I'm sure you all know of the massive fighting game boom that followed
in the wake of Street Fighter II and, to a lesser extent Mortal Kombat
in the early 1990s, and how along with some classics, there were also
some awful, point-missing garbage cash-ins, like Bloodstorm and Data
East's unreleased Tattoo Assassins. Might Warriors appears to be one of
those cash-ins, though this is just guesswork, as there's very little
information about the game's development, or even its release date. The
publisher, Elettronica Video-Games, is an Italian company that seems to
only make gambling machines now (assuming the company that exists today
under that name is the same one).
Anyway, the plot is
pretty similar to SEGA's Eternal Champions: a bunch of dead (and
exclusively male) warriors from throughout history are given the chance
to live again by proving their might. These warriors include the usual
Greek, Roman and (very white-looking) Egyptian, as well as a Celt, a
non-specific African, a Chinese guy, a viking, some kind of big monk,
and, most surprising, a massive Babylonian. Amusingly, it seems the
artists had a hard time trying to animate tartan for the Celt's outfit,
so they have him in chef-style checkerboard trousers.
They
all have their own stages, too, and the stages even have at least two
weather/time of day variants each, which is a surprise for a game like
this. The reason I'm not mentioning the names of any of the characters,
is because they seem to have different names depending on whether the
left or right-side player is controlling them. For example, the viking
can be Gurdaf on the left, or Gandalf on the right, while the Chinese
guy is Hang-Sing or Chang-Kien. I guess this is their way around
explaining how two of the same character can be fighting each other?
The
game is no classic, as you've probably already assumed, but it does
have some more interesting little quirks. Like how before each fight,
you pick your character's "mutation". This isn't a special power or
trait like you might expect, but one of the other characters that you
can suddenly change into at will. Obviously, there's no explanation for
this, nor is there any real advantage to doing this in a fight.
Furthermore, each character starts every round with a weapon, which
disappears if they get to 50% health or lower and get knocked to the
ground. There's also little aesthetic touches, like how the continue
screen counts down in Roman numerals, and how there's a little animated
face between the health bars that says all the "ROUND ONE! FIGHT!"
stuff. Little touches like these make me think that though the execution
isn't great, and the game was almost definitely knocked out as a quick,
cheap cash-in, at least someone involved in its creation must have been
passionate about what they were doing.
Yeah, Mighty
Warriors isn't a game I can recommend at all, but it's a quirky little
thing that stands out from the other cash-ins by having a few little
sparks of creativity and personality. And also by not resorting to the
try-hard me-too shock tactics of games like Time Killers and Bloodstorm.
Showing posts with label arcade. Show all posts
Showing posts with label arcade. Show all posts
Monday, 22 June 2015
Monday, 8 June 2015
Mouja (Arcade)
I'm sure the fine, discerning readers of this blog will be familiar
with the Neo Geo puzzle game Money Puzzle Exchanger, which combined the
fast-paced gameplay of Magical Drop with the excitement of mental
arithmetic. But if any of you aren't, instead of matching colours, the
player matches denominations of currency: five ones make a five, two
fives make a ten, five tens make a fifty, two fifties a hundred, five
hundreds a five-hundred and two five-hundreds disappear. According to
legend, the similarities between Money Puzzle Exchanger and Magical Drop
were so great that Data East sued the devloper, FACE, into bankruptcy.
I'm not sure how true this story is, since the game managed to get
ported to Playstation and Game Boy.
But anyway, what does any of this have to do with Mouja? Well,Mouja is like a version of Money Puzzle Exchanger without the Magical Drop plagiarism: rather than Magical Drop's idiosyncratic "pulling orbs down and thrusting them back up" mechanic that MPE stole, Mouja has a more traditional "orbs fall into a pit from above in pairs". Otherwise, it has all the arithmatical fun seen in FACE's allegedly ill-fated game. In fact, the "one" coins look exactly the same, too, but it's a pretty simple design anyway, and the other coins all look different enough.
Mechanically, it's alright. I prefer Money Puzzle Exchanger though, since Magical Drop is my favourite puzzle game series, and MPE is like a nice little variant on the theme. Mouja feels a little clunky and reliant on luck as much as skill. There is a huge problem with this game, however: the single player game is brutally, sadistically difficult. A lot of arcade games are harder than they need to be because they want players to get addicted and feed more coins in and continue their way to the end. Some arcade games are hard because they're legitimately well-designed games designed for skilled players. Mouja, on the other hand, feels like it is the outcome of one of two scenarios.
The first scenario leans on something I once read about videogame AI: that programmers make it as good as they can, then scale it back to make it fair on human players. It sounds feasible, and Mouja feels like the programmers might have done the first part and forgot about the scaling back. The second possibility is that it really is a game designed with sadism in mind, and evidence backing this up comes in the form of the game's scoring system: not only is it fairly inscrutible, but sometimes scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
But anyway, what does any of this have to do with Mouja? Well,Mouja is like a version of Money Puzzle Exchanger without the Magical Drop plagiarism: rather than Magical Drop's idiosyncratic "pulling orbs down and thrusting them back up" mechanic that MPE stole, Mouja has a more traditional "orbs fall into a pit from above in pairs". Otherwise, it has all the arithmatical fun seen in FACE's allegedly ill-fated game. In fact, the "one" coins look exactly the same, too, but it's a pretty simple design anyway, and the other coins all look different enough.
Mechanically, it's alright. I prefer Money Puzzle Exchanger though, since Magical Drop is my favourite puzzle game series, and MPE is like a nice little variant on the theme. Mouja feels a little clunky and reliant on luck as much as skill. There is a huge problem with this game, however: the single player game is brutally, sadistically difficult. A lot of arcade games are harder than they need to be because they want players to get addicted and feed more coins in and continue their way to the end. Some arcade games are hard because they're legitimately well-designed games designed for skilled players. Mouja, on the other hand, feels like it is the outcome of one of two scenarios.
The first scenario leans on something I once read about videogame AI: that programmers make it as good as they can, then scale it back to make it fair on human players. It sounds feasible, and Mouja feels like the programmers might have done the first part and forgot about the scaling back. The second possibility is that it really is a game designed with sadism in mind, and evidence backing this up comes in the form of the game's scoring system: not only is it fairly inscrutible, but sometimes scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
Monday, 6 April 2015
Itazura Tenshi (Arcade)
I've said before about how sometimes, when looking through lists of
games, certain titles seem to jump out at you for no obvious reason.
Itazura Tenshi is one of those games, and I'm glad it did. In the early
1980s, most games set in outer space would be sci-fi themed shooting
games about spaceships, with maybe some greek mythological imagery
thrown in, if the designers were fans of Saint Seiya or Ulysess 31.
Itazura Tenshi takes a different route, being themed around a cosmic
fantasy romance, and starring an angel instead of a spaceship.
The angel in question endeavours to win the heart of his celestial love by touching the stars in the sky and turning them into constellations. He doesn't perform this task unopposed, however, as various obstacles stand in his way. There's UFOs flying around randomly shooting, other angels who not only chase our hero around, but also try to undo his hard work, and for some reason there's also crabs casually wandering about and getting in the way. Oh, and every now and then, a wizard in a green robe will give chase, shooting bolts of magic along the way.
The game only uses the joystick and one button. The button does serve two purposes, however: most of the time it just makes the angel flap his wings and fly faster, but on collection of a bow, it also shoots arrows for a limited time. The bow power-ups work slightly oddly though, as picking one up while you already have one won't extend the time it lasts, so for more shots, you have to wait until your current bow runs out before collecting another.
There's also at least two bonus sections in the game, too. The first happens when the player completes half of the constellations in a stage, and compares the number of stars still unmarked to those the player has touched, and offers a bonus if the player has done more. This is a bonus the player really has to work for, since getting more than half the stars in this way means deliberately ignoring the simpler constellations, and also partially completing some, all while avoiding the various things out to kill them (which is hard enough already). The other happens after a whole stage has been completed and is a lot easier, simply having the player guide the angel into the arms of his love as they run towards each other from across the screen. Success sees the two embrace, with a points bonus and the message "I LOVE YOU FOREVER!", failure awards no points, and "A BROKEN HEART!".
Itazura Tenshi is a game I recommend giving a go, as it's very pretty and has a nice theme that was fairly unusual at the time, and still pretty unusual today. I do warn though, that the difficulty level is merciless right from the start, and the experience of playing it is a mix of fascination and frustration. There's an idea that I've seen attributed to Yu Suzuki (though I don't know how legitimate that attribution is) that while great console games are like classic novels, great arcade games are like works of poetry, and I think Itazura Tenshi is a great example of that idea.
The angel in question endeavours to win the heart of his celestial love by touching the stars in the sky and turning them into constellations. He doesn't perform this task unopposed, however, as various obstacles stand in his way. There's UFOs flying around randomly shooting, other angels who not only chase our hero around, but also try to undo his hard work, and for some reason there's also crabs casually wandering about and getting in the way. Oh, and every now and then, a wizard in a green robe will give chase, shooting bolts of magic along the way.
The game only uses the joystick and one button. The button does serve two purposes, however: most of the time it just makes the angel flap his wings and fly faster, but on collection of a bow, it also shoots arrows for a limited time. The bow power-ups work slightly oddly though, as picking one up while you already have one won't extend the time it lasts, so for more shots, you have to wait until your current bow runs out before collecting another.
There's also at least two bonus sections in the game, too. The first happens when the player completes half of the constellations in a stage, and compares the number of stars still unmarked to those the player has touched, and offers a bonus if the player has done more. This is a bonus the player really has to work for, since getting more than half the stars in this way means deliberately ignoring the simpler constellations, and also partially completing some, all while avoiding the various things out to kill them (which is hard enough already). The other happens after a whole stage has been completed and is a lot easier, simply having the player guide the angel into the arms of his love as they run towards each other from across the screen. Success sees the two embrace, with a points bonus and the message "I LOVE YOU FOREVER!", failure awards no points, and "A BROKEN HEART!".
Itazura Tenshi is a game I recommend giving a go, as it's very pretty and has a nice theme that was fairly unusual at the time, and still pretty unusual today. I do warn though, that the difficulty level is merciless right from the start, and the experience of playing it is a mix of fascination and frustration. There's an idea that I've seen attributed to Yu Suzuki (though I don't know how legitimate that attribution is) that while great console games are like classic novels, great arcade games are like works of poetry, and I think Itazura Tenshi is a great example of that idea.
Tuesday, 17 March 2015
Gyakuten!! Puzzle Bancho (Arcade)
The title of this game actually tells you a lot about it. It's a puzzle
game, and the characters are banchos (that is, a certain kind of tough
teenage delinquent that had its heyday in the 70s and 80s, and have a
bunch of attatched stereotypes). Also, I'm pretty sure that "gyakuten"
means something along the lines of "comeback" or "reversal", and there's
a pretty good mechanic relating to that in this game.
But before I get on to the mechanics, I want to talk about how great it looks. It's made by Fuuki, and like their most well-known games, Asura Blade and its sequel Asura Buster, it's full of large character sprites and very bold and vibrant colours. I don't know how they do it, but something about the colour in Fuuki's games really bursts forth from the screen, and Puzzle Bancho is no exception to that. The designs of the characters and the world they inhabit is well-done, too, being extremely exagerrated caricatures of bancho stereotypes. There's also a sukeban (female bancho) character, and I'm sure I've mentioned before how mysteriously absent they tend to be from videogames, so that's nice too.
As for the mechanics, it's a versus-style puzzle game of the sort that sprung up in droves in the wake of Puyo Puyo. Coloured blocks fall from above, and react when placed together in groups of three. The blocks come in large and small variants, and upon "reaction", the large blocks disappear, and the small blocks grow into large ones. Obviously, this opens up a new way to make chains (and as is usual for these games, chaining is the most important thing): if three small blocks react and grow into large ones, those large blocks will instantly react again and disappear.
By now, you might wonder where the "comeback" concept comes into things. Like most games of this type, there's garbage blocks that fall upon the opponents of skilled players. When a large block disappears while touching a garbage block, the garbage block becomes a small block of the same colour. With proper planning, a good (or very lucky) player can use the garbage blocks to form monstruous chains that wouldn't otherwise be possible.
Although it's a good game with no real downsides, I can't really recommend Gyakuten!! Puzzle Bancho. Unless you really love versus puzzlers and want to play every one, or if you really love the aesthetic, it's just not different enough or any better than the likes of Puyo Puyo or Magical Drop.
But before I get on to the mechanics, I want to talk about how great it looks. It's made by Fuuki, and like their most well-known games, Asura Blade and its sequel Asura Buster, it's full of large character sprites and very bold and vibrant colours. I don't know how they do it, but something about the colour in Fuuki's games really bursts forth from the screen, and Puzzle Bancho is no exception to that. The designs of the characters and the world they inhabit is well-done, too, being extremely exagerrated caricatures of bancho stereotypes. There's also a sukeban (female bancho) character, and I'm sure I've mentioned before how mysteriously absent they tend to be from videogames, so that's nice too.
As for the mechanics, it's a versus-style puzzle game of the sort that sprung up in droves in the wake of Puyo Puyo. Coloured blocks fall from above, and react when placed together in groups of three. The blocks come in large and small variants, and upon "reaction", the large blocks disappear, and the small blocks grow into large ones. Obviously, this opens up a new way to make chains (and as is usual for these games, chaining is the most important thing): if three small blocks react and grow into large ones, those large blocks will instantly react again and disappear.
By now, you might wonder where the "comeback" concept comes into things. Like most games of this type, there's garbage blocks that fall upon the opponents of skilled players. When a large block disappears while touching a garbage block, the garbage block becomes a small block of the same colour. With proper planning, a good (or very lucky) player can use the garbage blocks to form monstruous chains that wouldn't otherwise be possible.
Although it's a good game with no real downsides, I can't really recommend Gyakuten!! Puzzle Bancho. Unless you really love versus puzzlers and want to play every one, or if you really love the aesthetic, it's just not different enough or any better than the likes of Puyo Puyo or Magical Drop.
Friday, 13 February 2015
Curiosities Vol. 3 - Korean Compile Pirates
I hate to make stereotypes like this, but we're all aware that sometimes
game developers and publishers in mainland Asian countries have
somewhat lackadaisical stances towards other people's copyrights. It
seems that Compile's Disc Station, specifically volume 12 of the PC series had, at one point, caught the eyes of a few arcade developers in
South Korea.
This phenomenon was first brought to my attention by tumblr user Fergzilla, who told me about the first of the three games I'll be covering in this post: Yun Sung's Shocking. Shocking is a total, wholesale rip-off of the action RPG Gensei Kai Shingeki, with a new plot about a wolfman trying to regain his humanity tacked on. There's not really that much more to it: Shocking is a really close clone to its "inspiration", the biggest difference being that the graphics are lower resolution, since the original was a PC game, and Compile's PC games were (and are) reknowned for their great hi-res pixel art.
After some investigation into MAME ROMsets and history.dat, I found two Korean arcade games that are both knock-offs of the other big draw on Disc Station #12, Bomber Through Gogo! ~Jump Hero Gaiden 2~, but, unlike Shocking, neither is a direct clone, with different levels of variation from the original.
Firstly there's Bomb Kick, again by Yun Sung. Surprisingly, this game deviates the furthest from the original. Again, the graphics are much lower res than the original, but at least this time they're not direct rips of the original (except that some of the enemies definitely are). In fact, as far as I can tell, a good portion of the game's graphics are new. But also, there are a few enemy sprites that are clearly ripped from either the Mega Drive or SNES version of Disney's Aladdin, as well as a few background images that contain elements from the same, some disguised, some not so much.
The biggest difference between Bomb Kick and the original, though, is in the weapon deployment. In the original, pressing the fire button would drop a bomb on the ground, with a seperate kick button to send it enemy-bound. Bomb Kick has bombs being kicked by default, though they can still be dropped by pressing down and fire. Because of this, this is probably my favourite iteration of the formula, despite its combination of ugly new graphics and shameless stolen ones.
Finally, there's Dynamite Bomber from a company named Limenko. Mechanically, it's more faithful to Compile's original game, with bombing and kicking kept to seperate buttons, and I think that most, or possibly all of the graphics are either new, or at least somewhat disguised rips of graphics from the original game (the playable characters do look like rip-offs of Compile's Jump Hero characters, but I'm not sure if they're just similar designs or edited rips).
The problem is that this, combined with stage design that often places enemies on small, high-up platforms makes the game a bit of an awkward, labourious chore to play. It's a shame, as it does at least look a lot better than Bomb Kick.
So that's that, then. Two Korean companies both decided to plagiarise games from a relatively little-known series of discmags, and both chose games from the same volume of said discmags. What a world!
This phenomenon was first brought to my attention by tumblr user Fergzilla, who told me about the first of the three games I'll be covering in this post: Yun Sung's Shocking. Shocking is a total, wholesale rip-off of the action RPG Gensei Kai Shingeki, with a new plot about a wolfman trying to regain his humanity tacked on. There's not really that much more to it: Shocking is a really close clone to its "inspiration", the biggest difference being that the graphics are lower resolution, since the original was a PC game, and Compile's PC games were (and are) reknowned for their great hi-res pixel art.
After some investigation into MAME ROMsets and history.dat, I found two Korean arcade games that are both knock-offs of the other big draw on Disc Station #12, Bomber Through Gogo! ~Jump Hero Gaiden 2~, but, unlike Shocking, neither is a direct clone, with different levels of variation from the original.
Firstly there's Bomb Kick, again by Yun Sung. Surprisingly, this game deviates the furthest from the original. Again, the graphics are much lower res than the original, but at least this time they're not direct rips of the original (except that some of the enemies definitely are). In fact, as far as I can tell, a good portion of the game's graphics are new. But also, there are a few enemy sprites that are clearly ripped from either the Mega Drive or SNES version of Disney's Aladdin, as well as a few background images that contain elements from the same, some disguised, some not so much.
The biggest difference between Bomb Kick and the original, though, is in the weapon deployment. In the original, pressing the fire button would drop a bomb on the ground, with a seperate kick button to send it enemy-bound. Bomb Kick has bombs being kicked by default, though they can still be dropped by pressing down and fire. Because of this, this is probably my favourite iteration of the formula, despite its combination of ugly new graphics and shameless stolen ones.
Finally, there's Dynamite Bomber from a company named Limenko. Mechanically, it's more faithful to Compile's original game, with bombing and kicking kept to seperate buttons, and I think that most, or possibly all of the graphics are either new, or at least somewhat disguised rips of graphics from the original game (the playable characters do look like rip-offs of Compile's Jump Hero characters, but I'm not sure if they're just similar designs or edited rips).
The problem is that this, combined with stage design that often places enemies on small, high-up platforms makes the game a bit of an awkward, labourious chore to play. It's a shame, as it does at least look a lot better than Bomb Kick.
So that's that, then. Two Korean companies both decided to plagiarise games from a relatively little-known series of discmags, and both chose games from the same volume of said discmags. What a world!
Sunday, 18 January 2015
Bogey Manor (Arcade)
But before I get onto them, I should really explain the game itself, shouldn't I? In it, some guy named Fritz goes to a series of ramshackle old mansions to, I guess exorcise them by destroying all the crystal balls therein. Each house is also infested with various kinds of monsters: ghosts, frankenstein's monsters, witches, and so on. Each house is divided into four screens, and each screen has four floors on it, with stairs and doorways being the way to get between floors. Most of the time, the player can only see the floor they are on, though there is an item that appears in each stage that illuminates every floor. After each orb in a house is smashed, the house starts to collapse from the top down, and the player has to rush to the exit. Failing to get to the exit before the house completely collapses results in death, obviously, but it also gives the player a different death screen than the usual, which is a nice touch.
Outside of the likely Ghostbusters cash-in attempt, the biggest influence on the game is probably Scooby Doo: the game takes place in a series of run-down old haunted houses, and the player's main method of attack is a nice little foray into silly slapstick comedy: to defeat most enemies, the player has to press one button to distract the monster by pointing at the floor or ceiling, and then press the attack button to clobber them over the head with their stick/lightsabre/thing. Most of the monsters don't stay down for long, and the fact that even ghosts can be beaten in this manner suggests that maybe, like most Scooby Doo monsters, they're just crooks in disguise?
The last, and least expected influence is Kamen Rider, or maybe just tokusatsu shows in general. I mentioned before the doors that can be entered to quickly travel from floor to floor, and on each stage, one of those doors (which i think is randomly selected each time, though I'm not certain) will be flashing, and upon entering the flashing door, the player is treated to a short transformation sequence, and for a short time become Super Fritz, who can beat up enemies without distracting them, and who moves slightly faster than regular Fritz, too. In an unusual move, however, the game actually penalises players who use Super Fritz's power, as there's a ten thousand point bonus at the end of each stage for not doing so.
Bogey Manor is a game I definitely recommend. It's fairly unique, and once you get used to it's little ideosnycrasies, it's a lot of fun to play.
Tuesday, 6 January 2015
Curiosities Vol. 2 - Mini Vaders and Dottori Kun
These two games are by different companies (Mini Vaders by Taito, and Dottori Kun by Sega), and are in different genres. They do have things in common, though: they share an incredibly minimalist aesthetic, with no colours, no sounds and very simple sprites, and though they look like they're early experiments into videogames from the 1970s, they were both actually made and released in the early 1990s.
The story behind this is that they're both games made as cheaply and simply as possible, with the purpose of being packaged with JAMMA arcade cabinets. There are two stories floating around the internet as to why these games exist: the first is they exist to ensure that the cabinets are functional, and the other is that there was a Japanese law at the time that required that all arcade cabinets be sold with games installed. I don't know which is true, but the legislation story seems the most plausible, since neither game appears to have any kind of test functions.
Mini Vaders is the best (or at least, the most interesting) of the two games, being a very simplified Space Invaders variant, with no score and no lives, but a somewhat unique design. Each stage consists of a formation of invaders that don't shoot at the player, but they do advance down the screen very quickly, and it's up to the player to shoot them before they do. It goes by the classic Space Invaders rule of allowing only one of the player's shots on-screen at a time, and due to the fast pace of the invaders, missing a single shot can mean death.
Dottori Kun is not so interesting. The game is a simple dot-collecting maze game, with the player controlling a V and avoiding a CPU-controlled X. When the screen is cleared of dots, it refills and the players score increases by one. The player can increase their speed by holding the fire button. That's it for Dottori Kun. I guess it doesn't really matter though, since neither game was made to actually be played by anyone.
The story behind this is that they're both games made as cheaply and simply as possible, with the purpose of being packaged with JAMMA arcade cabinets. There are two stories floating around the internet as to why these games exist: the first is they exist to ensure that the cabinets are functional, and the other is that there was a Japanese law at the time that required that all arcade cabinets be sold with games installed. I don't know which is true, but the legislation story seems the most plausible, since neither game appears to have any kind of test functions.
Mini Vaders is the best (or at least, the most interesting) of the two games, being a very simplified Space Invaders variant, with no score and no lives, but a somewhat unique design. Each stage consists of a formation of invaders that don't shoot at the player, but they do advance down the screen very quickly, and it's up to the player to shoot them before they do. It goes by the classic Space Invaders rule of allowing only one of the player's shots on-screen at a time, and due to the fast pace of the invaders, missing a single shot can mean death.
Dottori Kun is not so interesting. The game is a simple dot-collecting maze game, with the player controlling a V and avoiding a CPU-controlled X. When the screen is cleared of dots, it refills and the players score increases by one. The player can increase their speed by holding the fire button. That's it for Dottori Kun. I guess it doesn't really matter though, since neither game was made to actually be played by anyone.
Sunday, 14 December 2014
Evil Stone (Arcade)
Evil Stone is an odd game. It's a beat em up, but rather than taking place on a traditional scrolling path, it takes place on grids of floating rocks. Furthermore, it's a beat em up in which the player has no kind of health counter, and can theoretically take an endless number of hits without dying. Obviously, the catch is that the player instead dies by being knocked back into an empty space and falling to their death. The player can move in four directions, and there are only two action buttons: jump and attack, though jump can be pressed twice to jump two spaces instead of one, and attack can be held for a second or two for a more powerful and longer-ranged charge attack. Aesthetically it's quite interesting, too, as the plot deals with the gates of hell opening, and demons flooding heaven and earth, and the designers seem to have been influenced by both western and Asian visions of hell and its inhabitants, with a slightly stronger emphasis on the Asian.
The game starts with a moderately easy stage to introduce its concepts, though in this case "moderately easy" is relative and should be interpreted as "somewhat less sadistic than what is to come", as you probably won't even reach the boss on your first attempt. A useful thing to know, though, is that you should grind the goblin/demon enemies at the start of the stage until you collect enough power-ups to turn your charge attack into a projectile, otherwise the boss will be almost impossible to beat, if you manage to get that far without projectiles.
After the first stage, any kindness the game may once have shown the player will be thrown out of the window. There will be jumping puzzles, tests of agility, and periods of aggressive bombardment by respawning enemies. Sometimes there will even be jumping puzzles that test the player's ability while they are also being aggressively bombarded by respawning enemies. I had to do some credit feeding to get a couple of stages in, so that I could take some more varied screenshots, but some way into stage 3, I just had to give up altogether.
Despite the fact that Evil Stone is undeniably a cynically designed money-grabbing credit muncher, and despite the insane, sadistic difficulty, it is still technically a fair game. Or at least, I'm fairly certain that theoretically, someone with inhuman skill at playing videogames could possibly have a chance at finishing the game on a single credit after decades of practice. Which, although the difficulty of Evil Stone means that you could never accurately describe it as a fun game, it is at least in a higher league than "pay-to-win" mobile phone/facebook game scams. I still don't recommend playing it though, except as a curiosity.
The game starts with a moderately easy stage to introduce its concepts, though in this case "moderately easy" is relative and should be interpreted as "somewhat less sadistic than what is to come", as you probably won't even reach the boss on your first attempt. A useful thing to know, though, is that you should grind the goblin/demon enemies at the start of the stage until you collect enough power-ups to turn your charge attack into a projectile, otherwise the boss will be almost impossible to beat, if you manage to get that far without projectiles.
After the first stage, any kindness the game may once have shown the player will be thrown out of the window. There will be jumping puzzles, tests of agility, and periods of aggressive bombardment by respawning enemies. Sometimes there will even be jumping puzzles that test the player's ability while they are also being aggressively bombarded by respawning enemies. I had to do some credit feeding to get a couple of stages in, so that I could take some more varied screenshots, but some way into stage 3, I just had to give up altogether.
Despite the fact that Evil Stone is undeniably a cynically designed money-grabbing credit muncher, and despite the insane, sadistic difficulty, it is still technically a fair game. Or at least, I'm fairly certain that theoretically, someone with inhuman skill at playing videogames could possibly have a chance at finishing the game on a single credit after decades of practice. Which, although the difficulty of Evil Stone means that you could never accurately describe it as a fun game, it is at least in a higher league than "pay-to-win" mobile phone/facebook game scams. I still don't recommend playing it though, except as a curiosity.
Monday, 17 November 2014
Super Glob (Arcade)
Super Glob is an arcade game of a style popular in the early 80s, featuring a cute thing of indeterminate nature avoiding enemies and eating things. It's probably safe to say that though a lot of the games in this trend weren't maze games (and in fact there was actually a fair amount of mechanical variation between most of the games), they were almost definitely inspired by Pacman's massive popularity.
In this particular iteration of the theme, the players control a small blue slime named "Glob", and ride in elevators to eat all the food on each stage. The enemies come in the form of various animals: crocodiles, frogs, rabbits, monkeys and pigs, each with their own behaviour patterns.
There's two buttons in use for this game, one to make glob jump up and stick to the ceiling, which is useful to evade enemies, and also to defeat them by dropping onto them from above, though each stage has a time limit in the form of an "energy level", which depletes faster whie Glob is stuck to the ceiling. The second button is used to press the buttons that are dotted around the stages to call the elevators to the player's current floor. This button comes with it's own cute little animation, and the elevators provide another method for dispatching foes: crushing with the top or bottom of the elevator, in a manner possibly inspired by Taito's Elevator Action, released in the same year.
A few stages in, the enemies gain the ability to call the elevators, to kill the player or, since they aren't too bright, each other. A couple more stages and some of the enemies can even ride the elevators up and down, which complicates things even more than it sounds like it does. Each enemy is worth a different amount of points, oddly all being mulitples of eleven. The amount of points each piece of food is worth increases by 10 each stage, too. These two things combine to make a simple, but still interest way of ensuring there can be some variation in the scores of players with different skill levels.
The game is known by a few other names, including The Glob, and Beastie Feastie. There are some difference between the differently named versions, too, though they're all fundamentally the same game: Beastie Feastie has uglier graphics, different stage layouts and a continue option. The Glob appears to be mostly the same as Super Glob, with only a few pallette difference and very minor changes to stage layout.
Here's a comparision of the first stages of each game, with Beastie Feastie on the left, The Glob in the middle, and Super Glob on the right :
You can read more about how this odd state of affairs came about here.
Super Glob is a game that's worth playing, in my opinion. It's cute, it has an interesting scoring system and it's fun to play. It's also part of a mildly interesting footnote in arcade history too, which is nice.
In this particular iteration of the theme, the players control a small blue slime named "Glob", and ride in elevators to eat all the food on each stage. The enemies come in the form of various animals: crocodiles, frogs, rabbits, monkeys and pigs, each with their own behaviour patterns.
There's two buttons in use for this game, one to make glob jump up and stick to the ceiling, which is useful to evade enemies, and also to defeat them by dropping onto them from above, though each stage has a time limit in the form of an "energy level", which depletes faster whie Glob is stuck to the ceiling. The second button is used to press the buttons that are dotted around the stages to call the elevators to the player's current floor. This button comes with it's own cute little animation, and the elevators provide another method for dispatching foes: crushing with the top or bottom of the elevator, in a manner possibly inspired by Taito's Elevator Action, released in the same year.
A few stages in, the enemies gain the ability to call the elevators, to kill the player or, since they aren't too bright, each other. A couple more stages and some of the enemies can even ride the elevators up and down, which complicates things even more than it sounds like it does. Each enemy is worth a different amount of points, oddly all being mulitples of eleven. The amount of points each piece of food is worth increases by 10 each stage, too. These two things combine to make a simple, but still interest way of ensuring there can be some variation in the scores of players with different skill levels.
The game is known by a few other names, including The Glob, and Beastie Feastie. There are some difference between the differently named versions, too, though they're all fundamentally the same game: Beastie Feastie has uglier graphics, different stage layouts and a continue option. The Glob appears to be mostly the same as Super Glob, with only a few pallette difference and very minor changes to stage layout.
Here's a comparision of the first stages of each game, with Beastie Feastie on the left, The Glob in the middle, and Super Glob on the right :
You can read more about how this odd state of affairs came about here.
Super Glob is a game that's worth playing, in my opinion. It's cute, it has an interesting scoring system and it's fun to play. It's also part of a mildly interesting footnote in arcade history too, which is nice.
Saturday, 1 November 2014
Aurail (Arcade)
Aurail is an arcade shooting game made by Westone in 1990, with a bunch of interesting gimmicks. It also has a pretty interesting setting and visual style, taking place in a world that seems to combine old-fashioned ornate design with futuristic technology, giving the game a slightly more unique look than the semi-steampunkish style usually used when a setting combines fantasy and sci-fi or the past and the future. A lot of love actually seems to gone into the game's visual design, with some nice big pieces of splash artwork use at various points, like the titles and continue screens. It's a shame there'll probably never be an artbook showing some more insight into it (although I'd love to be proven wrong on this. Even if someone just dug out a lavishly illustrated article from an old issue of Gamest or something, that would be nice!)
The easiest to explain out of the game's gimmicks is that there are two types of stages in the game: typical vertically-scrolling shooting game stages, and the less common first-person shooting stages, that take place in long, straight tunnels. A little more complicated, though more prevalent, since the first person stages are only occaisional distractions, are the control and power-up systems.
Along with the joystick, the player has three buttonswith which to control their walking tank. The first is a fairly traditional fire button, which when held locks the tank in place, allowing the player to shoot all around them. Before explaining the other two buttons, the power-up system must be explained: there's a power meter going up the left-hand side of the screen, which is filled a small amount when a "P" power-up is collected. There are also "D" power-ups that summon an attack drone that hovers around, following the player. The second button puts the drone into attack mode, causing it to fly around the screen, shooting enemies until the power meter is depleted. The third button activates a forcefield around the player, using a fairly hefty chunk of power. The player can have up to three forcefields active at once, each protecting from a single attack.
So it looks good, and has interesting controls, but it Aurail actually a good game? Well, it's alright. The pace is a lot slower than you might expect from an arcade shooting game, as there's no forced scrolling, and the player does need to be careful, almost tactical even, when approaching enemies, especially since the walking tank isn't really fast enough to quickly weave between oncoming bullets: it's more effective to seek positions where safety can be found for a second or two, shoot from there and then move again. It's also very, very hard. Those three shields can be worn down quicker than you might expect, and when death does come, the distance between checkpoints is truly punishing. There's harder games from this era, but Aurail is definitely not a forgiving game by a long, long way.
Wednesday, 15 October 2014
Spica Adventure (Arcade)
I have to admit, when I first saw screenshots of Spica Adventure on System-16, I didn't expect much of it. It looked, to my eyes, like a cheap filler Bubble Bobble knock-off. Luckily, I turned out to be wrong, and this is a great game, unfortunately ignored by most, probably because it's a 2005 arcade game with no home release.
Spica Adventure is a fast paced action-platformer about a little pink-haired girl with an umbrella. The girl must come from some place where umbrella use is taught from a young age in special umbrella dojos, since it's used for all manner of things in-game: as a weapon with numerous different attacks, as a climbing aid, a parachute, a boat and as a shield. The use of an umbrella as this multi-purpose tool is a small act of genius on behalf of the designers, since anyone with any familiarity with an umbrella could probably read that last sentence and easily picture in their heads, how an umbrella would look doing all those things.
Structurally, the game is pretty standard: beat up enemies and score points until you find the stage's exit, then do that on the next stage and so on, with a boss every few stages, and a Darius-esque map of branching paths after each boss giving an extra incentive to come back a few more times after completing the game. But what happens in the stages, and how it happens is the game's main draw. Stages are designed so that something is pretty much always happening, whether it's enemies being fought, items being collected, flowers growing from the platforms the player stands on, or stuff in the background exploding in reaction to enemies being killed, or any comibination of these (including all of them at once), and obviously, there are sound effects and visual cues accompanying evertything, along with an ever-increasing score.
All these stimuli come together to not only make the game feel fast-paced, but also to subtly encourage the player to keep moving, making more things happen, and doing it all as fast as they can. It makes the game a lot of fun to play, like a significantly less intense version of the feeling you might get while playing a shooting game like Crimzon Clover or Mushihimesama Futari.
It's a shame that Spica Adventure never got a home port, but not a surprise: there just wasn't much room for this kind of game on home consoles in 2005. It would have fit in great on the Dreamcast, not just because it's a high-quality action game from the arcades, but because its brightly coloured, simple-but-sharp aesthetic evokes the visual styles of games like Chu Chu Rocket and Space Channel 5, among others. It would also have been the Dreamcast's only 2D platform game (as far as I know) until Gunlord came along in 2012, but as we all know, the big companies had all long since abandoned the DC by then.
Since it runs on the Taito Type X hardware, which is essentially just a PC in an arcade cabinet, you'd think that Spica Adventure (and pretty much every other Type X game that doesn't require some kind of specialist controller) would be a prime candidate for an official PC release, but obviously, Taito's masters at Square-Enix disagree.
Spica Adventure is a fast paced action-platformer about a little pink-haired girl with an umbrella. The girl must come from some place where umbrella use is taught from a young age in special umbrella dojos, since it's used for all manner of things in-game: as a weapon with numerous different attacks, as a climbing aid, a parachute, a boat and as a shield. The use of an umbrella as this multi-purpose tool is a small act of genius on behalf of the designers, since anyone with any familiarity with an umbrella could probably read that last sentence and easily picture in their heads, how an umbrella would look doing all those things.
Structurally, the game is pretty standard: beat up enemies and score points until you find the stage's exit, then do that on the next stage and so on, with a boss every few stages, and a Darius-esque map of branching paths after each boss giving an extra incentive to come back a few more times after completing the game. But what happens in the stages, and how it happens is the game's main draw. Stages are designed so that something is pretty much always happening, whether it's enemies being fought, items being collected, flowers growing from the platforms the player stands on, or stuff in the background exploding in reaction to enemies being killed, or any comibination of these (including all of them at once), and obviously, there are sound effects and visual cues accompanying evertything, along with an ever-increasing score.
All these stimuli come together to not only make the game feel fast-paced, but also to subtly encourage the player to keep moving, making more things happen, and doing it all as fast as they can. It makes the game a lot of fun to play, like a significantly less intense version of the feeling you might get while playing a shooting game like Crimzon Clover or Mushihimesama Futari.
It's a shame that Spica Adventure never got a home port, but not a surprise: there just wasn't much room for this kind of game on home consoles in 2005. It would have fit in great on the Dreamcast, not just because it's a high-quality action game from the arcades, but because its brightly coloured, simple-but-sharp aesthetic evokes the visual styles of games like Chu Chu Rocket and Space Channel 5, among others. It would also have been the Dreamcast's only 2D platform game (as far as I know) until Gunlord came along in 2012, but as we all know, the big companies had all long since abandoned the DC by then.
Since it runs on the Taito Type X hardware, which is essentially just a PC in an arcade cabinet, you'd think that Spica Adventure (and pretty much every other Type X game that doesn't require some kind of specialist controller) would be a prime candidate for an official PC release, but obviously, Taito's masters at Square-Enix disagree.
Thursday, 25 September 2014
Big Fight - Big Trouble in the Atlantic Ocean (Arcade)
Probably the best thing about playing obscure games is when you find a game you've never even seen anyone talk about online and it turns out to be an unsung classic of the genre, and that's what i realised had happened shortly after I'd started playing Big Fight - Big Trouble in the Atlantic Ocean.
It's a beat em up, of course, and it's from the early 90s, and though the early 90s was something of a boom period for the genre, that also means there was a lot of pretty terrible cash-in garbage released then, too. Big Fight is not one of those pieces of garbage. In fact, it's surprising it was released all the way back in 1992, since it's so packed with cool ideas. It even rivals critically acclaimed entries into the genre that came much later, like 1995's Guardians/Denjin Makai II. It's a terrible shame that it was apparently Tatsumi's last ever videogame.
So anyway, as the game starts, it appears to have a pretty typical set up for a beat em up: some bad guys are up to no good on an ocean liner and three heroes go out there to stop them. Those three heroes being, as you'd expect, an average guy (Kevin), a speedy girl (Zill) and a big strong guy (Gear). Straight away, the player can benefit from the game's first gimmick: each character has one or two fighting game-style special moves, the most useful being Zill's leaping, burning knee attack thing, performed by double-tapping forwards and pressing attack. Another thing, the characters seemingly have little or no recovery time for their normal combo attacks, meaning that the player can attack pretty much as quickly as they can press the button.
After you've taken some damage, you'll come across the next of the game's gimmicks: the anger meter. Appearing only when the player is knocked down and a low health, the anger meter is filled by rapidly tapping the attack button before the character gets back on their feet. If it's successfully filled (a knack that shouldn't take long for players to pick up), the character rises to their feet with a special attack (as in the typical beat em up health-draining all-round attack) without the health loss, and for a short time, all their attacks do extra damage and set enemies on fire. It's a nice way of giving ailing players a little help surviving just a little bit longer to the next health power-up.
A little way into the first stage, the game allows the player to choose one of three routes, though I'm pretty sure all the areas get covered eventually, this is still a pretty important choice to make, since ach of the three areas you can choose to tackle first obviously ends in a different boss, and that's where Big Fight's coolest gimmick comes in: at the start of each stage after the first, the player can change their character, with defeated bosses joining the playable roster! The bosses are a pretty varied bunch, too: there's the typical beat em up dominatrix, an offensive Native American stereotype (but offensive racial stereotypes never stopped anyone playing Street Fighter II, did they?), a bizarre pharoah character with long limbs and laser eyes, a cartoonish sumo wrestler, and presumably a few more, since I've not yet been able to complete the game.
Anyway, this game is excellent, and I strongly recommend you go and play it. It's not perfectly emulated in MAME, but there's only a few minor graphical glitches that don't affect gameplay, and don't make the game significantly uglier. Hopefully, it can start to recieve the recognition it should have got a long time ago.
It's a beat em up, of course, and it's from the early 90s, and though the early 90s was something of a boom period for the genre, that also means there was a lot of pretty terrible cash-in garbage released then, too. Big Fight is not one of those pieces of garbage. In fact, it's surprising it was released all the way back in 1992, since it's so packed with cool ideas. It even rivals critically acclaimed entries into the genre that came much later, like 1995's Guardians/Denjin Makai II. It's a terrible shame that it was apparently Tatsumi's last ever videogame.
So anyway, as the game starts, it appears to have a pretty typical set up for a beat em up: some bad guys are up to no good on an ocean liner and three heroes go out there to stop them. Those three heroes being, as you'd expect, an average guy (Kevin), a speedy girl (Zill) and a big strong guy (Gear). Straight away, the player can benefit from the game's first gimmick: each character has one or two fighting game-style special moves, the most useful being Zill's leaping, burning knee attack thing, performed by double-tapping forwards and pressing attack. Another thing, the characters seemingly have little or no recovery time for their normal combo attacks, meaning that the player can attack pretty much as quickly as they can press the button.
After you've taken some damage, you'll come across the next of the game's gimmicks: the anger meter. Appearing only when the player is knocked down and a low health, the anger meter is filled by rapidly tapping the attack button before the character gets back on their feet. If it's successfully filled (a knack that shouldn't take long for players to pick up), the character rises to their feet with a special attack (as in the typical beat em up health-draining all-round attack) without the health loss, and for a short time, all their attacks do extra damage and set enemies on fire. It's a nice way of giving ailing players a little help surviving just a little bit longer to the next health power-up.
A little way into the first stage, the game allows the player to choose one of three routes, though I'm pretty sure all the areas get covered eventually, this is still a pretty important choice to make, since ach of the three areas you can choose to tackle first obviously ends in a different boss, and that's where Big Fight's coolest gimmick comes in: at the start of each stage after the first, the player can change their character, with defeated bosses joining the playable roster! The bosses are a pretty varied bunch, too: there's the typical beat em up dominatrix, an offensive Native American stereotype (but offensive racial stereotypes never stopped anyone playing Street Fighter II, did they?), a bizarre pharoah character with long limbs and laser eyes, a cartoonish sumo wrestler, and presumably a few more, since I've not yet been able to complete the game.
Anyway, this game is excellent, and I strongly recommend you go and play it. It's not perfectly emulated in MAME, but there's only a few minor graphical glitches that don't affect gameplay, and don't make the game significantly uglier. Hopefully, it can start to recieve the recognition it should have got a long time ago.
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