Have you ever had someone look at you in shock and say “I can’t believe you never played ___!”? That’s what this column is about. I’m an old fart gamer experiencing some of the classic retro games for the first time – and rather than having something profound or meaningful to say about it, I’m just going to share my initial thoughts upon playing a game most others have already deemed a classic. Hope you enjoy my newcomer insight – and ignorance – to games I should have played by now!
This week, I’m covering Drill Dozer, for the Game Boy Advance – better known as “That other game that Game Freak did.”
Drill Dozer was a game that came out in 2005 (2006 for North America), put on by Game Freak. While originally intended to have a sequel later, this one became a one-off game due to sales. And while there are some rough around the edges parts of the game, it is still surprising it didn’t sell better than it did. Just because of Game Freak’s reputation, either. The game can hold its own for quality in quite a few areas.
The initial few background songs did not thrill me like some of the other games I’ve reviewed for this column, but the bleeps and bloops of the sound effects more than make up for this. Later tracks, however, will become far catchier. There’s a tune that plays when you first shift into third gear that is delightfully catchy, and appropriately energetic for how excited you get to just destroy everything (though this will get repetitive as time goes on). The ending credits, along with several songs in between, are very reminiscent of Pokemon Ruby and Sapphire, which also sported Go Ichinose as the composer and GBA as the platform. Horns, a now meme-worthy part of the Hoenn experience, are very strongly used in the tracks – you’ll have a similar feel, though the demolition tone of the game gives a slightly more revved up version of the same instrumentation.
With the first fight scene, I distinctly remember wishing the controls would let me turn around more quickly; it was easy to get frustrated when ganged up on, and not being able to retaliate while in the stunned animation. This got considerably easier than the first room as time went on, and the gameplay actually began to feel like a Legend of Zelda game. Clearing the first area was a matter of solving puzzles, some of which required tools found elsewhere in the building and coming back. That feeling of finally getting an item and thinking, “Alright! Now to go back to that one room!” is just as satisfying. While the controls are simple, they take some getting used to, which even the writers aren’t afraid to admit.
This isn’t as extensive as a Zelda game, of course; being a game all about drilling, the gameplay does shown redundancy; levels require you to get better drills, then go to a boss where you drill the weak point, and not much else. Though the way to defeat bosses does get creative, and there are other power ups that give that same rush of “Now I can take this other place down,” such as extra life for the drill (which will make all the difference later).
Going down the list of things to review, any artist will also argue that the video part of the video game is a huge component; that the point of making this instead of another medium has to in some way include the aesthetics. And this is where Game Freak scored a win here; the characters and settings are vibrant and full of colors, with shading and proportions well balanced to make the characters all around easy on the eyes. The drilling sounds, while repetitive, give a certain demolition feel that becomes really engaging as time goes on – it all leaves you wanting more. It’s a sign of a fun mechanic that, while playing, I go up to the basic architecture of a given building and constantly think, “I should be able to drill holes in this wall, too!”
But other sensations are also a part of this game’s experience; if you play this game on its original iteration (read: as in not on a ROM online), you’ll play with a built in rumble pak, making the drilling feel a little more immersive.
Story wise, this game leaves a lot to the imagination, which is difficult to fully grasp in a world where gangs form around literally drilling stuff for fun. It seems as though the plot is for Jill, the protagonist and driver of The Red Dozer, to fight a rival gang called the Skullkers and reclaim the stolen Red Diamond, a gift from Jill’s deceased mother. But it’s hard to tell whether you’re the good guy or the bad guy, per se; you’re constantly destroying other buildings, you attack the police on multiple occasions, and the ending seems to imply they’re about to go loot a bunch of places to raise money for a new base.
The game has its ups and downs. But, like the diamonds the protagonists loot, this one is a hidden gem in Game Freak’s storage waiting to be dug up. This game is ideal for someone who wants a diet-Zelda experience combined with Ichinose sound experience – so, someone young at heart. If you like adorable things and a simplistic story and world, this one will be an enjoyable experience.