting new color scheme along with another infectiously catchy tune. Adding to the game's difficulty, each new level would introduce a new type of Nibbley-Pibbley, each more elusive than the last level's. In the first stage, the Nibbley-Pibbleys would simply roll around on the ground. Later stages would have you trying to catch winged Nibbley-Pibbleys, Nibbley-Pibbleys with legs, and bouncing Nibbley-Pibbleys on springs. After eating Nibbley-Pibbleys with appendages, an in-game animation would show the snake spitting out the inedible parts.
Reading the game's article on wikipedia, I was surprised to see that it was criticized for a couple of issues that had never been much of a problem for me. The article makes a brief mention that the game sold poorly "possibly a result of its high difficulty and unintuitive controls." I may claim to know a lot about video games, but I can't say that I'm a particularly skilled player. The only reason I'm good at any games is because of practice. This may be the reason I was never put off by Snake Rattle n Roll's controls or difficulty. I must admit that I never actually beat the game, with or without the use of a Game Genie. The last boss is next to impossible to beat, but I can't claim to have beaten many NES games in my lifetime as it is. I never even finished the first Super Mario Bros. game! And yet, this game was extremely challenging, but I was able to make some headway through various levels.
As for the controls, I can understand why they would be called "unintuitive." Isometric games usually had this weird control scheme where pressing down would make you walk diagonally in a down-left direction. Pressing left would make you move in a up-left direction. The console version of The Immortal had a similar control scheme. It's disorienting at first, but becomes second nature after playing for a bit. Just make sure you know which direction to press during platform jumping sequences like the one pictured below.
Over 16 years later and I am still a big fan of Snake Rattle n Roll. You could say that the game profoundly impacted my interpretation of what good gameplay means to me: a completely original (and weird) gaming experience with artfully executed presentation. As long as some games dare to venture beyond the norm, video games will continuously take steps towards being considered a legitimate art form.
Here's a video review I found on youtube. Props to the reviewer paulisthebest3uk...
No comments:
Post a Comment