Saturday 25 September 2021

Other Stuff Monthly #21!


 So, think back a couple of months to the post I wrote about Chibi-Pop Manga magazine, when I said I'd eventually get around to posting about the bilingual self-published manga Hanamaru Angels? That time is here! And, a quick search online earlier today makes me think that I might be the first person to write about this manga in English, which is nice. It's happened plenty of times for games, but it's not so easy with other stuff.

 


Anyway, Hanamaru Angels isn't anything especially original, especially in the nineties: it's a light hearted fantasy story about a trio of massively powerful (but still quite incompetent) students at a magic academy in a fantasy world. Very similar in feel to things like Ozanari Dungeon, Dragon Half, Slayers, and so on. That's not a bad thing, though, that kind of silly TTRPG-flavoured fantasy comedy isn't really around much anymore, replaced by much less appealling isekai power fantasies. The book starts with them breaking into the headteacher's office to change their grades, and quickly escalates into them having to go and save the kingdom from an unsealed demon (and the two adventures are causally linked, surprisingly enough).

 


Though the story as a whole isn't particularly original, there are little bits of originality here and there, and they really make the book and its world shine. Little details like how all the computers are shaped like little desktop dinosaurs with monitors in their bodies, psychic cannons powered by armies of meditating monks, and evil sand, each grain of which is a tiny black hole that sends anything that touches it straight to hell. They really add a lot of charm to the whole story, and it's that cretivity that makes me wish that there was more of Tsugumi Nishino's work available, since they definitely have a lot of imagination and talent. It also makes me wish that the bilingual nature of the main story extended to the two pages of design sketches and notes at the back of the book, too.

 


Anyway, despite the obscure nature of its existence, it's surprisingly easy and inexpensive to get a copy of Hanamaru Angels, and if you're a fan of those many two-to-four episode fantasy OAVs that were so numerous in the nineties, I think it's definitely the kind of thing you'll enjoy. The back cover promises "Action! Suspense! And fun!", and the comic inside delivers on that. Definitely worth seeking out.

Sunday 19 September 2021

Sispri Gauntlet (PC)


 Remember my review of Gal Pani X a few months ago, when I mentioned that I'd been unable to find a copy of this game? Well, thanks to the help of a good friend, I managed to get ahold of it, and it was worth the effort! It's a fangame based on a series of novels and a dating simulator called Sister Princess, with a premise so creepy that I'll let you go and look it up yourselves if you want to know, but luckily that doesn't really affect this game.

 


The title spells out the basic premise, really: it's Sister Princess characters, in a Gauntlet=style game. That's Gauntlet the old maze shooting game, not just the general concept of gauntlets. Of course, just like how D5 gave the Gals Panic games a boost of adrenaline with Gal Pani X, Sispri Gauntlet does the same to Gauntlet. The easy way of describing it would be to say that it's an enemy hell game. THere are constantly thick hordes of enemies assailing you from all directions, spawning out of (thankfully destructible) generators. So your task is to manage the flow of these enemies and get to the end of the stage, as well as finding keycards to open doors along the way.

 


There's various other complications too, like giant robots that walk around placing more generators, barricades that act like walls that block movement and you shots, but allow enemy shots to pass through, and the most panic-inducing of all: the time limit. Considering the amount of enemies you have to fight, the time limit is incredibly tight, and once it runs out, you're quickly murdered by an endless swarm of tiny red enemies that spawn everywhere in increasing numbers until you're dead.

 


One thing I didn't like is the way you use your super weapon: rather than being assigned a button of its own, you're supposed to tap a direction and the shoot button together to use it, though it's very unreliable and only registers about a third of the time. Also, it's only limited in that it takes a couple of seconds to regarge after use, announcing that it's ready with the "OK" sound effect from Giga Wing, oddly. This is a relatively small complaint, though, and overall, I think this is an excellent game. It might seem overwhelmingly difficult at first (and even after a couple of hours' play, I've only managed to get as far as the third stage), but with some perseverance and a little bit of strategic thinking, you'll get into the swing of it, and realise that stemming the flow of enemies and avoiding their bullets isn't as impossible as it first seems. If you can find a copy, I definitely recommend playing Sispri Gauntlet.

Friday 10 September 2021

Critical Blow (Playstation)


 I originally played this game just because of the graphics, which are amazing. It's got a lot of charm in its low-poly anime style. But not only did it actually turn out to be a fun game, but also an all-round aesthetic masterpiece that really captured the feel of a certain culture at a specific time. Maybe even more than Evil Zone/Eretzvaju, Critical Blow is like a time capsule of anime fandom in the late nineties!

 


The way all the characters look the world they inhabit, the high-quality animated FMV intro, and even the music will take you right back to that time. It even infiltrates the way the game plays to a certain extent! One of the modes on the main menu is "Theatre Mode", which I assumed would be just a menu where you can view unlocked cutscenes (as well as the intro, there's also an animatd ending for each character in Arcade Mode). What it actually is is a story mode in which you play as the game's main protagonist Ricky, and have the game's plot told to you via a mixture of still images with text captions, and yet more fully voiced, fully animated high quality FMV cutscenes! Of course, whenever a fight breaks out. that's when the actual game part kicks in. 

 


As well as Theatre and Arcade, there's also another single player mode, called Trading Mode. This is an instance of something that was very fashionable in console fighting games at the time: a mode where you take a character, fight lots of opponents, and gradually increase their stats and unlock new abilities. It was probably popularised by Street Fighter Alpha 3's famous World Tour mode, but I think it might have started in the Flash Hiders games on SNES and PC Engine. It's fine I guess, but I think it speaks to the quality of Arcade and Thatre modes that it's easily the least interesting part of this game, and that's coming from someone who can't even understand any of the text or dialogue in Theatre Mode. The art and FMV are really that charming!

 


There are some bad sides to the game, especially if you're hoping for a well-balanced, competitive fighter. Like how the super meter is filled by any blocked or connecting attacks, including super attacks. So one character in particular, who has a long range, multi-hit super, once they have one meter, they essentially have infinite supers as long as they either hit or get blocked (and the super in question does a not insignificant amount of damage even when blocked, too). There's also a possible issue with the camera: as the fighters get closer to one end of the stage or the other, the camera will tilt slightly to make a dramatic angle, which does look really cool, but might raise some questions regarding fairness, especially among the kind of players who insist on always fighting in plain training stages, or banning custom costumes in modern fighting games.

 


Mostly, though, Critical Blow is a game I strongly recommend, especially if you're nostalgic for the era in which it was originally released. I think the music especially is going to make a certain section of my audience lose their minds when they hear it! I learned only after already having played it for several hours that it's also the sequel to game from 1996 called Genei Tougi, so that might also be worth checking out too (though I haven't played it yet, so I can't say for sure).

Friday 3 September 2021

Ace Driver Victory Lap (Arcade)


 Everyone knows about Namco's arcade racing series Ridge Racer, right? But long before that, there were the Pole Position games, and from them eventually came the Final Lap games, and from them came the first Ace Driver, and this, its sequel. I was going to review both Ace Driver games, but since the first one only has one track, a graphically enhanced version of which is included in this game, I decided not to bother with it.

 


Ace Driver Victory Lap was released in 1995, the same year as Rave Racer, so although Ace Driver seems to have been mostly forgotten by history, it was running alongside its more popular sibling at one time. I guess the difference is that interest in Formula 1-style racing games had waned by the mid-nineties in favour of the street and mountain racing seen in Ridge Racer? Maybe that's also why Ridge Racer got home ports, but Ace Driver never did?

 


Anyway, you know how racing games go: you race around tracks, both against other racers and against a time limit that gets extended every time you go trough a checkpoint. There aren't any special gimmicks on display here, it's just a great-looking, competent racing game that's fun to play. I guess the slightly futuristic setting could be considered a gimmick, but it doesn't affect gameplay at all. There's no boosts or power ups or anything like that. Just a great use of colours (with an emphasis on purple, brown, and silver/grey that works surprisingly well) and a kind of eco-technological world with giant skyscrapers and machinery alongside perfectly clear skies and seemingly untarnished nature.

 


Unfortunately, I don't hve a lot more to say about Ace Driver Victory Lap. It's good, you should play it if you see a cabinet somewhere, or if you have a good enough computer to run it in MAME (and if I do, you almost definitely will, too, to be honest).