Showing posts with label famicom disk system. Show all posts
Showing posts with label famicom disk system. Show all posts

Saturday, 8 May 2021

Curiosities #20 - Wakusei Aton Gaiden (Famicom Disk System)


 The circumstances of this game's creation are somewhat similr to the MSX game The Komainu Quest, which I reviewed back in Small Games Vol. 5, in that it was created by a government agency. This time though, it's the National Tax Agency of Japan, and the aim here isn't promotional, it's educational, aiming to teach Japanese citizens of the 1980s correct tax-paying procedures.

 


It takes the form of a simple vertically-scrolling shooting game with occasional quiz segments. The quiz segments are all in Japanese, and presumably, all the questions are about Japanese tax laws in the 1980s, so I'm going to assume nobody is ever going to bother translating this game, and even if they did, most playrs wouldn't get the answers right without emplying a lot of trial and error anyway. That is, unless a passionate and very competitive high score scene suddenly springs up around the game, since correct answers score points (I managed to get a few through sheer luck).

 


The shooting parts are very simple, you just fly upwards, and every few seconds, a couple of enemies fly down from the top of the screen for you to shoot. Now and then a friendly ship will fly up from the bottom of the screen, and these act like power ups if you touch them, either killing all present enemies, increasing your speed and the power of your guns, or latching onto the front of your ship and acting as a temporary shield. That last one seems the most pointless, thank's to the game's biggest flaw: there's no real lose condition. Getting hit just reduces your speed and firepower, and you can otherwise get hit as much as you like without consequence. 

 


As a result, the only real "game" here is to try and get the highest score before it ends, by shooting every enemy and answering every question correctly. With that in mind, I can't really recommend Wakusei Aton Gaiden to anyone except those curious to see a government-commissioned shooting game about taxes.

Monday, 15 February 2021

Kick Challenger - Air Foot - Yasai no Kuni no Ashi Senshi (Famicom Disk System)


 Kick Challenger is a strange game. Not just mechanically or thematically, but in both respects. For a start, the boxart depicts the main character as a face-having tomato with a pair of two long legs stretching from its underside. This is inaccurate, though, as ingame, the protagonist, while being a tomato with a face, doesn't have legs, instead moving by way of a pair of Rayman-esque detached feet moving presumably though some kind of psychokinesis. I'm not just saying that to exagerrate the difference between representative artwork and what oyu see ingame, either: your two etached feet can move and cross over each other in ways that they wouldn't be able to, were they on the ends of legs attached at the other end to a body.

 


I might have been exaggerating slightly regarding the strangeness of the game's mechanics, on further reflection, "unusual" might be more appropriate. The aim of the game is mainly just to make your way up the screen, kicking the many bugs that try to stop you, and trying to keep out of bottomless pits, rivers, and other hazards. The twist is that this is a game that makes the act of walking itself an actual part of the game. Rather than just holding the direction you want to go in, and then your character walking semi-autmatically, you instead use the D-pad to move one foot at a time, with the A button switching between them, and the B bubtton being used to kick with your currently active foot. 

 


There are some quirks besides the controls, too! Like the weird little holes that sometimes appear when you kick the scenery, in lieu of a power up (and I'll get to those shortly). Put your foot down on it, and you're transported to another location; one that's similar enough in theme to where you were to let you know that it's part of the same stage, but with a different tileset and layout. It kind of reminds me of the front and back sides every stage has in Fantasy Zone II. Power ups are also collected by putting your foot down n them, and most of them come in the form of different kinds of shoes, which do actually get worn by your character while they're in effect, which is a nice little touch. The different kinds of shoes offer abilities like faster walking, better grip on slippy and sloped surfaces, and even the ability to walk on areas that would normally kill you. Other than the shoes, there's a power up that turns your head (which is a tomato under normal circumstances) into a can of bug spray, allowing you to shoot projectiles at your enemies from a distance.

 


Kick Challenger is a decent game. It's fun, it's unique, and it's neither too difficult nor too easy. It won't set your world on fire, but it's definitely worth playing, and you'll get at least get an hour or two of amusement out of it.

Saturday, 3 October 2015

Yuu Maze (Famicom Disk System)

Yuu Maze is the name it's known by in ROMsets and the like, but in-game, it also uses the name Youmais. It's also a port of the arcade game Raimais, so that makes three names. I'm sure many of you will be familiar with Raimais, since it appears in the excellent PS2 compilation Taito Legends Volume 2 (in my opinion, the greatest retro compilation ever released), but for those who aren't, it's like a very fast, futuristic version of Pac-Man, with various different kinds of enemies, a bunch of power-ups and lots of different mazes.

Yuu Maze is still worth talking about on its own though, since it's not a 100% straight port. Obviously, the graphics take a hit in the move from arcade to FDS, but there's also a few small design changes. The first you'll come across is that the stages now have two portals in each of them: you go into one, and emerge from the other. Then there's the fact that while Raimais had four different doors to go into between stages (each one leading to a different next stage, of course), Yuu Maze only has two. The third big difference is the hidden portals that are found in some stages.

In Raimais, it was pretty rare to find these hidden portals, and they led to secret boss stages. The problem with this, though, was that the bossfights were so tactically different to the regular stages that they were very difficult, and their sporadic nature made them hard to practice. In Yuu Maze, these hidden portals are a lot more common, and instead of leading to bossfights, they lead to timed bonus stages, giving the player sixty seconds to collect all the dots or kill all the enemies. Destroying enemies works in the same way as in Raimais though: there are power-ups that grant the player a laser or a temporary one-hit shield, so you can shoot the enemies or sacrifice the shield and ram them. There's also mines in some stages, which go off a few seconds after the player goes over them, killing anyone narby when they do.

There's also an edit mode, which allows you to make a little five stage course. It's about as complex as you'd expect from a console game released in 1988, but it's a nice little thing, that totally gels well with the simple structure of the game. Raimais is a criminally overlooked game in Taito's back catalogue, and Yuu Maze is a decent enough variant on it. I recommend playing either one of them, or both. Yuu Maze is a lot easier though, being very generous with the extra lives, compared to its inspiration.

Saturday, 28 September 2013

Kamen Rider Black - Taiketsu Shadow Moon

Obviously, the title is what attracted me to this game. Most Kamen Rider games are either based on the post-2000 series, or are based on the classic series, but made many years later (for example, the Kamen Rider and Kamen Rider V3 games on Playstation), but the game is based on an older Rider and was
released at the same time as the show was airing.
It's a mostly standard single-plane beat em up, in which you travel from left to right, punching creatures along the way, and fighting a boss at the end. Every three stages there's a fight with an area boss, which is pretty cool as the sprites for these fights are double size.
There's also occasional motorbike stages, which, since you walk so slowly in the regular stages are a breath of fresh air. These stages play a lot like the motorbike stages in Alex Kidd in Miracle World and Alex Kidd in the Enchanted Castle: you ride along at a decent speed, jumping over pits and obstacles.
The walking stages that make up the bulk of the game aren't so fun. As I already mentioned, they're very slow, and there are further problems to be found in the controls, which have two strange and very pronounced quirks. The first one you're likely to notice is the bizarre way jumping works in this game.
Pressing the jump button once will make you jump straight upwards. To actually jump forwards, you must jump upwards, then at the right time (just before the flip at the jump's summit), press forward and jump together. I don't understand why this was done at all, since it does seem to be a deliberate desicion on behalf of the designers.
Whether the second quirk is deliberate design or just bad programming is less clear, though. What it is, is that rather than changing direction instantly when you press left then right (or vice versa), you step backwards for a second, then turn round. This puts you at a disadvantage in boss fights, since you're unable to quickly turn to face your opponent, and, in fact, tapping the directions only makes the problem worse. This is pretty much unforgivable for players used to the quick reactions of later beat em ups (and even contempory ones, like Altered Beast).
A good thing about the game (though nowhere near good enough to redeem it) is the fact that it does look pretty nice. Even though the sprites are tiny, and all except for Kamen Rider Black himself and the big area bosses are a bit crap and undetailed, the graphics as a whole are very colourful, and the backgrounds, though simple, look nice enough too.

Tuesday, 21 December 2010

Famimaga Disk Vol. 1 - Hong Kong (Famicom Disk System)


This is only going to be a shortish review, because there are Playstation games about which I intend to write, but I like to ensure a bit of variety by making sure that each new review is a different genre and system than the previous one. So the first update in months, and it's essentially filler. Woo.
So! I recently started exploring the romset of the Famicom Disk System for the first time, and found out about a few cool games I hadn't played before (plus versions of Metroid and Kid Icarus that allow for saving). Anyway, this is the one about which I have chosen to write, because it took me by surprise, I hadn't heard of it before, and since it was apparently a coverdisk for a Japanese magazine twenty years ago, I'm sure it fulfills the obscurity quota.
So, looking at the screenshot, you might make the same mistake that I did on first sight of this game and think it's a Shanghai clone. It's not. It's actually slightly more complicated than Shanghai. Although you are removing tiles in the right order, so it is a bit like Shanghai.
What happens is, you are given this arrangement of tiles (there are a few shapes from which to choose, plus an option to create your own, and before you start, you enter a 3-letter code, which decides how the tiles will be arranged, which I guess means there are... 17576 different tile arrangements for each shape), and you can take away one tile at a time. The game randomly (I think) decides what character of tile you can take, and you recieve between 20 and 320 points for removing a tile, depending on how many other tiles are touching it, more tiles touching equalling more points. The catch being that if a tile doesn't have any others touching it from below, it falls and your game ends, which makes going for the big-money tiles inside the pile a lot riskier than the 20-80 point ones on the outside. Clever!
But is it actually fun to play? It's alright. A nice enough diversion to emulate on a handheld or laptop while watching TV, but not interesting enough to devote a decent amount of time or concentration to. And you probably won't play more than one game in a row without getting bored of it.