After releasing the 3
biggest games of my career, I'm desperate to blow off some steam with a
simple concept. Few are more simple than Sure Shot - which harks
back to the good old days when games were nonsensical, addictive fun (and
so hard that you could barely get past the first level!). However, all
nostalgia stops at the concept - because the game is about to be dragged,
kicking and screaming, into the 21st century...
3D Or Not 3D
One of the biggest developments
is that the menu system has been implemented - and it boasts the most graphical buttons and fonts yet!
Plus the logo has been slightly updated, and the screens now boast a camouflage
background (as opposed to the plain green that plagued the original!). All in
all, it
makes the game feel like the professional, arcade experience that it's meant to
be. A theme tune has emerged too. It's not my best work, but the original didn't
even have one - so at least it's a step forward...
Intelligence Reports
Speaking of presentation, the
quality has even extended to the game itself. A bold military font sits at the
bottom of the screen, telling you how many enemies are remaining. A similar
layout is also used for reporting changes in the camera angle, and so on. All in
all, it helps to keep the military theme consistent - and again, makes
everything look more professional than ever before...
A Bridge Too Far
Underneath the charming new
presentation, the biggest development is that the various stages are flowing in.
The opening "Woodlands" setting has been padded out with aesthetic treats such
as a river scene (that actually flows) - complete with a bridge extending into
the distance! The game is set to repeat the same 25-stage journey from the
original game, but every effort has been made to make it a more enjoyable
experience...
Tour Of Duty
In fact, the whole first 2 areas
have been done. After 5 stages in the "Woodlands", our heroes then progress to
the "Plains" - where they struggle with more hostile conditions. It's not the
most inspiring location, but it has been padded out with plenty of rocks, dying
trees, and even roadblocks. Upon approaching the base, you're even treated to
huge steel gates in the distance...
Dying In The Moonlight
Wherever you are, you can rely on
the atmosphere effects to breathe new life into a scene. The story mode is set
to have a real-time clock that changes the atmosphere depending on the time of
day. Not only does that give you a good sense of adventure, but it also ensures
that even repeating the same level feels different. It's especially cool at
night, because the action is lit up by a searching spotlight effect!
Stand Up For Yourself
The new standing stance has also
been used to introduce some variety to the journey. Some levels have you peering
over a barrier or stack of crates, which is a little more plausible than the
constant kneeling! I was hoping to have a stage where the soldiers are peering
through the windows of a busy barracks, but I suspect that's going to cause
problems with the camera. We'll know for sure soon enough, because the "Base" is
the next area on the agenda...
Shock And Awe
As promised, the electric
variation of the rope bomb has made it into the game. The effect is a little
uglier than I'd like, but the impact is perfectly satisfying! As you'd expect,
it destroys everybody in your line of sight - rather than the few people in a
cluster. However, it's actually harder to master because you've got to pay
attention to the whole line at all times. It does ensure that the 2 different
smart bombs are suitably unique though...
General Chaos
Another development that's
bringing the game closer to completion is that the preset enemy ranges and
sequences are being implemented. Up until now they had been random, but now the
more interesting formations (such as "2 by 2") are available to enjoy. The
enemies themselves continue to evolve here and there. The officers, for
instance, are more significant because their death now catches the attention of
all the other characters! They all clamour over to their fallen leader - which
is a quirk that tactical players will enjoy taking advantage of...
Blast From The Past
Love it or hate it, Sure Shot
is one of my oldest and most enduring creations. Although it shot to fame in
2002, the concept was actually conceived way back in December 2000. The idea of
2 soldiers sandwiching enemies in a blaze of machinegun fire was the product of
a random doodling session - and I couldn't wait to see if it would translate to
a game. Unfortunately, the first outing was a woefully crude attempt that didn't
do the idea justice. It wasn't until the Spring of 2002 that the game got the
treatment it deserved - and the recognition too, as it was praised as a "gem" by
PC Utilities magazine! Since then, it has divided my fans like no other
game. My wrestling fans sit on one side of the battlefield and wonder what all
the fuss is about, while the more traditional players sit on the other and hail
it as a retro classic. It's time for the 2 tribes to go to war all over again...
Hanging Gardens Of Bedlam
The most noticeable change is
that the game now takes place in a fully 3D world. Fortunately, it's benefiting
from the quality control that was afforded to Popscene - as I'm taking my
time to perfect everything from the character models to the landscapes. The
result is that it's actually one of my most impressive games yet - boasting
decent visuals and super smooth gameplay. The controls are brilliantly
responsive, which ensures that the fast and frantic gameplay translates well to
a 3D environment. The look of the game has translated well too. It boasts a well
lit, cartoony colour scheme that harks back to the 2D original - and makes
everything feel pleasantly familiar...
Snap Shot
Thankfully, the 3D setting hasn't
ruined the game's simple premise. Although you can enjoy the usual collection of
strange camera angles, the default one is as easy to work from as the 2D game
ever was. Easier, in fact, because you can have a raised variation that makes
the battlefield clear to see. You can even play in a first person perspective if
you want to feel the pressure!
Line Of Sight
You'll be thankful of the choice
of camera angles, because the game is a lot more "challenging" now that the
enemies are wreaking havoc in a 3D world. It does make it a lot more interesting
though. In addition to ducking and diving, the enemies can now wander in and out
of your line of sight. Until you get used to it, you need Jedi reflexes
to cope! Fortunately, help is at hand with the optional "Learning Line". This
transparent line clearly indicates your joint line of sight - and even lights up
when an enemy is vulnerable. You've always got your rope bomb too (more on that
later), which is another good indicator...
Familiar Faces
The enemies have already been
finalized - and they'll be familiar to players of the original game. Call me
lazy, but I quite liked the original characterization and enjoyed bringing them
back in 3D. The standard troopers are immediately recognizable, returning under
their masked helmets. The armoured variations look even cooler, thanks to a menacing
Darth Vader style outfit...
Evolution Of The Empire
Not all of the enemies are exact
replicas of their 2D counterparts though. I've exploited my improved texturing
skills to give many of them a new look. The officers now look more distinctive
than their lowly soldiers - boasting a pristine suit and cap. And the muscleman
now looks more like Steve Austin than Scott Steiner! His chunky new 3D model is
more formidable too. Above all else, the enemies are now enjoying the best
animation in any game yet. The running animation is particularly smooth, so it's
a joy to see them trotting around. Mind you, they look equally cool when
standing still. Their pensive stance soon evolves into a "Where are they?!"
look, as they try to plot their next move...
The Lost Patrol
The way the enemies act has
improved as much as their costumes. They boast cunning artificial intelligence
to help them survive your onslaught - flirting with the line of sight to force a
mistake on your part! They can crawl too, so they often relocate whilst avoiding
bullets. Another key difference that affects the gameplay is that they stagger
backwards when hit - which could very easily push them OUT of the line of sight.
It means you have to be more careful about how many bullets you sink into them,
because you could miss before they're even dead. The enemies also benefit from
collision detection, which stops them from melting into one vulnerable target (a
severe flaw in the 2D game). Now you can rarely hit more than 2 characters at
the same time, so the waves of enemies are harder to work through...
Killer Instinct
The enemies are more formidable
opponents too. For some reason, they're finding it easier to sneak over to your
position and deliver some "sure shots" of their own! It's especially easy for
the gun-wielding enemies, because they don't have to be quite so close in this
version. As soon as they clock you in close proximity, you could be fighting for
your life. These sequences are much more satisfying too. In the 2D game they
were a last minute addition, but now they boast quality animations - whether
it's a gunshot or a punch. This all makes the game much more substantial than
before, because it's not just about your bullets...
Fighting Fit
A welcome new feature is that there
are in-game health meters for the players, so you can see how much damage these
sneak attacks are doing. They're not the disjointed 2D bars from Wrestling
MPire either, but a proper 3D sprite display that sits with the player! It
might not sound like much, but that was quite difficult to pull off in 3D.
That's why it never appeared in the earlier fighting games, but I've mastered it
now - so it should be on the cards for future projects (see how I learn new
tricks for my wrestling comeback?). In any case, another great indicator of your
fitness is that the characters start to keel over and look tired when their
health is low. I don't think that appeared in the 2D game, but it's a good
reminder of how much damage they've taken...
Deep Impact
Some fairly decent effects have
been employed to bring the pain to life in 3D. Particle effects have never been
my strongpoint, but your shots do carry a satisfying impact explosion. The tip
of your gun blazes quite well too. Fans of my gore-laden fighting games will be
dismayed to find that none of these shots produce blood - or even impact damage.
Out of sensitivity to real world events, I wanted to keep the focus on the game
as a concept - so it's barely more violent than a round of Space Invaders.
Between that, the fictitious setting, and the cartoony graphics, there's very
little reason to take offence at this game. Anybody that does can safely be
dismissed as melodramatic and intensely paranoid...
Life Of Fright
The bomb on a rope makes a
welcome return too - although it's currently suffering with the same dubious
explosion graphic that I used in Wrestling MPire. I'd like to develop a better
one if I can get my head around it. In the meantime, the rope itself is
impressive enough to carry the gimmick. It sways beautifully as you shuffle the
bomb from one side to the other. The animations that the players use to tug at
it are equally smooth too. Best of all, the 3D world now gives the bomb a
slightly new edge. You have to look out for enemies that are beyond the line of
sight, as well as those to the sides, in order to cause 360 degrees of damage!
All in all, a great feature that's translated well to the 3D setting. So well,
in fact, that I'm hoping to introduce an alternative smart bomb: an electricity
cable that electrocutes all in its path...
Lying Bastards
An interesting new development in
this game is that there are now 3 different stances that the soldiers can adopt.
In addition to the standard kneeling position, you can also deliver the same
bullets standing up or lying down! It's a realistic little twist, which makes
even the most familiar level feel different. A nice touch is that it affects all
the other animations, such as fiddling with the rope - which is done with your
feet if you're standing up! Between these different stances, and the many stages
and enemy types, no two games are ever going to be the same...
Caught In The Ropes
Of all the characters that wander
onto the battlefield, the most dangerous are actually the harmless hostages.
They're the only ones that you're not supposed to kill, so it's a game in itself
trying to shoot around them! Like everybody else, they're looking quite good in
this game too. Their arms are now shackled behind their backs (which makes
crawling look painful!), and they walk with a weary stagger...
Hostage Negotiations
As ever, the hostages also come
in various different forms. In addition to the recognizable hostages, there are
"decoy" hostages that are dressed in enemy clothes. To make matters worse, the
traitors have also returned - ready to kill anybody that shows them mercy!
Fortunately, the warning messages have returned to help you make sense of the
situation. They're looking great in graphical form too. A hostage is indicated
by the "Help Me!" line, which changes to "Don't Shoot!" if you accidentally hit
him - and eventually "Hostage Down!" if you go too far! The one you're looking
for is "Thank You!", which materializes once they finally stumble over to your
position...
Space Invaders
As I hoped, the benefits of a
simple concept are already beginning to speak for themselves. Even on a low spec
800mHz processor, and despite the improved models from Popscene, the game
can easily handle up to 20 characters on screen. That's approximately 5 times
better than the wrestling games perform! I had feared that the 3D setting would
make the world quite empty, but it's positively brimming with action. Better
yet, the breakthrough has given me more resources to spend on the locations. I
seem to be able to throw anything in there without ruining the frame rate - from
hundreds of trees to all manner of military structures. Even if this game bombs,
it'll leave a whole range of decent locations to use in other games...
Copyright © MDickie 2000 - 2004
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