To properly review CD Shoot I dutifully plugged in my light gun controller into the back of the CD-i unit, and it was a huge pain in the ass to reach back there. Upon starting the game I was prompted to clear out my "system storage". Huh? Next, I was forced to select from a myriad of "pointing" devices (mouse, trackball, remote), none of which vaguely resembled my light gun!
The main menu includes an explanation option, suggesting a helpful video tutorial. Instead it put me into a never-ending loop of menus. CD Shoot contains four flavors of trap shooting, all of which play pretty much the same. There's sporting, Olympic trap, balltrap, and English skeet. Each gives you 25 targets to hit. You initiate each clay "pigeon" by pulling the trigger, prompting some unseen voice to yell "Pull!"
Your view is of a quaint countryside with puffy white clouds. For the most part the shooting action is easy. The discs are large and tend to float through the air in slow motion. If your shot is anywhere in the vicinity the pigeon will shatter. It would be hard to hit less than 20 of the 25 targets.
I noticed that the light gun isn't anywhere near where you're pointing, and you can't calibrate it. It feels like you're not so much aiming as much as dragging a cursor around the screen. Even so, the gun is your best option as it provides a modicum of precision. Perhaps a mouse or trackball would work better, but I don't have those for the CD-i.
The English Skeet variation is the best of the bunch, if only because you don't know what direction the pigeons are coming from. The game supports up to six players, but on the off-chance I ever have that many people over for games, CD Shoot would definitely not be a game you'd see me reaching for. © Copyright 2022 The Video Game Critic.
There are four games to choose from: roulette, craps, blackjack, and slot machines. Each is presented using actual video and photo stills. The animation is choppy but the presentation looks clean and attractive. I was particularly interested in craps because I had never learned how to play. I sat through the lengthy tutorial, and man, there sure are a lot of ways to play this game! It's a bit overwhelming but I guess if you stick to the basics it's not so bad. Blackjack is fun because you can play four hands at a time. Roulette is disappointing because you don't really see the ball rolling around the wheel - it's kind of a blur.
There are five unique slot machines, including two fun, poker-style games. The problem with the slots is there's no sound effects except for the coin payouts. And that's where this simulation falters. At the very least there should be ambient noise while playing all the games to make you feel as if you're in a bustling casino. If you do particularly well you should be approached by a hooker or something. As it is, Caesar's World of Gambling looks sharp but fails to capture the spirit of being in a live casino. © Copyright 2015 The Video Game Critic.
Once the action is underway, you'll find yourself gliding through expansive, pre-rendered scenery that was state-of-the-art in 1995. You can't control your direction or viewpoint - all you do is aim a cursor and shoot at targets. There's minimal strategy besides letting off your gun every now and then to avoid overheating. The first stage features an impressive virtual New York City. As you buzz the Statue of Liberty and careen down the building-lined avenues, I must admit it looks pretty amazing.
Later stages adopt a less-impressive, virtual-reality flavor. In one particularly boring one, you fly around a computer circuit board blasting metaphorical "bugs". Chaos Control's gameplay is pretty shabby. You can choose between two cursor speeds, but predictably, one is too slow and the other is too fast. It's very easy to lose track of your cursor with all the activity on the screen. The aliens and their ships are smoothly animated, but when shot they never really explode. Instead, they're obfuscated by some ugly gray "clouds" that are supposed to resemble smoke - not very satisfying.
Besides the changing scenery, there's little variety and the challenge is minimal. In terms of sound, a man's voice provides constant alerts and advice, but he's so muffled I can barely understand him. At least the game saves your high score. But in the end, Chaos Control is too shallow, especially now that its once-flashy graphics have faded. © Copyright 2005 The Video Game Critic.
As with many CD-i titles, the hand-drawn graphics have a certain charm, but it's hard to tell the foreground from the background. Santa makes a cameo appearance early on, but in general this game doesn't feel very Christmassy. First and foremost: Where is the music?! You play this game in almost complete silence, save for the "pop" of an enemy or the "ting" of grabbing a star! This absolutely blows my mind. Worst case, you'd think the developers could at least use something from the public domain like Jingle Bells! There is a music toggle in the options menu, but it only affects the short jingle used to introduce each stage! What's the point?
Aside from the Santa scene, the graphics aren't particularly festive. There's a smattering of candy canes, Christmas trees, and snowmen, but that's about it. What's left is a second-rate Mario clone, and the stages don't even make sense. In one you're forced to jump into water, and when do, you fall into a dry room below! Conveyor belts zip you around even though they are clearly not moving. The difficulty is extremely low until a stage where bombs inexplicably begin raining from the sky. It's bad enough Christmas Country makes you provide your own tunes, but apparently you'll need to supply the Christmas spirit too. © Copyright 2017 The Video Game Critic.
The controls are responsive as you hop Santa up the screen, scooping up items on his way to the chimney. You'll snag ornaments, wreaths, gifts, angels, candles, and sugary confections for bonus points. The pleasant Christmas tunes sound like they're being played on steel drums. Santa must steer clear of toy cars, trains, and planes. It's not a good idea to leap over these things because the collision detection is unforgiving. Fortunately Santa is armed with a supply of snowballs. You only throw them at an arc, but more times than not they find their target.
My biggest complaint is the way certain inanimate objects that appear to be part of the background (like snowmen) can be fatal to the touch. The levels are short and sweet and it's fun to play for high score. As icing on the cake, there's a 3D flying level that takes you through a pre-rendered Christmas village! Christmas Crisis is not just a great CD-i title; it might just be the best Christmas game you'll ever play. © Copyright 2016 The Video Game Critic.
Expect a lot of red herrings and some really peculiar lines like "I had a lead pipe, but had no idea what I was going to do with it." Some scenes are action packed, like when two suspects are wrestling over a gun. Clue offers three selectable mysteries to choose from. They don't always end the same, which helps the replay value.
Clue sounds like a winning formula yet poor controls and a plodding pace render it nearly unplayable. Players need to share a single controller and that is such a hassle! The controls for simply moving your piece around the board are horrible. You have to "point" to the desired space and the cursor is really touchy. Then there's a pause before your piece starts moving, as if the game is running some kind of sophisticated maze traversal algorithm.
Navigating the screens is clumsy (no back button) and there are many unnecessary pauses. Why does the video have to fade out so slowly? Too often you'll find yourself inadvertently watching the same video clips multiple times (ugh). You'll need to dedicate at least an hour to properly play this game. In my experience players become so impatient they start recklessly accusing people just to bring the game to a merciful conclusion. Like many CD-i titles, Clue has lofty production values but lousy playability. Looking on the bright side, this makes the Genesis version look like a real hoot! © Copyright 2016 The Video Game Critic.
This is far more information than a person would ever need. The main menu is arranged with tiles providing various methods to navigate the veritable ocean of material. Selecting the "video" box presented me with footage of JFK giving a speech in a small box in the center of the screen. Flipping through the available clips reveals wide-ranging subjects like killer whales, tornados, and Babe Ruth. They're interesting to peruse just because they're so random, but they start repeating way too soon. The "pictures" menu option serves up the same sort of thing except with still images. There's a picture of a rock, a farmer, a fish... um, what is the point of this?
The search menu option lets you painstakingly enter keywords, and available topics are displayed as you type. Don't expect much in the way of pop culture. When I entered "Star Wars" my only options were Stalin and starfish. When I drilled down under "leisure and hobbies" there was nothing about video games, although needlepoint, falconry, and ventriloquism were well represented. The articles themselves are terribly mundane, describing the topics in the most general terms imaginable. And the text scrolls so slowly!
The atlas menu option would be completely useless if it weren't so hilarious. It's possible to zoom into any location on the earth, but it takes forever to redraw the screen, and you can only zoom into an area about the size of Maryland.
But the biggest disappointment is the "time machine". This could have been fun, but instead of recounting interesting events it's limited to boring topics like politics, money, and agriculture. I wasn't expecting Compton's Encyclopedia to rock my world, but they could have at least made an effort. I guess I won't be canceling my Internet service after all. Note: Despite widespread public perception this software was not produced in Compton CA, and is in no way affiliated with rap group NWA. © Copyright 2015 The Video Game Critic.
The gameplay involves conquering a selectable set of stages before facing off against a black knight. You'll jump between ledges, climb ropes (ala Donkey Kong Jr.), and toss biscuits at rats, bats, mummies, and executioners. The stage layouts are nicely detailed and the textures of the castle walls look photo-realistic. The crystal clear audio features slamming doors, flapping bat wings, and squeaking mice. Unfortunately, once you start playing Dark Castle, the illusion of quality rapidly dissipates.
The deplorable controls had my friends exclaiming, "Are you [expletive] kidding me?!" Your knight tends to take several steps at a time, making him prone to accidentally stepping off narrow platforms. He walks along stairs slowly, making him vulnerable to swarming bats and projectiles. He can only throw while standing still on a flat surface, where you adjust your "aim" by pressing up or down. Not only is the scheme wildly counter-intuitive, but the adjustment is painfully slow, making you a sitting duck for converging foes.
It feels like you're fighting the controls the entire time. Touching any object results in you falling flat on your face. The frustration factor is exacerbated by corny animations of your doofus stumbling around and tumbling down the stairs. The game ends with a high score screen and an option to save your negligible progress. Being on the lowly CD-i, I would have been willing to give Dark Castle the benefit of the doubt had it been the least bit playable. Sadly, it's not! © Copyright 2010 The Video Game Critic.
The game plays like an interactive cartoon, but you can only interact with it at certain critical moments. Dragon Lair's gameplay is admittedly shallow and requires trial and error, but its fantastic visuals and imaginative scenarios will keep you intrigued. There's not much to fault with this particular version - it's probably the best I've seen on a home console. Don Bluth's classic animation is rendered in full-screen and there's no sign of pixelation.
As a bonus, this edition has some nifty extra features. First and foremost, once you enter the castle, the stages occur in random order, which is awesome. It means that even if you're not skilled at the game, you'll still get to see a lot of the scenes. I also appreciate how you're NOT penalized for entering moves prematurely, which makes the game quite a bit easier.
High scores are saved by the CD-i system. On the downside, when you lose a life you have to sit through an irritating "score screen" that prints numbers and letters one at a time along with some harsh sound effects. Also, you can't continue after losing your three lives. But despite these issues, I still prefer this version over the others I've played. © Copyright 2002 The Video Game Critic.
To put things in perspective, let's look at the initial stages of both Dragon's Lair games. In the first, Dirk falls through a wooden bridge over the moat of a dark castle. In Timewarp, Dirk's obese mother-in-law comes charging down a long table to attack him with a rolling pin. See what I mean?
The game is full of disturbing characters, confusing dialog, and inexplicable situations. I couldn't figure out what the hell was going on half the time! The scenes run entirely too long, often requiring over 20 moves just to complete a single stage! One slip-up sends you ALL THE WAY back to the beginning. Worst of all, instead of logical puzzles, all you do is push the joystick towards the next flashing object.
Even the graphics are grainy, and the dialog hard to understand. One new "feature" is the fact that the scenes are randomly "mirrored" so half the time you'll have to push left instead of right, even though it's the same scene. Unfortunately, the scenes aren't randomized like the first CD-i Dragon's Lair, so your quest is always the same. What a disappointment. When you consider that this and Space Ace were the two lackluster follow-ups to Dragon's Lair, it's no wonder that laserdisc games faded away. © Copyright 2002 The Video Game Critic.