Showing posts with label master system. Show all posts
Showing posts with label master system. Show all posts

Sunday, 17 January 2021

Suho Jeonsa (Master System)


 Pretty much every block-breaking game that's less than thirty-five years old has some kind of special gimmick. Looking at the two games I consider to be the best of the genre, Prism Land Story has its crazy stacking power-ups, and Puchi Charat has the competitive element and the general application of (a modified version of) the Puzzle Bobble 2 rules, for example. Suho Jeonsa (also known as Suho Cheonsa and Power Brick)'s got a few ideas up its sleeve, and it somehow manages to have a similar structure to a more well-known game from a few years later.

 


Bascially, the stages in Suho Jeonsa are split into to halves: the first half has you breaking bricks in the time-worn manner (though for some reason, instead of being at the bottom of the screen, you're on the left side f it?), though the aim isn't to break every block, but to break one specific double-sized block in the centre of the screen. Every block, centre or otherwise, takes two hits to break, which is annoying, but they did at least put a little bit of charm into this element. Every stage has a theme, like animals, or cakes, or whatever. There's even an emoji stage, which is surprising in a game from 1994! But anyway, the first time you hit a block, it changes somehow, in keeping with the theme, like the animal blocks fall over, with their feet pointing at the camera, tubes of paint get squeezed out, and so on.

 


The second half of each stage has you fighting a boss, which will appear in the form of a big weird thing (still sticking to the theme of the stage, though), that randomly hovers around the screen, occasionally shooting an instant death shot. You kill the bosses just by hitting them with the ball a bunch of times, and they don't really ever get any harder. Their presence does make Suho Jeonsa kind of feel like a weird primitive version of Psikyo's 2001 arcade game Gunbarich. While the bosses never get harder, the actual stages do, though in an annoying, unfair-feeling way: they gradually start with rows of blocks closer and closer to the left edge of the screen, giving you a smaller and smaller amount of space to work with.

 


There's not much else to say about Suho Jeonsa, except maybe that the aforementioned "Power Brick" version was released only in Australia as part of a four-in-one cartridge, that contained three other Korean-developed games. But Suho Jeonsa was the first version of the game I found, and there's no text in there anyoway, other than the intro, so I stuck with it. As for whether the game is worth playing, eh, it's okay. I wouldn't pay big money for it (being a decades-old unlicensed cartridge, I'm assuming it's probably at least fairly rare, in any of its forms), but it's a decent enough block-breaking game, on a system that doesn't have many, so it's worth a look via emulation if you're curious.

Sunday, 4 October 2020

Battle Outrun (Master System)


 Contrary to what you might think, unoriginality can actually be a powerful tool in creating a great game, using the core concept of an existing game and adding your own twists and ideas to make something new and exciting. Kid Chameleon did it to Super Mario Brothers 3, and Mortal Kombat did it to Street Fighter II, for just two examples. Battle Outrun is unfortunately an unsuccessful attempt to do it to Chase HQ.

 


In case any of you aren't familiar with Chase HW, it was an arcade game released by Taito in 1988 (a year before Battle Outrun), and subsequentally ported to pretty much every active home system at the time. In it, you play as a cop engaged in ar chases with criminals, who you have to catch by ramming their car with yours until they stop. Battle Outrun has you playing as a bounty hunter engaged in ar chases with criminals, who you have to catch by ramming their car with yours until they stop,

 


The only idea that Battle Outrun really adds to the Chase HQ concept is an item shop that appears once a stage, offering upgrades for your car, which are absolutely necessary if you want to make it past even the first stage. Tire and engine are pretty obvious, while upgrading your body reduces the amount of speed you lose when you collide with cars and other objects, and the totally useless chassis upgrades affect how far you fly when you drive over the ramps that appear a couple of times per stage.

 


The other thing Battle Outrun adds is frustration. Like in pretty much any racing game that takes place on city streets, there are many civilian cars acting as obstacles in your path. More than any other such game, the civilian cars in this gme feel like they were programmed with a sense of deliberate malice. They'll often deliberately drive right in front of you, or between you and the criminal you're trying to ram, or they'll get in front of you and stay in front of you, so you hit them repeatedly and lose five-to-ten precious seconds. Even when you've upgraded your body and engine a couple of times, this is still incredibly annoying, and feels totally unfair, too.

 


Despite what I said in the opening paragraph of this review, though, the biggest problem Battle Outrun has is its similarity to Chase HQ. Taito's game even got a port to the Master System in 1990, with better graphics, more speed, and obviously, a more streamlined and fun design. So play that instead, and just don't bother with Battle Outrun.

Monday, 6 April 2020

Curosities Vol. 18! - Game de Check! Koutsuu Anzen (Master System)

Game de Check! Koutsuu Anzen is an educational game that was commisionned by a Japanese insurance company, and was never actually on sale. They made a couple of hundred copies, and would lend the game, along with a Master System, to primary schools that requested it. It's also something that was pretty much completely forgotten and considered lost to the ages until very recently, when the great people at SMS Power got ahold of a copy, and not only dumped the ROM, but also simultaneously released a translation patch so more people could enjoy it! There's lots more information over there regarding the game's origins, so you should definitely go and have a look.

But I'm here to talk about the game itself! It's actually a collection of three games on one cartridge: Driving Sense Test, You're the Best Driver, and Pyonkichi's Adventure. Driving Sense Test is itself a collection of four minigames, designed to test the player's reactions and observational skills. You'll have to identify objects that fly past a window at high speed, catch animals of varying speeds by lowering your net at just the right time, follow a motorbike while weaving through traffic, and finally, walk behind a parrot, who'll warn you when to duck, jump, or speed up, o avoid obstacles. It's ok, I guess. The last of the minigames is the best, and the most videogamey in feel. At the end of all four, you get given scores in the areas each one was meant to be measuring: Driving Eye, Speed Sense, Driving Technique, and Risk Control.

Next up is the most substantial of the three games, You're the Best Driver. In this one, you drive either a car or a motorbike (though I couldn't tell any non-cosmetic difference between the two), and drive around the streets, very carefully obeying the rules of the road. Sticking to the speed limit, stopping at lights, and so on. Though I kept getting minor violations every time I turned a corner, and couldn't figure out why. Does Japan have a seperate speed limit for cornering maybe? You start the game with a hundred points, and lose some for every violation. Speeding loses seven points, hitting another car twenty-nine, and so on. Hitting a pedestrian loses all hundred points in one go! This is a decent enough educational game, I can definitely see a bunch of primary school kids in the eighties all clamouring to be the first to get to play it, like Granny's Garden in the UK during the same era, or the generic maths and French games that were on the computers at my school in the nineties.

Last, and also least, is Pyonkitchi's Adventure. By far the weakest of the three games here, it sees Pyonkitchi the Rabbit off on a walk to visit Pyonko the Rabbit. Along the way, he makes various decisions, like whether or not to look oth ways before crossing, or wait until the man turns green, and so on. Afterward, you decide whether he made the right decision or not, and the game tells you whether you were right or wrong. It's probably more educationally relvant to little kids than the other two games, but it's also by far the most boring. Very little interactivity, and it feels more than a little bit preachy and finger-wagging.

In summary, this is an interesting piece of history that's finally available for all to see, and it's actually not a bad set of games either, considering their origin. I do wonder why the insurance company chose the Master System for its host console rather than the ubiquitous-in-Japan Famicom, though. Maybe they liked the SMS' colour palette? Maybe it was cheaper? Maybe an exec was friends with one of SEGA's execs? We'll probably never know.

Tuesday, 18 June 2019

The Cyber Shinobi (Master System)

This might be just how I rememer it, but it feels to me like the Mega Drive's Revenge of Shinobi/The Super Shinobi was a pretty big part of early 1990s UK childhood, and is still beloved to this day (making its omission from the EU version of the Mega Drive Mini seem like a foolish oversight). The Cyber Shinobi, by contrast, was barely ever heard of back then, and not well-remembered today. A big part of this is probably down to the fact that it was on the Master System rather than the Mega Drive, but another big factor is probably the burial it got in pretty much every magazine at the time. It was written off as an ugly, stupid cash in on the popularity of the Shinobi series.

Those criticisms aren't entirely unfair, though. The sprites and backgrounds are okay, but the game's whole look is ruined by a massive ugly grey HUD taking up the top third of the screen. The strange thing about this is that there's a prototype version of the game where the HUD was still massive, but it was at least a bit more colourful and less ugly. It's also definitely cashing in on the name of a popular series, since it's not a Rolling Thunder-alike like the original Shinobi or Shadow Dancer, nor is it an action-platformer like the previous year's Revenge of Shinobi. Instead, it's a single-plane beat em up with occasional platform elements.

It's mostly actually pretty okay to play. There's some kind of boring design choices (like you you move along a bit, stop to fit a few waves of the exact same guys, then move on to do that again on the next screnn), and some terrible ones (parts of the ground that fall away to drop you into a deathpit that look identical to every other part of the ground, leaving you with Rick Dangerous-style memorisation), but it's still good enough to hold your interest.

There's also a couple of interesting design choices, like the projectile weapons: you collect a P item, you get eight projectiles. But what's interesting is that you can collect up to 24 projectiles, and the amount you have determines what you shoot. At one to eight, you shoot weak shuriken, nine to sixteen are slightly more powerful bullet/missile things, while seventeen to twenty-four are grenades, which are not only more damaging than the other two, but they also explode for splash damage, but they're thrown in an arc instead of shot straight forward.

Furthermore, those "fight the enemies in a stationary screen" thing isn't that bad, either. Every screen has a different layout of platforms and obstacles, along with stationary enemies that shoot at you while you're fighting the more mobile melee enemies. This means that each of those stationary screens is at least a different encounter, making you find the best place to be in each screen to fight the enemies it throws at you. The problem is the repetition within each one: having only one wave of enemies per screen would speed things up, or having multiple waves made up of different parties of enemy types would make them fell less of a slog.

So, The Cyber Shinobi is an okay game sunk in its time by the weight of the name with which it was lumbered. I think if it didn't have Shinobi in its name, it wouldn't have been hated quite so hard by the critics of the time, but it also probably would have sank even further into obscurity. As it is, it's an okay game, and, like most Master System games, you can get it dirt cheap, and it definitely contains like £2 worth of fun.

Monday, 8 January 2018

Silver Valley v1.00 (Master System)

I don't know what it is about the Master System, but for some reason, it seems to attract homebrew with really great production values. For example, a few years ago, there was an amazing port of the Bruce Lee game that was originally on various 8-bit microcomputers in the 1980s. Silver Valley continues that tradition, but this time, it's an all-new game! Just as a disclaimer, I'm assuming from the version number that this is probably the final version of the game, but I could be wrong.

It's a platformer that's clearly heavily inspired by the NES Castlevania games, with bits and pieces that suggest other influences too, such as Megaman, Ghouls and Ghosts, Wonderboy, and even the Switchblade games, which were kind of UK-developed attempts at creating Japanese-style console action games, but on the Amiga. It all feels as smooth as it looks, too: the controls are responsive and great, and you can jump, attack, and shuffle around on your knees. Technically and visually, this game can't be faulted: it's one of the best-looking games on the Master System, commercial or otherwise, and it all feels perfectly robust, too. AND there's even a little game-within-a-game in the form of a playable "Crapman" arcade cabinet,

There are a couple of little problems designwise, though. The enemies, for a start, almost all seem to be massive damage sponges, taking several hits to kill. There's also the lives system: you get one life (though you can take four hits before dying) and infinite continues. It might just be me, but it felt like this really cheapens things, with certain challenges like instant death spikes and almost unavoidable enemies appearing pretty close to the start of the game making it seem like the game wants you to use the continues, which I feel is a problem, because I just feel like using continues, especially when there's an infinite supply of them, drains all the joy out of any game. A change as simple as having three lives instead of just one would go a long way towards making this feel like a much more "complete" game.

I don't want to be too harsh on Silver Valley, because it's obviously a passion project for its creator, and it really is an admirable effort, too. But at the same time, I do have to be honest when I'm talking about a game, no matter what its source. I can only hope that if eruiz00 ever finds this review, they take it for the honest, constructive criticism it's intended to be, and that I hope they continue making games after they're done with Silver Valley, as it's clear they have a ton of talent. And everyone else reading this, I of course recommend you give the game a try, because despite its problems, it's still and impressive achievement.

Thursday, 24 August 2017

The Ottifants (Master System)

The Ottifants are apparently from a cartoon created by German comedian Otto Waalkes, and if the games magazines in the UK at the time of this game's release are to believed, they were intended to be as popular a merchandising juggernaut as The Simpsons. Obviously, that never happened, the cartoon never left germany, with this game's release across europe the only reason anyone else has ever heard of them (and even this is pretty much completely forgotten). I've never seen The Ottifants cartoon, but having played the game, I assume the reason they never went anywhere is because they're an unendearing bunch of disgusting-looking shrivelled elephants. But is their game any good?

No. In fact, it's terrible in several different ways. There's a common complaint with European-developed shooting games, that even the weakest enemies are bullet sponges, making the player feel weak, and the game unsatisfying. Though it's not a shooting game, the enemies in it are dispatched by shooting multi-coloured dots from the end of your nose, and the regular enemies will stand there and take several shots before disappearing. The bosses take this to a ludicrous degree, with the first boss alone taking eighty hits before it'll fall, all while you're avoiding its homing death spanners.

Other than that, the game is just aggressively mediocre. You go around boring stages collecting teddy bears and pieces of paper with bar charts on them, until you find the exit. Then you go to the next stage. The one thing I can say in its favour is that the sprites are all big, colourful, and detailed to an extent that's pretty impressive for an 8-bit consoles. But even taking that into account, The Ottifants is an awful, joyless game, and I don't recommend wasting any time on it.

Friday, 10 April 2015

Running Battle (Master System)

You probably already know this, but the Master System in the 90s was in an unusual position. It was long dead in Japan, and never really took off at all in North America, but in Europe, South America and Australia, it still had enough of an established userbase that it was still getting games released in those territories. While many of those games were made in those territories, there were still games in the strange position of being made in Japan but never sold there, mainly by one of SEGA's subsidiaries SIMS. Running Battle is one of these, as was Masters of Combat, which I've previously covered.

Anyway, Running Battle is a single-plane beat em up about a guy named Gray  seeking out the killers of his partner (and possibly brother?) Brody. It's pretty standard and generic: walk from left to right, kill lots of the same enemy, then do it again. It sometimes throws in an extra element, like wall-mounted guns (that seem to hold an oddly generous amount of extra lives if you destroy them). There's also some power-ups like guns and super strength and a very rare power up that allows Gray to run forward at high speed, ignoring obstacles and pits and killing enemies on contact for five seconds. The most interesting thing about Running Battle, however, is that it feels like an unfinished mish-mash of assets the devs just had lying around.

The game starts in a typical beat em up ghetto stage, though all the stages after it take place inside sci-fi enemy bases. The first few bosses ignore this sci-fi theme, being a dwarf pirate, a cowboy, and a Samurai, each with their own individually themed room. The last two bosses fit better, though: a psychic super-villain and some kind of giant tank thing that's so big, the health bars have to become numbers at the bottom of the screen to make room for it.

So, that thematic jumble explains the "mish mash", but as for the game feeling unfinished? It's not massively glitchy, but rather there's a few little things that imply that the game wasn't tested or balanced as much as it could have been. For example, throughout most of the game, there are doors at the end of the stages. To go through them, the player stands in front and presses up on the d-pad, like a million other games. At the end of the first stage, there's a door, but to finish the stage, the player just walks past it and off the edge of the screen.

There's also the issue of balance. Like I said earlier, the game is really generous with the extra lives once the wall-mounted guns show up, and this seems to be because the last two bosses take very little damage from the player's attacks, but also deal massive amounts of damage with hard to avoid attacks. So the extra lives seem to be a sort of half-solution to this problem, turning te final boss battles into battles of attrition, in which the player has to hope they've saved up enough lives to survive and gradually wear down the bosses.

In conclusion, I don't recommend Running Battle at all. It's not painful to play, there just isn't really anything interesting about it, and it generally feels like it was quickly knocked out on the cheap.

Saturday, 21 February 2015

Sukeban Deka II: Shoujo Tekkamen Densetsu (Master System)

Or if you'd prefer, "Delinquent Girl Cop II: Legend of the Girl in the Iron Mask". I should also let the uninitiated among you know that this game isn't a sequel to an earlier Sukeban Deka title, but is based on the second Sukeban Deka TV series, which sees a girl named Yoko Godai, who spent her childhood with her head trapped in an iron mask, taking up the Saki Asamiya codename and becoming the second Sukeban Deka, in the hopes of finding the reasons and culprits behind her stolen childhood. It's an excellent show, and is currently being fansubbed by The Skaro Hunting Society, should any of you be curious.

The game presents a heavily abridged version of the TV show's plot, split into adventure segments and beat em up segments. Unfortunately, the adventure segments make up the bulk of the game, and though I admit that it's a genre that doesn't especially appeal to me at the best of times, Sukeban Deka II's adventure segments are of an especially old-school flavour. There are very few clues as to what is supposed to be done, and though there is an english fan-translation, you'll still probably want a guide to save the tedious effort of going to every room and clicking on everything to find clues and items.

The beat em up sections are much shorter, and similarly old-fashioned, but they're pretty fun. Typically, you'll fight off a small gang of high school boys, before fighting a boss, and though the gang fights are pretty much all the same, the boss fights are really varied, though oddly, they seem to actually get easier as the game goes on.

There's also a couple of 3D maze sections, though they are really just that: empty mazes for the player to navigate that just pad the game out and fill a little bit of extra time.

Unfortunately, I can't really recommend this game unless you really love the TV series, or if you want a nice little slice of 80s Japanese pop-culture (for some reason, I associate SEGA's 8-bit consoles with the period far more than I do the Famicom, despite the Famicom's near-monolithic popularity in Japan at the time, and it's can't be denied that Sukeban Deka is an important artifact of the era.). But if you just want a Master System beat em up, there are far better examples, like Hokuto no Ken or Kung-fu Kid.

Sunday, 9 November 2014

Basketball Nightmare (Master System)

The night before the big game, the captain of a high school basketball team has a nightmare, where he has to play against teams of monsters. And though he's probably American, and the game was made for western audiences (the only ones still buying Master System games in 1989), a lot of the monsters are very Japanese: buddhist cyclopses, kappas, undead Japanese grandmothers, and so on. The enemy teams, being monsters, play on spooky courts, too, which happen to look pretty cool, with baskets made of bones and rocks and such.

Despite the unusual theme of Basketball Nightmare, it doesn't add any kind of fantastic elements to the way the game plays: no power-ups or special moves or anything of the sort. It's just a regular basketball game in which the AI teams all happen to be monsters. So normal is the manner in which the game plays, that in 2-player mode, and the pointless CPU vs CPU mode, the teams are all human. There's also talk online of a secret single player mode played against international human teams, though I haven't found any instructions on how to access this mode.

The game plays better than you'd expect from an 8-bit team sports game, and it's presented excellently: attempted slam dunks are shown via impressive full screen cutaway animations and the regular sprites are all cute and appealing. It does fall apart, however, when you discover the secret to winning every match: get the ball, run to the bottom right corner of the court and shoot. More often then not, you'll score a three pointer. Do this a few times, and your opponents will have no chance of catching up before the time runs out.

Basketball Nightmare is worth a look for the cute graphics, and some fun might be had from the 2-player mode (though I guess either both players or neither players would have to know about the secret for it to be at all competitive), but it's definitely not an essential game that needs to be sought out.

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 usual 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.

Sunday, 2 May 2010

Danan the Jungle Fighter (Master System)

Danan the Jungle Fighter isn't a very well known game. Most Master System games aren't that well known on the internet to begin with, but this is pretty obscure even among those.
It's a platform game, but with a bit of dialogue here and there (not much by today's standards, but tons compared to most 8-bit games) and it has experience points and equipment. The plot is okay, better than most 8-bit games: in ancient times, a legendary warrior sealed away an evil god and saved the world, and now the tribe next door is trying to bring back that evil god. This is all pretty routine stuff for a videogame plot, until about halfway through the game, you get to the shocking twist that it's actually an army of psuedo-nazis trying to resurrect the evil god, to turn the tide of a war they're losing. There's even a surprising bit of vague racism when you meet one of the Nazi bosses. The end of the game is a bit rubbish. You "fight" some evil priest guy, which looks more like you're repeatedly stabbing him in the bum, then the evil god appears, and dies incredibly easily. I don't know how not-hitler expected to win the war with that thing's aid when it can be easily defeated by a half naked man with a knife. Sorry about the spoilers, if anyone was planning to go and play this game.
The levelling up via experience points only raises your max HP, to make your attacks more powerful, you have to find the knives that are hidden in the game. Not very well hidden, though.
The graphics are pretty good, and the animation, though simple, looks nice enough. Danan's attack animation looks like he's shanking someone, prison style, though. The music is boring and repetitive, but you'll probably barely even notice it's there.
Oh! Another thing, you can collect monkey faces, that allow you to summon animal helpers. But you never will, they're a bit useless, and the game never gets hard enough that you need any help anyway.
And that's the main problem with Danan: it's both easy and short. It's less than an hour from start to finish, which wouldn't be a problem, if it weren't for the fact that you'll probably finish it on your first go. There is an option at the start to take either the normal route, or "A Very Rugged Path", which is supposedly harder, but the guy doesn't actually let you take the rugged path. i thought it would possibly be unlocked after finishing the game, but that's not it either. Strange.