So, Balouba-Louk no Densetsu is a 1986 platformer that combines ideas from an earlier age of arcade games, along with ideas shared by its contempories. From the earlier age, it has a lot of mechanics that you'll recognise from Pac-Man and its imitators: your goal in each stage is to collect all the points items and avoid the enemies chasing you (in this case, they appear to be brightly coloured octopodes). Also, there's an item in each stage that turns the enemies into points items for a short time, which double in value for each one you manage to collect.
Its more contempory influences are more widespread but mainly, they appear to be Super Mario Bros and Bubble Bobble. From Mario, the game takes the idea of hitting blocks from below: hitting a treasure chest from below causes it to open, and opened treasure chests are worth more points when collected. Furthermore, an opened treasure chest might sprout a flower, and hitting it again will cause the flower to bloom. Obviously, bloomed flower chests are worth even more points. Opened chests will also leave a bomb in their place, and if the player jumps from a block with a bomb on top, the bomb will be lit, and any enemies caught in the explosion will be paralysed for a few seconds. Bloomed flowers, when collected, leave a different item, and when this item is jumped from, it fires shots to the left and right, which turn enemies into one of eight different power-ups, each with different effects, like adding portals or an extra "power pill" item to the stage, or just giving the player a few extra points.
It's this whole business with the flowers and opening chests and so on that I'm considering the influence of Bubble Bobble (and other arcade games of the time), that is, that though the game seems simple on the surface, there are various hidden and semi-hidden ways of scoring extra points, doing away with enemies, and so on. I often find myself saying on this blog the phrase "it's a shame this game wasn't more popular", and it applies to this game, too, as though it did get a Famicom-only sequel, had it been more popular, there might be more documentation around of the various secrets that might be hidden within (or maybe I'm just assuming too much of the game, and the reason it never took off in a big way, despite being a fun, well made game, is because there aren't any secrets and it didn't hold players' attention for long).
Balouba-Louk no Densetsu is a decent enough little game, and I recommend you give it a shot. As an aside, the text on the title screen "Baluba-Louk was discovered in 1985" made me wonder if it was inspired by some real ruins or something that might have been discovered that year, but no, that's just regular old flavour text.
Thursday, 31 December 2015
Wednesday, 23 December 2015
Olteus II (X68000)
One thing I usually hate is levelling up and buying equipment in action games. The worst cases are almost always beat em ups, a genre that has been completely killed in recent years by developers choosing to replace interesting mechanics and design with endless grinding and enemies that can only be defeated using moves that are only useful for defeating those specific enemies. But I'm going on a bit of an unrelated rant here, as though Olteus II has both experience levels and a weapon shop, they actually make the game more compelling. Plus it's a shooting game, not a beat em up.
In fact, the way the game seems to encourage, rather than punish continuing in contradiction to the genre's norm, it can possibly be considered a kind of dialogue-free action RPG that takes a shooting game-like form. For shooting enemies, you gain experience points and gold. Levelling up via experience increases the amount of hits you can take before dying, and increases the power of your default gun and your charge weapon. You also start the game with two options which do nothing alone. This is where the gold comes into play: there's a shop with a variety of different weapons, and different power levels for each of those weapons, and you can equip a different weapon to each one of the options.
The game's split (as far as I can tell, as I haven't completed it yet) into two planets, of four stages each, and a final techno-organic spaceship with a single stage. The stages on each planet can be done in any order, though you have to complete one planet to go to the next. There's also a system of "days" in effect. You start with 999 days to complete your mission, and every time you play a stage, whether successful or not, takes up one day. I really don't know what happens if you run out of days, as getting to the final stage, maxing out my level and getting enough gold to buy every weapon took about 20-something days and an hour and a half. It'd take superhuman levels of both incompetence and persistence to get through 999 days.
The game's presentation is definitely a strong point. The menus all look great, with little diagrams for the weapons in the shop, and thumbnail illustrations of each stage on the stage select screen. Ingame, it looks really great and very colourful, and though it's a minor shame there isn't any parallax, it does look amazing for an independently-produced videogame from 1991. The music was a surprise, as it sounds like it was influenced more by western computer game music, rather than the arcade and console influences you see in most X68000 games (and especially shooting games).
In summary, Olteus II's idiosyncracies mean it won't be something you'll play for years to come like the more orthodox high-quality shooting games on the X68000, like Cho Ren Sha 68k and the like, but it is an entertaining way to pass a couple of hours.
In fact, the way the game seems to encourage, rather than punish continuing in contradiction to the genre's norm, it can possibly be considered a kind of dialogue-free action RPG that takes a shooting game-like form. For shooting enemies, you gain experience points and gold. Levelling up via experience increases the amount of hits you can take before dying, and increases the power of your default gun and your charge weapon. You also start the game with two options which do nothing alone. This is where the gold comes into play: there's a shop with a variety of different weapons, and different power levels for each of those weapons, and you can equip a different weapon to each one of the options.
The game's split (as far as I can tell, as I haven't completed it yet) into two planets, of four stages each, and a final techno-organic spaceship with a single stage. The stages on each planet can be done in any order, though you have to complete one planet to go to the next. There's also a system of "days" in effect. You start with 999 days to complete your mission, and every time you play a stage, whether successful or not, takes up one day. I really don't know what happens if you run out of days, as getting to the final stage, maxing out my level and getting enough gold to buy every weapon took about 20-something days and an hour and a half. It'd take superhuman levels of both incompetence and persistence to get through 999 days.
The game's presentation is definitely a strong point. The menus all look great, with little diagrams for the weapons in the shop, and thumbnail illustrations of each stage on the stage select screen. Ingame, it looks really great and very colourful, and though it's a minor shame there isn't any parallax, it does look amazing for an independently-produced videogame from 1991. The music was a surprise, as it sounds like it was influenced more by western computer game music, rather than the arcade and console influences you see in most X68000 games (and especially shooting games).
In summary, Olteus II's idiosyncracies mean it won't be something you'll play for years to come like the more orthodox high-quality shooting games on the X68000, like Cho Ren Sha 68k and the like, but it is an entertaining way to pass a couple of hours.
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