Wednesday, 4 February 2015

Pop Breaker (Game Gear)

Pop Breaker is an odd game. It feels a lot like an old computer game in a number of ways. The first and most obvious way is that the game's protagonist is the female driver of a futuristic tank, and that the game contains various (clean) pictures of her looking cute. (The pictures themselves are also fairly cute, being limited to the colour palette and very low resolution of the host hardware. The second computer-like trait might not sink in immediately while playing, but it is the most important and is the trait around which the entire game is built: the stages were clearly constructed using some kind of simple level editor program (which, unfortunately, has no in-game version).

 The game sees the player controlling their futuristic tank around various stages, with the aim of each stage being to destroy a stationary device, kind of like the Cores that appear in the Bangai-O games. The stages also contain various obstacles: breakable and unbreakable blocks, arrows that push the tank in the direction they point, triangular blocks that change the trajectory of enemy and player shots (interestingly, the player and enemies fire the same kinds of shots and all shots are treated equally when it comes to destroying blocks, enemies, and the player's tank), and several kinds of enemies who all have their own distinct patterns of behaviour.

Pop Breaker plays something like a hybrid of a shooting game and old-school tile-based action-puzzle games, Because of this play style, on first glance, movement and scrolling will seem jerky and awkward, but this is a necessary part of the design: everything in-game is measured in tiles, and a lot of the game is about being in the exact right position to shoot something or avoid shots or trick enemies into shooting each other. Most enemies are two by two tiles, the player's tank is three by three, while walls, shots and most other objects take up the space of a single tile.

The fact that the player's tank is three tiles wide ties into another odd quirk: before starting a new game, the player chooses whether shots will be fired from the middle, left or right tile. I strongly recommend against choosing the middle tile, though I don't see any specific advantage that left or right might have over each other.

Yeah, Pop Breaker is an interesting game. It's far from being essential, but it's one of a few slightly quirky Game Gear games from smaller developers, and it's definitely not a bad game.

As a little extra note, I've recently started a Patreon! If you pledge two American dollars a month, you get to see all new posts two days before they appear here, and I'd really appreciate the support!

Sunday, 25 January 2015

Taekwon-Do (SNES)

Like the previously-covered Champion Kendou, Taekwon-Do is part of the mostly dead (apart from MMA and Boxing games, usually featuring real-world athletes) genre of combat sports videogames. Obviously, it focuses on the Korean martial art Taekwon-Do, and, unusally, even offers an option to play the game in Korean rather than Japanese (though, wasn't the import of Japanese videogames to Korea illegal when this game came out? I don't know).

Though there are other modes, such as a King of Fighters-esque team battle mode, and some kind of character edit/training mode that I couldn't really work out, as its pretty text-heavy, and I can't read Japanese or Korean, the main single player mode sees the player selecting a character and taking part in tournaments around the world. There are three possible ways to win a match: either knock your opponent out, knock them to the ground five times, or have scored the most points when the time runs out.

Successful attacks score one to three points each, while knockdowns and ringouts are worth five each. The score totals aren't visible until the end of each match, presumably to stop players building up a safe score and then blocking or avoiding attacks until the counter runs down. There's no visible health bar, but knockouts usually seem to be achieved by completely overwhelming your opponent with constant attacks. The game controls pretty simply: the face buttons combined with directions on the d-pad execute various attacks (mostly kicks, of course), and the shoulder buttons are held to take on different stances, and also to move up and down the mat. The sounds for attacks connecting and being blocked sound like wood blocks being knocked together, which is more effective than my description implies, and gives a very different feel to the more visceral sounds heard in regular fighting games.

Since this is an attempt at a fairly realistic martial arts sports game, the characters are all just guys in Taekwon-Do outfits, and, in fact are all head and palette swaps of the same sprite. Don't take this as a negative, though: the developers have used this fact to their advantage, as that one sprite has a ton of expressive animation. Not only are there special reaction animations to getting hit by ceratin attacks, or in certain situations (for example, a character taking a strong hit to the gut will hunch over and hold themselves for a few frames, while a character being hit mid-jump will stumble on their feet when they land), but the fighters also show various levels of fatigue, which seem to be effected by various factors, such as the character's own stamina stat, the severity of the beating they've taken and the amount of jumping and other energetic moves they've performed. By the end of a particularly fierce bout, both characters will be breathing heavily, shoulders slumped and knees starting to buckle. This depth of animation really adds a lot to the game, and I'm slightly worried I'm not doing a good enough job of getting that across.

Soyeah, Taekwon-Do is definitely a game worth looking into for those wanting something slightly different from a typical fighting game, as well as those interested in how a videogame can take its weaknesses and turn them into strengths.