Showing posts with label naomi. Show all posts
Showing posts with label naomi. Show all posts

Saturday, 24 April 2021

Tetris Giant (Arcade)


 I'm not totally sure if this game counts as obscure, but at the same time I'm thinking that it's going to mostly be arcade nerds that know about it, and even then, a lot of people will quickly write it off as a silly novelty game, and I think it deserves more than that. I'll also have to do something I haven't done on this blog in a long time: a disclaimer regarding this game's controls. The actual arcade version of Tetris Giant (also known as Tetris Dekaris) uses a projector dor its display, and is controlled by two gigantic joysticks at least the height of a human child. I, of course, have been emulating it on my laptop, and using a normal-sized USB Saturn controller. So the experiences I describe here are probably not exactly analogous to those of someone playing a real arcade machine.

 


I've also only ben playing single player, so I can't tell you about either the co-op or versus two player modes. Luckily, though, there are two single player modes, and both of them are a lot of fun. In both modes, there are some things that have been simplified to accomodate the unusual nature of the arcade version's controls: rather than the standard 10x20 block well, you instead have a 6x7 well, with the pieces being big and very brightly coloured. Furthermore, only when an entire piece crosses the line at the top does it count as a game over, partial pieces crossing the line are fine.

 


The first mode is line challenge mode, which is supposed to be the easier of the two modes, mainly because crossing the line doesn't end the game, it just erases the bottom few rows of blocks, so you're guaranteed at least two minutes of play. There's no scoring in this mode, and instead you're given two minutes to get as many lines as you can, with extra seconds added for clearing multiple lines at once. It's fun, but the lack of scores, and with it the lack of a high score table damages its long term appeal.

 


Luckily, the other mode, which tries to scare off timid players with a warning that it's for experts only, is score challenge. It's entirely about scoring as many points as you can before you get a game over or you reach two hundred lines. This mode does have a high score table, which features prominently as you play. It records the top one thousand scores, and it appears onscreen beside the well as a giant tower that you ascend as your score increases. The background fits the ascension theme too, starting at the bottom of the ocean, gradually rising up past skyscrapers, the sky itself, and up past the moon and into deep space. This mode is the meat of the game, and it's very addictive. A credit will only last me about five minutes, and I've still managed to play hours and hours of it. 

 


Even (or maybe especially?) without the giant gimmick of the arcade cabinet, Tetris Giant has still easily come to be one of my favourite versions of Tetris, and I definitely recommend giving it a try yourself. It's unlikely, but I hope it someday gets a ported to  handheld at some point, or at least a handheld Tetris game comes out that includes a mode that plays like it. One last thing to mention is that one essential thing you should do before you play (assuming you're playing via emulation) is to go into the service menu and change the music option from "instrumental" to "japanese songs". Trust me, this massively enhances an already great game.

Wednesday, 17 April 2019

Spikers Battle (Arcade)

The Dreamcast, despite being, in most respects, an incredible machine for people who wanted to bring the arcade home, had only two beat em ups released for it (as far as I can remember, at least). And one of them was Soul Fighter. The strange thing about this is that SEGA had a series of beat em ups in arcades at around that time, the Spikeout series, and two of them even ran on Naomi hardware: the fantasy-themed Slashout, and this one, Spikers Battle. They would have made great additions to the DC library, but I guess it's all just more evidence of SEGA being the Paul Heyman of the videogames world: unmatched in terms of creativity and talent, completely terrible when it comes to making money.

Anyway, Spikers Battle is a strange case, in that it's a beat em up that thinks its a fighting game. It controls like a beat em up, has weapons strewn about the place like a beat em up, and most of the stages see you fighting a boss and some goons, like a beat em up. If you were to compare it to any other game, the most apt would probably be the original Nekketsu Kouha Kunio-kun/Renegade, with its small stages and gang warfare setting. But on top of all of this, it has a strange fighting-game rounds system in place of lives, whereby to advance past a stage, you have to finish it twice, and to get a game over, you have to fail the same stage twice.

I haven't been able to find any information on how multiplayer modes work, but I'll assume it's like the other Spikeout games, and has multiple cabinets linked together, so maybe the rounds thing makes more sense in that context? Anyway, it's pretty much the only problem I have with this game, and it's not a big one. It's fun to play, looks really cool, everything's fine except for that one thing.

Obviously, if you're brave enough to tangle with Naomi emulation, or rich enough to tangle with Naomi ownership, Spikers Battle is one of the games I recommend you look into. It's a lot less brutal in terms of difficulty than some of its stablemates, too (I'm mainly talking about Slashout here, which is a very difficult game).

Sunday, 1 October 2017

Wild Riders (Arcade)

Like usual with arcade racing games, I'll start with the disclaimer that I was playing this on a PC emulator with a regualr game controller, not a real, motorcycle-shaped sit-down arcade cabinet. I'll also add the extra caveat that the emulation of this game is somewhat less than perfect, so the real thing is even more preferred than usual. But I guess that most people reading this, were they to play Wild Riders, would be doing so via emulation anyway, so I guess it doesn't really matter that much.

Anyway, Wild Riders is a very SEGA racing game, in which you play as one of two motorbike gang members on the run from the cops in a place called Massive City, which looks like a perfect blue-skied version of Beverly Hills from an 80s cartoon. Of course, you go smashing through parks, pool parties, fancy restaurants and hotels, and so on, all while any pedestrians jump out of the way without fail, ala Crazy Taxi. It all looks incredible too, with a cel-shaded style, incredibly bold colours on everything, and cool little stylistic things like character close-ups appearing in little comic panels.

It also plays pretty great: fast and smooth, just like you'd expect from a SEGA racing game. There's a few unique gimmicks too! Firstly, instead of a traditional time limit, since you're on the run, the counter at the top of the screen shows how many metres away they are from catching you. The number goes up and down depending on how well you're doing, and you can get bigger boosts by exploiting the game's other main gimmick. That other gimmick is that there are various obstacles that you can either jump off of or slide underneath. On a real cabinet, this is done by pulling up or pushing down on the bike's handlebars, while in emulation, you can just map these functions to buttons on your controller, they don't need to be analogue.

The only downside, and probably the reason it never got any ports to home consoles is the length: obviously an arcade game isn't going to be long, but I finished Wild Riders on my second attempt, and there's no Outrun-style branching paths or Crazy Taxi-style free roaming to add variety to repeated playthroughs, leaving you with a game that's beautiful and exciting, but essentially only for five minutes. I guess if a particular arcade had a lot of players all competing for the top score, that'd cause a lot of repeat play, but even in 2001 that'd be a very big if. Any console port would need a lot of additional stuff added, and at a time where SEGA were leaking money all over the place, doing all that for a game with no name recognition probably wasn't a priority.

So yeah, Wild Riders is a (condensed) ton of fun, and looks amazing. It's also, however, probably the most demanding game that runs on Naomi 2 hardware, so if you have a computer that can handle the emulation, it's definitely worth a look.