Sunday, 4 December 2011

Pop'n Tanks (Playstation)

The first thing that I'm going to tell you about this game is that it has a nice 2D animated intro before the title screen, as well as nice 2D animated intros for each character in story mode. So I'm slightly biased towards it, as like all good-hearted people, I really like it when 32-bit era games have 2D animated videos in them.
Anyway. The game's about one-on-one tank battles, in small brightly coloured cartoony tanks. All the tanks are different, both in looks and in weaponry. But you should be aware that the tank with a cake for a turret is the best one, since its special weapon sends out some flying exploding giant bananas that are really hard to avoid and do tons of damage.
There's two main modes to play in: Tank World and Story Mode. Tank world is the more in-depth of the two modes; you pick a tank, choose a name for yourself and the tank you chose, then try to fight your way up the rankings. When you win a fight, you go up in the rankings and also gain a tank part. The main problem with this mode is that you don't get to choose your opponents, just the stage on which you fight them. And the fact that I'm so rubbish I can never get more than one or two ranks places above the bottom rank. Waah.
Story mode is basically what would be called "Arcade Mode" in any other fighting game. You pick a character (these characters don't appear in the Tank World mode, and the tanks they have are all the default tanks you can choose from in that mode) and figght the other characters, and the characters will have a conversation before each fight. I don't know what the plot's about because it's all in Japanese. But like i've probably said a million times before, if the plot's so important that your inability to understand it will keep you from playing a game, you're a massive idiot.
As for how the game actually plays, it's mostly pretty good! The tanks are really fun to drive around, to the point where I wish there were some kind of Choro Q-esque adventure mode so I could drive them round without being shot at. The battles are nice and fast-paced, too, and although I'm terrible at the game and almost constantly lose, it rarely feels unfair. Tying in with the animated cutscenes, the battles do a good job of looking like what battle scenes from a late-90s Japanese cartoon about brightly coloured tanks would look like, were such a show to exist (and if it does exist and I just don't know about it, please inform me!).
Pop'n Tanks, then. It's alright. Plus, I'm tagging it as a fighting game, and you can't stop me!

Monday, 28 November 2011

Kirby no Omochabako - Hoshi Kuzushi (SNES)

Remember at the end of the Dyna Brothers review, where I said I was worried that I was doing to many positive reviews? Well, this should help buck the trend a little!
This game is terrible. It's an Arkanoid-like, starring Kirby as the ball, and has the player controlling two hamsters carrying a sheet to bounce him upwards with. The fact that this setup is kind of cute is probably the most positive thing that can be said about this game.
It mostly plays like any other generic Arkanoid-like, with the gimmick that you have a constantly depleting "stars" counter, and if kirby hits the ground while it's above zero, he'll bounce once, giving you a chance to catch him rather than losing a life straight away, and you'll also lose 10 stars. The blocks are star shaped, and for every one that's destroyed, a little star falls down which boosts your star counter slightly.
The problem is that it's just incredibly slow and boring.
The first problem is that there are no power-ups at all, unless you count the stars. The second problem is that Kirby's movement speed never increases. The third and fourth problems are that the blocks are really tiny and there are tons of them in each stage.
All of these add up into a game in which you spend long, tedious minutes staring at Kirby slowly bouncing around the screen, waiting for him to hit the two tiny stars at either side of it.
I should also mention that this was an early downloaded title, distributed via the Satellaview system, using some kind of arcane sorcery. This fact might lead you to think that I'm being unnessecarily hard on the game, but I'm not. Kaizo Chojin Shubibinman Zero and The Legend of Zelda: Ancient Stone Tablets were also Satellaview titles, but they were both awesome, fully fleshed out games.