Sunday, 19 February 2012

The Super Shinobi (NES)

Hello! I'm sorry it's been such a long time since my last post, I've been spending too much time playing games everyone's heard of (and that, as such aren't suitable material for this blog), like Dynasty Warriors Gundam 3 and Alice: Madness Returns. But here's a new review! I think this might be a record for the most posts in a row that aren't about Playstation games, too, which is nice.
Anyway, The Super Shinobi for NES/Famicom is, despite the title, a port of the awesome and excellent Mega Drive game The Super Shinobi II (which is known in the west as Shinobi III: Return of the Ninja Master). Although "port" might be too generous a term for this game. Those plucky pirates at SUPER GAME tried their hardest, but it's really more of a loose adaptation of the original.
At first glance, it does seem pretty faithful, the graphics are excellent considering the limitations of the hardware, and the music is alright too (I assume it will probably be of interest to game music nerds too, so they can hear some NES covers of Mega Drive songs...).
The first big difference you'll notice is the scarcity of shurikens compared to the original. This means you'll be going in close and attacking enemies with your sword a lot more. As you go throughout the game, you'll notice that Joe isn't as agile as you're used to, too. For example, his somersault jump doesn't goe as high as it does in the original, he can only hang underneath certain places, rather than from the bottoms of any platforms and, as far as I can tell, he can no longer walljump.
The game also makes a brave attempt at Shinobi III's horse riding stage, but it doesn't really work very well. It's nice that they tried though, right?
I've only managed to get a few stages into the game (to be exact, as far as the "floating cyborg brain thing" boss), and Joe's new found physical disabilities haven't hampered progress so far, though there are some item on platforms that are just slightly out of reach, which is annoying, considering the raised difficulty in this game compared to its source.
The blame for the increased difficulty can be placed on a combination of the weaker hardware, and some slightly inept programming. There are two main problem when fighting enemies: the AI for the stronger enemies seems completely random compared to the original game, so rather than waiting for an opening that you know is coming, the most effecient way of fighting is to get in close and slash at them until they die, hoping that they go before you. The other problem is slightly shoddy collision detection. Not bad enough to be a disaster, just a mild nuisance.
From what I've played of this game, it seems like the most reliable way to proceed is to abuse the hell out of your ninja magics: using the suicide spell when you're low on health, so you can start a new life's health bar without restarting the stage, and using the shield spell whenever you have more than one magic stock, to make that health bar last a little bit longer. It seems the makers of the game were aware of this too, as while the extra magic item is incredibly rare in the original version, there's a few in each stage in the pirate.
All in all, like a lot of these pirate ports, it's a nice curio, but not really a very good game, and definitely not worth bothering with in this modern age when you can just emulate the original.

Sunday, 5 February 2012

Curiosities vol. 1 - X68000 Space Harrier Hacks

This post is a little different than the usual reviews, since all these games ar just hacks of Space Harrier, and everyone loves Space Harrier anyway, it'd be pointless reviewing them. I'm just posting about them because I think they're interesting and I want to share them with the world. I don't know when these hacks were made, but judging by the contents, I would guess they didn't come out too long after the X68000 version of the game itself, in the late 1980s. This also isn't a comprehensive guide: there are three other known hacks, two of them themed around Sailor Moon and Gundam, and another one, called "Pretty Harrier", about which I know very little. Unfortunately, I couldn't get them to run in XM6g. If anyone has got those to run in an emulator, please tell me how and which emulator! Also, special thanks for this post go to Dark Age Iron Savior, who managed to find the disc images for me. I apologise in advance for the layout of this post. There's a lot of images, and I'll try my best to arrange them nicely, but I make no promises it won't be an ugly mess at the end of it.

Harrier Desse

As far as I can tell, this hack doesn't really have any unifying theme to it. It's just strange. The sound effects have all been replaced with strange voice samples, and the enemies include slimes from Dragon Quest, hattifatteners from Moomin and Gamera, among other unconnected things.

Rumic Harrier


This one is a bit more palatable, you play as Lum from Urusei Yatsura, and fly around shooting characters from the various works of Rumiko Takahashi, including UY as well as Maison Ikkoku and Ranma 1/2




Street HarrierThis one is the coolest of the three I'm posting about. You play as Ryu from Street Fighter, flying and shooting hadokens, and the enemies are characters from a ton of different arcade games! The bonus stage has Ryu doing a handstand on top of the plane from Afterburner! The last boss is the guy from Space Harrier, come to reclaim his game! The only problem is that there's something wrong with the game (or possibly the emulation of it) that means the lives counter never goes down. On the other hand though, that means I got to play it all the way to the end and take lots of screenshots!