Hello! Remember me? It's been a while since I last posted, sorry! I've been busy with things like re-learning how to 3D model and other miscellany.
Anyway, Express Raider is an arcade game released by Data East in 1986, and it's a pretty early example of a game in which the player is the bad guy. I won't say first, because even if there's no earlier villain arcade games (which there might be, I haven't checked), there's probably something from the 80s british computer scene that features a playable bad guy.
The specific knave over whom your control will be exerted in this game is a nameless train robber/mass murderer in the old west. There's two types of robberies this no-good scoundrel commits: ones where he
boards the train, and ones where he rides horseback alongside it. Yes, it's not "one big score" he's after, he's a career criminal.
The two types of robbery are represented by two types of play. The on-foot robberies see the player walking across the tops of the train carraiges, each of which is protected by a different guardian. This might sound like a beat em up setup, but as the enemies are fought one at a time, in fixed spaces, it's more along the lines of something like Karateka, a strictly Player-Vs-AI fighting game with a single playable character, but multiple opponents, a genre that was pretty much killed by Street Fighter II, and then buried by Rise of the Robots.
Other than the generic tough guy you'll encounter a few times on each fighting stage, there's also riflemen, big guys who try to shove you off the train with a wall of boxes, and the coal-shovelling guy who, on your arrival, diverts his attention from fuelling the train to ending your life. An interesting part of these sections is your health bar, which obviously get depleted via enemy attacks, but also gets restored through your successful attacks, making it something more of a momentum meter than a traditional health bar.
The other bits, the ones that take place on horseback, aren't nearly as interesting as the fighting bits, though they're not the chore I'd originally assumed them to be when I saw them in the game's attract demo. The
easiest way to describe it would be as a kind of horseback cabal-esque shooting gallery. The bottom part of the screen is your moving area, in which you must dodge the enemy bullets, and the top has the train carraiges. Enemies pop up to take shots at the player through windows or from behind walls or whatever, and sometimes a woman will appear with a bag of points for you too (you lose a life if you shoot her, which is really easy to do, considering how frantic these sections are). After you kill a certain amount of enemies at a carraige, you move on to the next until you finally reach the engine, which plays host to a mildly bizarre bonus stage, in which you have the remaining time from the rest of the stage to shoot as manically as possible to find invisible targets while a guy on board the train randomly gives you big sacks of points.
Express Raider is a fun, fairly unique game that definitely meets my recommendation. You should totally play it!
Showing posts with label fighting. Show all posts
Showing posts with label fighting. Show all posts
Tuesday, 10 June 2014
Monday, 21 April 2014
Kouryuu Densetsu: Elan Doree (Saturn)
So, it's a fighting game, and as was the fashion at the time, it attempts to stand out from the crowd by having a gimmick: the fights take place mid-air, with the characters riding on flying beasts (most of whom are dragons).
Aesthetically, the game is excellent, going for the always-welcome "mid-90s fantasy OAV" style. The characters are all fairly appealing, in their own ways, and though most of the characters are riding dragons, those dragons aren't just lazy re-colours, all looking slightly different, with Rubone's poison dragon standing out in particular with its smooth black skin and whale-like face. And as I said, most of the characters are
riding dragons. Marielle the magician rides a kind of flying dolphin creature, Tina the magical girl rides a furry orange beast, and Eriorna, the coolest character in the game, is a Takarazuka-inspired swordswoman who fights with the power of "estheticism" rides a large bird. The stages in which the fights take place are also worrth a mention, being as they are, huge in scale and definitely appropriate for providing the kind of gravitas you'd expect from fights between dragon-straddling warriors and the like.
As for how the game plays, it's pretty good. There's three main buttons: weak attack, strong attack and jump (obviously in this case, the human character jumps off their steed, rather than the flying beast jumping in midair). It's jumping that stops the dragon-riding gimmick from being purely aesthetic, as taking an attack midair will knock a character to the ground, leaving them prone to attack until their steed swoops down and retrieves them. Another unique point is in the way special and super moves are handled. While you might see in the screenshots beneath the health bars something that looks like a traditional super meter, it's actually two
seperate items. The number in a box does show how many super move uses a player has remaining, though this is a set amount each round, that, as far as I can tell, isn't replenished until the next round (the amount is sometimes two and sometimes three, though I haven't figured out why). The meter next to it measures a player's "dragon power", which is depleted whenever the player guards or uses a projectile attack, and fills back up when they take damage or land a melee attack. Obviously, the developers were attempting to curb projectile spamming and players that constantly guard. Speaking of the developers, this game was apparently made by a company named Sai-Mate, who, as far as I'm aware never made another game before or since, which is a shame.
Elan Doree is definitely worth playing, if only for how nice it looks (though it's not exactly a chor to play, either).
Aesthetically, the game is excellent, going for the always-welcome "mid-90s fantasy OAV" style. The characters are all fairly appealing, in their own ways, and though most of the characters are riding dragons, those dragons aren't just lazy re-colours, all looking slightly different, with Rubone's poison dragon standing out in particular with its smooth black skin and whale-like face. And as I said, most of the characters are
riding dragons. Marielle the magician rides a kind of flying dolphin creature, Tina the magical girl rides a furry orange beast, and Eriorna, the coolest character in the game, is a Takarazuka-inspired swordswoman who fights with the power of "estheticism" rides a large bird. The stages in which the fights take place are also worrth a mention, being as they are, huge in scale and definitely appropriate for providing the kind of gravitas you'd expect from fights between dragon-straddling warriors and the like.
As for how the game plays, it's pretty good. There's three main buttons: weak attack, strong attack and jump (obviously in this case, the human character jumps off their steed, rather than the flying beast jumping in midair). It's jumping that stops the dragon-riding gimmick from being purely aesthetic, as taking an attack midair will knock a character to the ground, leaving them prone to attack until their steed swoops down and retrieves them. Another unique point is in the way special and super moves are handled. While you might see in the screenshots beneath the health bars something that looks like a traditional super meter, it's actually two
seperate items. The number in a box does show how many super move uses a player has remaining, though this is a set amount each round, that, as far as I can tell, isn't replenished until the next round (the amount is sometimes two and sometimes three, though I haven't figured out why). The meter next to it measures a player's "dragon power", which is depleted whenever the player guards or uses a projectile attack, and fills back up when they take damage or land a melee attack. Obviously, the developers were attempting to curb projectile spamming and players that constantly guard. Speaking of the developers, this game was apparently made by a company named Sai-Mate, who, as far as I'm aware never made another game before or since, which is a shame.
Elan Doree is definitely worth playing, if only for how nice it looks (though it's not exactly a chor to play, either).
Tuesday, 10 September 2013
Damdam Stompland (Playstation)
Obviously, I can only speculate about this, but it seems very much like this game exists mainly because someone working for a small developer discovered how to make the Playstation do a thing, and they wanted to make a game to show off that thing. The thing in question being the real-time rendering of shadows, which are actually shaped by the models casting them, and which also change length and direction in reaction to the
light source.
The game itself is simple one of shadow tag, as seen in the excellent Urusei Yatsura movie Only You: the idea isn't to tag your opponent's body, but to stamp on their shadow. Do it three times before your opponent does, or before the time (the matches only last a single minute, which goes by very quickly) runs out to win.
You can't just walk on to the shadow to score a point, but must press X to do a stomping action. Circle jumps and square does some kind of sliding tackle type thing that doesn't seem to serve any purpose, other than moving straight ahead very quickly.
There are numerous characters and arenas (arenae?) in the game, though they aren't specific to each other. There aren't any boss characters as far as I can tell. Some of the characters are typical cartoony humans, along with a robot (who bears a striking resemblens to Goriki from Kia Asamiya's Steam Detectives), a
mushroom-man wearing wooden armour, and strangest of all, a severed fish head with human legs. And it really is a severed head, as the wound is visible from certain angles. There's also a nice bit of flavour in the game, with big colourful illustrations between stages and in endings, and the game over screen shows a picture of your defeated character looking depressed (or in the case of the fish head, eaten).
The arenas are all completely different, offering different ratios of safe area and Dead or Alive-esque danger zones. The safe areas also have different features in them, such as conveyor belts, moving obstacles or even just that fact that one stage's safe area is a tiny, low friction square in the centre of the map. Another hazard comes in the form of little sombrero-clad cactus-men, who will stomp on the shadows of the unwary.
I like this game more than I had expected to. It is a lot of fun to play, though I can imagine it might not have a
lot of long-term longevity, being based as it is on a single idea, and it did take me a few games to get used to playing it (though a good part of this was working out the controls, a task of which I have helpfully absolved you). There's also a definite low-budget feel to it, it really wouldn't be out of place in the Simple 1500 series (two notes here: firstly, long-time readers will surely know I would never regard this as a negative point, and secondly, if i remember rightly, there is actually a game of regular tag in the Simple 1500 series).
light source.
The game itself is simple one of shadow tag, as seen in the excellent Urusei Yatsura movie Only You: the idea isn't to tag your opponent's body, but to stamp on their shadow. Do it three times before your opponent does, or before the time (the matches only last a single minute, which goes by very quickly) runs out to win.
You can't just walk on to the shadow to score a point, but must press X to do a stomping action. Circle jumps and square does some kind of sliding tackle type thing that doesn't seem to serve any purpose, other than moving straight ahead very quickly.
There are numerous characters and arenas (arenae?) in the game, though they aren't specific to each other. There aren't any boss characters as far as I can tell. Some of the characters are typical cartoony humans, along with a robot (who bears a striking resemblens to Goriki from Kia Asamiya's Steam Detectives), a
mushroom-man wearing wooden armour, and strangest of all, a severed fish head with human legs. And it really is a severed head, as the wound is visible from certain angles. There's also a nice bit of flavour in the game, with big colourful illustrations between stages and in endings, and the game over screen shows a picture of your defeated character looking depressed (or in the case of the fish head, eaten).
The arenas are all completely different, offering different ratios of safe area and Dead or Alive-esque danger zones. The safe areas also have different features in them, such as conveyor belts, moving obstacles or even just that fact that one stage's safe area is a tiny, low friction square in the centre of the map. Another hazard comes in the form of little sombrero-clad cactus-men, who will stomp on the shadows of the unwary.
I like this game more than I had expected to. It is a lot of fun to play, though I can imagine it might not have a
lot of long-term longevity, being based as it is on a single idea, and it did take me a few games to get used to playing it (though a good part of this was working out the controls, a task of which I have helpfully absolved you). There's also a definite low-budget feel to it, it really wouldn't be out of place in the Simple 1500 series (two notes here: firstly, long-time readers will surely know I would never regard this as a negative point, and secondly, if i remember rightly, there is actually a game of regular tag in the Simple 1500 series).
Tuesday, 26 March 2013
Mizuki Shigeru no Yokai Butoden (Playstation)

A fighting game where all the characters are Japanese folk monsters is a pretty nice idea, in theory. Unfortunately, the act of putting that theory into practice has, in this case, been done with more enthusiasm than talent.
Some of the monsters in this game I'm familiar with from comics and cartoons like Urusei Yatsura, Ushio and Tora and Usagi Yojimbo. These include oni, karasutengu, sickle weasel, snow princess. There's also a few I'm not familiar with, like the weird lumpy-headed dwarf thing and the old woman who is very aggressive with her kisses. There's also two boss characters who are (as far as I can tell) unplayable. They're both also western-style monsters: a female demon who might be some kind of succubus, and a cloaked grim reaper type.

As for how it plays, it's kind of terrible. The controls are stiff and unresponsive, and everything feels very awkward. The clunky controls even make something as fundamental as special move inputs unreliable, and possibly in reaction to this, the shoulder buttons serve as macros, each one having a special move assigned to it. This in turn leads to the game's one interesting mechanic (which I strongly suspect wan't even intentional): these macros cancel the animations of normal attacks, meaning you can do some super-fast (and ridiculous looking) 1-2 combos. Against an AI opponent who isn't expecting these kind of tactics, this completely breaks the game, since it gives them very little hope of fighting back. Unfortunately, I haven't been able to play against a human opponent, but I'd be really interested in seeing some high-skilled fighitng game players totally break the game.Oh, and I didn't know until I looked it up for this review, but Mizuki Shigeru is the creator of the popular GeGeGe no Kitaro comic/cartoon/movie franchise.
(Sorry about the weird layout of this post, but blogger is being stupid and uncooperative again)
Wednesday, 13 February 2013
The Karate Tournament (Arcade)
In the period following the release of Street Fighter II, tons of fighting games were released into arcades. Most of them were terrible also-rans like Mortal Kombat, some were the start of timeless, beloved franchises like Fatal Fury and King of Fighters 98. What they mostly had in common is the basic formula codified by SFII that even to this day most fighting games adhere to, with health bars and combos and special move inputs and so on.
The Karate Tournament is one of the few that doesn't follow that trend. The most obvious difference between it and other fighting games is the lack of health bars. Instead, it takes a more realistic martial arts tournament approach, with each fighter having six points, losing one when they take a hit, and two when they're knocked down. Losing all six points means losing the fight.
Three is a pretty important number in this game: you can choose from three difficulties before you start playing, you get three lives, and each location has three opponents to fight. Obviously, when you lose a match, you lose a life, but you have to start the match from the beginning again. A nice little touch is how there's a kabuki referee guy like in the early Samurai Shodown games, announcing and waving flags when a fighter gains a point or wins a match.
The points system makes the fights a lot quicker than in regular fighting games, usually only going for a few seconds and sometimes ending in only 2 or 3 hits. The other big difference is in the controls. Since there isn't any health system, there aren't different strengths of attack. Instead, there's an attack button an a jump button. There's a ifferent attack for pressing the attack button at the same time as each direction, as well as mid-air attacks, and quick mini-combos activated by pressing both buttons plus a direction. As far as I can tell, the CPU opponents all have the same moveset as the player, differing only in their preferred tactics and their skill in using them.
Despite all the unique innovation and originality in the game, my favourite thing about it is the graphics. As you might expect from Mitchell, the makers of the psychedelic Strider-clone Osman, the colour pallettes in this game are all incredibly bright and vibrant, and the animation is also excellently fluid (probably as a positive side effect of there essentially being only one character).
The Karate Tournament doesn't have the lasting appeal of regular fighters, with their varied casts and masses of tactical options, but it's still a game I reccomend playing, as there really isn't much else like it and it does look amazing.
The Karate Tournament is one of the few that doesn't follow that trend. The most obvious difference between it and other fighting games is the lack of health bars. Instead, it takes a more realistic martial arts tournament approach, with each fighter having six points, losing one when they take a hit, and two when they're knocked down. Losing all six points means losing the fight.Three is a pretty important number in this game: you can choose from three difficulties before you start playing, you get three lives, and each location has three opponents to fight. Obviously, when you lose a match, you lose a life, but you have to start the match from the beginning again. A nice little touch is how there's a kabuki referee guy like in the early Samurai Shodown games, announcing and waving flags when a fighter gains a point or wins a match.
The points system makes the fights a lot quicker than in regular fighting games, usually only going for a few seconds and sometimes ending in only 2 or 3 hits. The other big difference is in the controls. Since there isn't any health system, there aren't different strengths of attack. Instead, there's an attack button an a jump button. There's a ifferent attack for pressing the attack button at the same time as each direction, as well as mid-air attacks, and quick mini-combos activated by pressing both buttons plus a direction. As far as I can tell, the CPU opponents all have the same moveset as the player, differing only in their preferred tactics and their skill in using them.
Despite all the unique innovation and originality in the game, my favourite thing about it is the graphics. As you might expect from Mitchell, the makers of the psychedelic Strider-clone Osman, the colour pallettes in this game are all incredibly bright and vibrant, and the animation is also excellently fluid (probably as a positive side effect of there essentially being only one character).The Karate Tournament doesn't have the lasting appeal of regular fighters, with their varied casts and masses of tactical options, but it's still a game I reccomend playing, as there really isn't much else like it and it does look amazing.
Friday, 27 July 2012
Masters of Combat (Master System)
In the early nineties, Street Fighter II had caused fighting games to become incredibly popular. So, ever company started making them, both for arcades and consoles. I assume Masters of Combat came about because SEGA wanted the Master System to have a fighting game, but they realised that a port of SFII would have been terrible (a realisation that went over the heads of Tectoy in Brazil, who made their own Master System SFII years
later).It resulted in a fighting game that's pretty different from its peers in a few ways, and one that, thanks to North America's callous indifference towards the Master System is almost unspoken of online. In factn the only moveslist I was able to find for the game wasn't on GameFAQs or a fighting games wiki, but in an old thread on the SMS Power forums!
The plot is about a fighting tournament in a place called Megalo City (which apparently appears again, years later, as a stage in Sonic Riders) some time after a UFO crashes. There's four playable characters: Hayate, a ninja and the best character, Highvoltman, some kind of SWAT guy with electric powers, Wingberger, a guy in a welding mask with telescopic weapons attatched to his limbs and Gonzalez, a fat shirtless man.
Speaking of the moveslist, that's one of the two big ways Masters of Combat differs from the fighting game norm. Rather than the us
ual smooth circle-segment motions, special moves in this game are performed by tapping short sequences of diagonals, then pressing the attack button. It's thanks to this unusual system that until I found the aforementioned moveslist, I hadn't discovered a single special move!Apparently, the Game Gear port (renamed "Buster Fight" and given some really cool boxart) that came out the following year "fixed" this quirk, and has more traditional special move commands. It also has much nicer colour, and the action is zoomed in, so the characters look bigger. Unfortunately, it seems slightly pointless on that system, since the Game Gear also has a couple of (reasonably) good ports of SNK fighting games, like Samurai Showdown and Fatal Fury.
The other big difference between Masters of Combat and other fighting games is what I refer to as the movement button. The Master System controller only has 2 buttons, and while
you'd expect them to be assigned to punching and kicking respectively for a fighting game, they aren't. One button is the attack button, being used for punch and kick combos, as well as specials, while the other is the movement button. What this button does is different depending on which direction you press with it: you can jump, slide along the ground, and dash forwards and backwards using this button.It's an unusual feature, and it's hard to tell whether the game is worse or better off for it. I guess without it, it'd just be an unremarkable 8-bit fighting game that no-one had heard of.
Saturday, 3 March 2012
Reverthion (Playstation)
Reverthion is made by Tecnosoft, who are most famous for the excellent Thunderforce series of shooting games. It isn't a shooting game, though, it's a fighting game. It plays like a simplified version of Virtual On, and also all the robots are shaped (vaguely) like animals.The animal robots on offer are crab, dove, wasp, spider, butterfly, walrus/turtle thing, shark and dragon-looking thing. There's also a boss robot, who is some kind of centaur/spider/multiwinged angel monster. I don't know if the boss is unlockable in
this version, though there is also a Saturn version, in which it is unlockable, according to gameFAQS. And judging by videos of it on youtube, the saturn version has slightly nicer graphics than the Playstation version, too. Not that there's anything wrong with the graphics in this version, they're pretty good considering how early in the Playstation's life it came out. And of course, this being a Tecnosoft game, the music is pretty great too!
Moving on to how the game plays, it plays alright. You move the robots using the old-fashioned swivel and go forward tank controls, and you can also jump, boost and do a barrel roll to either side, and you have an attack button. The are apparently special moves in the game, since the CPU opponents all use them against you, but I have yet to discover how to actually do any of them.
It's a pretty fun game to play, and having animal-shaped
robots is a nice gimmick, even though it doesn't really affect how the game plays. That's a wasted opportunity in my opinion, all the robots control pretty much the same, with only their speed and the power of their weapons to differentiate them (and their special moves too, I guess). It would have been cool is the dove, wasp and butterfly could all fly, or if the spider could crawl over obstacles, that kind of thing. But I guess that would have ruined the balance of the game.
Speaking of which, choose the crab: his attack is only short range, but it's quick and very powerful. Get in close to your opponent and just destroy their health bar. Until you get to the last boss, who has a force field attack thing that makes the crab useless. Bah.
Sunday, 4 December 2011
Pop'n Tanks (Playstation)
The first thing that I'm going to tell you about this game is that it has a nice 2D animated intro before the title screen, as well as nice 2D animated intros for each character in story mode. So I'm slightly biased towards it, as like all good-hearted people, I really like it when 32-bit era games have 2D animated videos in them.Anyway. The game's about one-on-one tank battles, in small brightly coloured cartoony tanks. All the tanks are different, both in looks and in weaponry. But you should be aware that the tank with a cake for a turret is the best one, since its special weapon sends out some flying exploding giant bananas that are really hard to avoid and do tons of damage.
There's two main modes to play in: Tank World and Story Mode. Tank world is the more in-depth of the two modes; you pick a tank, choose a name for yourself and the tank you chose, then try to fight
your way up the rankings. When you win a fight, you go up in the rankings and also gain a tank part. The main problem with this mode is that you don't get to choose your opponents, just the stage on which you fight them. And the fact that I'm so rubbish I can never get more than one or two ranks places above the bottom rank. Waah.Story mode is basically what would be called "Arcade Mode" in any other fighting game. You pick a character (these characters don't appear in the Tank World mode, and the tanks they have are all the default tanks you can choose from in that mode) and figght the other characters, and the characters will have a conversation before each fight. I don't know what the plot's about because it's all in Japanese. But like i've probably said a million times before, if the plot's so important that your inability to understand it will keep you from playing a game, you're a massive idiot.
As for how the game actually plays, it's mostly pretty good! The tanks are really fun
to drive around, to the point where I wish there were some kind of Choro Q-esque adventure mode so I could drive them round without being shot at. The battles are nice and fast-paced, too, and although I'm terrible at the game and almost constantly lose, it rarely feels unfair. Tying in with the animated cutscenes, the battles do a good job of looking like what battle scenes from a late-90s Japanese cartoon about brightly coloured tanks would look like, were such a show to exist (and if it does exist and I just don't know about it, please inform me!).Pop'n Tanks, then. It's alright. Plus, I'm tagging it as a fighting game, and you can't stop me!
Saturday, 23 July 2011
Vagrant Fighter FX (X68000)
Vagrant fighter FX is a homebrew fighting game from 1995. With that in mind, it's surprising how well it turned out.It seems to be pretty well balanced, and it has everything you'd expect from a fighter at the time: special and super moves, combos, etc. Even the ability to cancel normal attacks into specials is in there! It's obvious that the maker (or possibly makers) of this game really loved fighting games, and had a bunch of ideas they wanted to put into one.
There are 8 playable characters (there are four more shown on the character select screen, who I assume are bosses. I don't know if there's any way to play as them though, as I'm so rubbish I couldn't even get far enough to fight against them, let alone defeat them) including a figure skater, an american football player, an armoured claw-weilding guy and a guy who's a blatant rip-off of Joseph Joestar from Jojo's Bizarre Adventure (but what's interesting is t
hat this game seems to have been made before Capcom's JJBA arcade games, making this possibly the first videogame appearance of the series). They definitely aren't what you'd call professionally drawn or animated, but for the most part, they're not especially ugly (the main exception being Arucard, who looks terrible. Also, he's a fighting stage magician, and not a vampire. Strange.), and similar can be said for the stages: for the most part they look okay, but not great. Although the night-time cityscape and european town stages
look a lot nicer than the rest, while the russion submarine looks completely awful. The music, like the graphics varies, from moderately catchy tunes to terrible alarm-like cacophonies.The game itself is a lot more fun to play than I was expecting (I'm slightly ashamed to say that I did initially judge the game on first sight and assume it to be another awful old X68000 homebrew), though it is a little too hard, I had to turn the difficulty all the way down before i could win any fights (of course, it's very possible I'm just rubbish). As mentioned a
t the start of the review, it's got everything you'd expect from an early 90s fighting game, and despite the slightly choppy animation, it feels pretty smooth, too. As far as I can discern, none of the characters seems to be horribly broken, and incredibly, there doesn't seem to be a resident shotoclone!VFFX isn't an all time classic game, and won't be replacing any of your favourite big-name fighting games, but it is fun to play, and you can be certain that it'll also be new to whoever you play it with, which is nice.
One final note: despite the name, there doesn't appear to be any homeless people in this game.
Friday, 3 June 2011
Serpent (Game Boy)

I'm trying to post roughly one new review a week now. Have you noticed? I still don't get any comments, though. Waaah.
I almost had nothing to post about this week, though, as I've spent a lot of it playing the very un-obscure GTA2 and WWE Smackdown Vs Raw 2011, as well as some games that I'm saving for future posts.
Anyway, because of this, I'm posting about a game I've known about for years and years and years, ever since playing it on a mysterious 32-in-1 cartridge I had as a kid. Mysterious for two reasons: the first reason being that I had no idea what the source of this cartridge was, and the second reason being that rather than the usual mis-spelled onscreen menu of games usually found in these car
ts, it had a little yellow rubber button you pressed to change the game. Another odd thing is that the label showed (really tiny) art for 16 games, meaning unlike most pirate compilation carts, it actually had more games than it claimed to, rather than less!Enough of this nostalgic rambling though, time to talk about Serpent.
It's strange. You can tell from the screenshots that it's a snake-type game, of the duelling type. I've also played a similar, but simpler game on the Atari 2600, oddly enough also on a pirate cart.
The 2600 game was very simple, each player (there was no single player mode) controlled a snake that was constantly moving, and getting bigger/leaving a trail as it went. If your head touched that walls, your opponent or yourself, you lost.
Serpent has a similar basic premise, but is a more complex game. You start each fight with your body coiled up behind you, and it follows as you move around. It doesn't constantly grow, however. (I'll come back to this.) Also, when your head hits something head on, you don't lose the match, but rather a siren blares as your eyes go all googly. Stay like this for a few seconds and then you've lost the match. So, the goal is to use your snake body and your cunning to trap your opponent's head until it bursts. Alternatively, if you can completly surround your opponent's body, you also win.
Going back to the issue of the length of your body, if you create an enclosed loop, items will appear: white and black boxes with numbers or the letter M in them, as well as black and white missiles. The white boxes increase your body length by the number shown on them multiplied by ten, the black boxes decrease. The M boxes change your size to the maximum of 110 segments or the minimum of 20. The black missiles, if shot at your opponent's head will make them go faster, the white missiles slower.
There's eight difficulty levels, split into mode 1, levels 1-4 and mode 2, levels 1-4. The differrence b
etween the two modes is that mode 2 has little tadpole things floating around the screen, which instantly kill you if they come into contact with your head.My advice is to get some practice in mode 1 levels 1-2, then move on to mode 2 levels 1-2. Don't bother with levels 3 and 4, as they give the cpu opponent the ability to move their head from one of their body to the other, meaning essentially that the only way to win is to surround them. You don't get this ability, and adding in the length changing power ups, these levels are an unfair mess.
I like this game, it's one of the few from that strange cartridge that I still play today, and I recommend you do, too. In spite of the fact that essentially half the game is useless.
(This game is also called "Kakomun Hebi" in Japan.)
Tuesday, 12 April 2011
Top Fighter 2000 MK VIII (Mega Drive)

There are a lot of unlicenced fighting games. There was a fairly lengthy article/review
round up of a bunch of NES ones on the old insertcredit site. As a subgenre, it doesn't have
a great track record. With the exception on Kart Fighter on the NES, most of the ones I've
played have been practically unplayable. Top Fighter 2000 MK
VIII shuns this long heldtradition, though, by actually being fairly fun.
You know it's going to be good when you see the intro (or, if like me, you are impatient and
skipped theintro, when you see the character select screen): The roster is made up of
characters from 6 different games, plus real life! Really! The whole roster is Ryu (Street
Fighter), Geese Howard (Fatal Fury), Kyo Kusanagi (King of Fighters), Goku (Dragonball Z),
Ryo Sakazaki (Art of Fighting), Cyclops (X-Men) and real life human beings Michael Jordan
and Mohammed Ali! I don't know if there's any last boss or endings or anything, because I'm
rubbish and can only win 2 or 3 fights. I'm going to assume there aren't any, though.
All the fictional characters are ripped straight from their respective games, while the two
sportsmen are semi-original sprites. Semi-original as while they are obviously newly drawn
for this game, all their animations are just traced over Lucky Glauber and Heavy-D from King
of Fighters 94's American Sports team.

Some of the stages look familiar too, though I can't tell if they're all stolen or just some
of them. Or if they're ripped directly from their original games or just copied by sight.
One or two also have a similar graphical style to backgrounds seen in other Chinese Mega
Drive games, like Shui Hu Feng Zhuan for example. Some of them are animated though, which is
a nice bit of quality for a bootleg game.
As for how the game plays, it's alright. The game only uses one punch and one kick button,
the characters all have both specials and supers (which is extra cool, since most official
fighting games on the mega drive didn't have supers!).
The specials and supers don't always work when you want them to, though. And sometimes they'll just happen of their own accord, too. I hate to lower my standards for a certain
kind of game, but in this case, i'm going to say it works well enough for what it is.
Even with its flaws, it's still leagues ahead of your typical unlicenced fighting game, plus
the gimmick of having a bunch of heroes, a villain and two sportsmen in the same game is a
nice novelty too.
As for sound, it's pretty good. No horrible tortures of the MD's sound chip to make your
ears bleed, and a
fair bit of speech, too. The one that sticks out most being cyclops'famous "OPTIC BLAST!". Amusingly (and inexplicably), the music for Ryu's stage is the Mighty
Morph'n Power Rangers theme.
One last thing: If you want to play this, you'll probably have to resort to a rom. There was
a guy selling actual cartridges of this and a bunch of other unlicenced Mega Drive games on
ebay, but he got shut down, proving yet again that copyright lawyers are nothing more than
that robot putting up the "NO FUN ALLOWED" sign from that old Sonic comic.
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