Friday, 31 July 2015
Go! Go! Cosmo Cops! is an okay little game, it's worth picking up if you see it cheap, but don't go out of your way to find it or anything. Also, a little bit of trivia: though it's a Japanese-developed game, it only saw release in Europe, though all the text and graphics for the Japanese version are hidden away in the ROM, and I believe there's a hack available to make them usable (though since I was playing on a real cartridge, I haven't tried this).
Friday, 24 July 2015
Yaiba is both an anime licenced game and an RPG. I don't know anything about the source material, but it looks to be a pretty generic early 90s shonen series, though the creator went on to create the absurdly long-running Detective Conan juggernaut. As for the game itself, it's an action RPG, with the emphasis placed heavily on the action. Interacting with other characters is mostly confined to linear dialogues before and after bossfights, as well as token conversations related to mechanical things like saving and buying items.
Saturday, 18 July 2015
It's a vertically-scrolling shooter, and the player has control of all three of the schoolgirl protagonists, though only one at a time. Each girl has a different weapon, and they each have a health bar, which slowly replenishes while tagged out. There's also an experience/levelling up system in lieu of power ups, though it seems to take a very very long time to get anywhere with it, and it'd definitely take a lot of skill to even try to keep your three girls' levels balanced.
Rayer Shoot is a fun, well presented game, as well as a nice little artifact of 90s anime fandom in Japan. I definitely recommend it, with the caveat that you go in expecting a merciless challenge.
Monday, 13 July 2015
The player has two attacks: kicks and flying kicks. Though the flying kicks never ever connect so they might as well not be there. Also though the SG-1000 controller has two buttons, they're both assigned to kick, forcing the player to press up to jump. Such a stupid, annoying little problem that's there for no reason at all. There's two kinds of regular enemies: guys who come right up to the player to kick, and guys who stand back and throw knives. Because of the random generation, though, the knife guys can sometimes show up at the worst times, surrounding the player from both sides, protected by walls of kicking guys.
The one unique gimmick the game has, though, is that rather than just go from left to right until reaching a boss at the end, they explore the floors of the palace seeking out bosses to fight to get keys and rescue the girl. The bosses all have their own health bars, and each has a gimmick, whether it's a weapon or the ability to teleport or being a robot. There's three bosses on the first stage, and each subsequent stage adds one. What's horrible about fighting the bosses is that there's no pattern or strategy to learn: they move and attack at random, so you just have to hope you're lucky enough to get enough attacks in to kill them before they do it to you. You health does get replenished after you beat them, though.
Wednesday, 8 July 2015
Money and keys are both obtained inside buildings. Now, although these buildings appear to be things you'd find in normal cities, like banks, supermarkets, casinos, and so on from the outside, on the inside they actually contain dungeon-like mazes (or maze-like dungeons), full of traps, treasures, and secret passageways. Exactly which maze is in which building is different every time you play, though there are only a few possible layouts to encounter. The keys are also in different buildings each time, and every possible layout has the potential to contain a key.
I can't really recommend this game, nothing about it is really interesting enough to be able to overlook its numerous flaws.
Friday, 3 July 2015
In fact, as you progress through the game, there'll be chapters in which you plays as characters besides Kenshiro; namely, Rei and Raoh. Raoh, being a fellow Hokuto Shinken practioner, plays in much the same way as Kenshiro: hitting pressure points and making guys explode. Rei's Nanto Suichoken attacks are executed differently, though, with the player having to precisely slash across thin lines to cut enemies apart. I don't know if making Rei's stages significantly harder was the developers' intention, but it definitely came out that way.