Dragon Egg! is one of that strange category of games from around the late eighties and early nineties that totally would have fit in among the arcade games of the time, but it was only ever a console game. Well, maybe 1991 was a little too late to be releasing a very eighties-feeling platformer, but only a little. But two or three years earlier, it would have fit into the arcade scene perfectly, anyway.
It borrows heavily from two popular arcade games of that era, after all: Wonderboy in Monsterland, and Altered Beast. From Wonderboy, it takes the item shops as well as the generally overall feel of things, and from Altered Beast it takes the concept of collecting orbs to gradually take on new forms. You play as a little girl who starts the game carrying a dragon egg around in her backpack, which she uses to bludgeon enemies (which seems very irresponsible). Upon death, enemies will drop either a coin or an orb. Obviously, the coins are for spending in the shops littered about the stages, on power ups and health potions.
The orbs, though, like in Altered Beast, gradually cause the dragon to hatch, and then grow. Growing the dragon doesn't just give extra range to your weapon, but it also affects your movement and the size of your sprite (and presumably, your hit box, though I'm not 100% on that one). By the time your dragon's at full size, you'll be doing massive jumps that cover a lot of height and distance. It makes it a little more difficult to accurately land on small moving platforms, but overall it's a net benefit as it allows you to reach places you smaller forms couldn't and sometimes even skip parts of stages. Oddly, you have to icrease the power of your attacks by buying power-ups from the shop, which seems odd. Also, if you lose a life, it's all the way back down to egg form, which can lead to some Gradius-style slippery slopes, especially if it happens while fighting a boss.
It's the difficulty in general that's the game's main flaw, in fact. It's not as simple as just being too hard, though: the first half of the game is incredibly easy, in fact, and you should breeze through it on your first attempt with very few issues. After there, though, the game takes a sudden and dramatic turn towards being difficult to the point that it feels unfair at times. There are enemies with attacks that come out without warning, or that are impossible to kill without also taking a hit. You could ignore them, but if you've just lost a life, you'll be desperately hoping to get some orbs. Maybe the real strategy is to learn how to get through the game using basic short range egg attack. But even if that were effective, it definitely wouldn't be any fun.
Dragon Egg! is a cute game, and it does start out fun. I won't say it's not a good game, I'll just warn anyone that fancies trying it that the latter half is brutal, and they shouldn't go into it expecting an easy time.
Showing posts with label pc engine. Show all posts
Showing posts with label pc engine. Show all posts
Tuesday, 10 March 2020
Tuesday, 26 November 2019
Other Stuff Monthly #7!
This month's thing that isn't a videogame is an old, rare fanzine! Which is about videogames. Specifically, PC Engine games, it being called The Complete PC Engine Guide Book and all. It was printed in 1993, as far as I can tell, on regular white photocopy paper, with slightly thicker yellow paper used for the cover. Naturally, after twenty-six years, such an item feels pretty fragile, and in fact, the ebay seller from whom I bought it sent me a message when I placed my bid, requesting that I promise to take care of it. It's pretty rare, too, it seems to have been only listed on ebay twice ever (though I don't know if both times were the same copy).
There's about 90 pages of actual content in here, along with a few blank "notes" pages, and some ads on the inside back cover. There's a section detailing all the different models of PC Engine, which even includes the LT and the LaserActiive, which is pretty impressive from a pre-WWW fanzine. Then there's a section on peripherals, the highlights being something called a "colour booster", which does... something to do with making the colours better on a "SCART PC Engine", as opposed to a PAL one. I know there were a small number of PAL PC Engines released by mail-order, but I have no idea what a SCART one might be, or why the colours need boosting, and half a page dedicated to the Magic Super Griffin. This is one of those big, old-fashioned piracy devices, that goes into the HuCard slot of your PC Engine, and connects to a floppy drive via parallel port. It cost £250, and the article claims that "It is quite legal, in the UK, to buy and use these copiers, so long as you do not sell the software", which sounds very dubious to me. There's also a small mention of a forthcoming, unnamed peripheral that will allow users to record up to an hour of broadcast tv to a CD. Was such a thing ever announced for the PC Engine? It sounds like some absurd fantasy.
There's also a short anime section, explaining what anime is, in that very early 90s way, and giving glowing reviews to Akira, Project A-Ko, and Warriors of the Wind, and a not-so-glowing review of the 1986 Fist of the North Star movie. Then we get a little preview of the Arcade Card, before the bulk of the book: the games reviews. There's 48 pages of these, packed in 5 to a page (all hand-written, too!), and some of the opinions on offer are pretty unusual. I have to say I'm glad I don't have to rely on this book as my primary source of info when buying PCE games. For example: the excellent KiKiKaiKai only scores two out of ten, while the very mediocre L-Dis scores seven! Wallaby scores higher than KiKiKaiKai, even though the writer admits he couldn't even figure out how to play it! There are some undeniable universal truths, though, as Rondo of Blood and Final Lap Twin both score much-deserved nines.
What's most interesting about the reviews section, from a historical standpoint, is some of the titles used for certain games. Obviously, internet access would have been very rare back then, and even if you were online, there wouldn't be a lot of English language info on Japanese videogames out there, so, when people couldn't read the Japanese titles of games, they just kind of had to guess. So, there's a game just listed as "Dodge Ball", though there's at least three games that could be on PC Engine. Bonze Adventure is "Hell Explorer", Schubibinman is "Overhauled Man", and best of all, Bravoman is "Mr. Stretcho Man". There's even a few mystery titles, like "Kario World", "Son of Dracular", and "Japan Warrior".
The book ends with a sizable cheats section, which was probably very useful in that pre-internet age, and the aforementioned notes pages and ads. Some previous owner of my copy has written in some Devil Crash passwords on the last of the notes pages, and the ads are for a few early 90s UK games importers, plus a faux-leather HuCard waller for only £3.20! I can't really recommend seeking out and buying a copy of this guide, unless you're really interested in the ephemera of early import videogame fandom in the UK. Naturally, all the information is available much more easily and more more accurately online in 2019, so historical curiosity is all it has to offer.
There's about 90 pages of actual content in here, along with a few blank "notes" pages, and some ads on the inside back cover. There's a section detailing all the different models of PC Engine, which even includes the LT and the LaserActiive, which is pretty impressive from a pre-WWW fanzine. Then there's a section on peripherals, the highlights being something called a "colour booster", which does... something to do with making the colours better on a "SCART PC Engine", as opposed to a PAL one. I know there were a small number of PAL PC Engines released by mail-order, but I have no idea what a SCART one might be, or why the colours need boosting, and half a page dedicated to the Magic Super Griffin. This is one of those big, old-fashioned piracy devices, that goes into the HuCard slot of your PC Engine, and connects to a floppy drive via parallel port. It cost £250, and the article claims that "It is quite legal, in the UK, to buy and use these copiers, so long as you do not sell the software", which sounds very dubious to me. There's also a small mention of a forthcoming, unnamed peripheral that will allow users to record up to an hour of broadcast tv to a CD. Was such a thing ever announced for the PC Engine? It sounds like some absurd fantasy.
There's also a short anime section, explaining what anime is, in that very early 90s way, and giving glowing reviews to Akira, Project A-Ko, and Warriors of the Wind, and a not-so-glowing review of the 1986 Fist of the North Star movie. Then we get a little preview of the Arcade Card, before the bulk of the book: the games reviews. There's 48 pages of these, packed in 5 to a page (all hand-written, too!), and some of the opinions on offer are pretty unusual. I have to say I'm glad I don't have to rely on this book as my primary source of info when buying PCE games. For example: the excellent KiKiKaiKai only scores two out of ten, while the very mediocre L-Dis scores seven! Wallaby scores higher than KiKiKaiKai, even though the writer admits he couldn't even figure out how to play it! There are some undeniable universal truths, though, as Rondo of Blood and Final Lap Twin both score much-deserved nines.
What's most interesting about the reviews section, from a historical standpoint, is some of the titles used for certain games. Obviously, internet access would have been very rare back then, and even if you were online, there wouldn't be a lot of English language info on Japanese videogames out there, so, when people couldn't read the Japanese titles of games, they just kind of had to guess. So, there's a game just listed as "Dodge Ball", though there's at least three games that could be on PC Engine. Bonze Adventure is "Hell Explorer", Schubibinman is "Overhauled Man", and best of all, Bravoman is "Mr. Stretcho Man". There's even a few mystery titles, like "Kario World", "Son of Dracular", and "Japan Warrior".
The book ends with a sizable cheats section, which was probably very useful in that pre-internet age, and the aforementioned notes pages and ads. Some previous owner of my copy has written in some Devil Crash passwords on the last of the notes pages, and the ads are for a few early 90s UK games importers, plus a faux-leather HuCard waller for only £3.20! I can't really recommend seeking out and buying a copy of this guide, unless you're really interested in the ephemera of early import videogame fandom in the UK. Naturally, all the information is available much more easily and more more accurately online in 2019, so historical curiosity is all it has to offer.
Wednesday, 6 November 2019
Cross Wiber - Cyber Combat Police (PC Engine)
Last year, I reviewed Cyber Cross - Busou Keiji, which is one of the most-played PC Engine games among those of which I actually own real copies. Cross Wiber is the sequel to that game, and it too is a tokusatsu-themed single-plane beat em up. This time, though, the aesthetic is one more contemporaneous to the tokusatsu shows at the time, as opposed to the 1970s retro look of the first game. Think Blue Swat or Mobile Cop Jiban, as opposed to Kamen Rider or Battle Fever J. The best part of this is that one of the bosses from the first game (the fire-breathing giant frog-man) reappears in the new style, looking totally different, but also instantly recognisable.
The new look is generally pretty great all round, though: everything's very detailed and well-drawn, and it has a little bit of a gritty edge to it, and there's lots of shiny technology and gooey monsters. The game itself has had a few changes made to it, too. For example, where transformation in the first game was dependant on collecting an item, this time round, you just have to press the select button when your health is high enough to have some blue segments. There's really no reason why you wouldn't transform as soon as possible, but requiring you to manually do it does make it feel a little cooler.
Just like last time, there's red, green, and blue forms to transorm into (the default is red, and the other two have to be collected as items), and the weapons for each form are the same, too: red has a sword, green has boomerangs, and blue has a gun. It seems the devs realised that the gun was the best weapon by a long distance, so its use is reliant on battery power, and the blue form is reduced to using punches and kicks when that runs out. Other than these small differences, and a shooting stage where you're riding on a hoverbike, it's very similar to the first game, but with a new coat of paint.
The main difference, which is a big factor as to why I don't like this as much as I did Cyber Cross is the difficulty. The first few stages are very, very easy. A lot easier than the first game ever was. Then along comes the sixth stage, which takes place atop a bunch of metal pillars, with instant death pits below and gangs of floating monsters going about the place, waiting to slightly knock you to your doom. It just feels like such a letdown that instead of designing stages and enemies that challenge you in combat, the devs inserted this kind of test of memory and luck. It's not a total game-ruiner, but it did deflate my enthusiasm for it quite a bit.
As it is, Cross Wiber is a game that's decent, but far from essential. The most damning thing about it, though, is that it's both less good and more expensive than its predecessor. I won't tell you not to play it, but I'd definitely direct you towards Cyber Cross instead of it.
The new look is generally pretty great all round, though: everything's very detailed and well-drawn, and it has a little bit of a gritty edge to it, and there's lots of shiny technology and gooey monsters. The game itself has had a few changes made to it, too. For example, where transformation in the first game was dependant on collecting an item, this time round, you just have to press the select button when your health is high enough to have some blue segments. There's really no reason why you wouldn't transform as soon as possible, but requiring you to manually do it does make it feel a little cooler.
Just like last time, there's red, green, and blue forms to transorm into (the default is red, and the other two have to be collected as items), and the weapons for each form are the same, too: red has a sword, green has boomerangs, and blue has a gun. It seems the devs realised that the gun was the best weapon by a long distance, so its use is reliant on battery power, and the blue form is reduced to using punches and kicks when that runs out. Other than these small differences, and a shooting stage where you're riding on a hoverbike, it's very similar to the first game, but with a new coat of paint.
The main difference, which is a big factor as to why I don't like this as much as I did Cyber Cross is the difficulty. The first few stages are very, very easy. A lot easier than the first game ever was. Then along comes the sixth stage, which takes place atop a bunch of metal pillars, with instant death pits below and gangs of floating monsters going about the place, waiting to slightly knock you to your doom. It just feels like such a letdown that instead of designing stages and enemies that challenge you in combat, the devs inserted this kind of test of memory and luck. It's not a total game-ruiner, but it did deflate my enthusiasm for it quite a bit.
As it is, Cross Wiber is a game that's decent, but far from essential. The most damning thing about it, though, is that it's both less good and more expensive than its predecessor. I won't tell you not to play it, but I'd definitely direct you towards Cyber Cross instead of it.
Monday, 12 November 2018
Genji Tsuushin Agedama (PC Engine)
This is an anime licensed game, based on an anime that, as far as I can tell has never been translated into English. So I can't really tell you anything about it, other than it ran for 51 episodes, and didn't have any other videogames. I can guess that it wasn't massively popular, then, since a fair few kids anime from the early 90s had a game each for PC Engine, SNES, Mega Drive, Game Boy, and sometimes even Game Gear, too!
Unusually for a licensed game, this one is a fairly original concept. Well, original might not be the right word, but it's not well-worn territory, at least. Genji Tsuushin Agedama is what might be the first and only Atomic Runner Chelnov-alike, being as it is, a platform/shooting game hybrid with a player character that can't stop running forwards. Obviously, that means that there's no exploration or anything, and the platform elements are mainly limited to trying not to fall into pits while simultaneously fighting off enemies.
So you run, jump, and shoot, and you've also got magic attacks performed by holding and releasing the fire button. As you hold it, a meter at the top of the screen fills up. The meter's split into differently coloured sections, each colour is a different attack, more powerful than the last. The longer you hold the button, the more powerful the magic you cast, though also, all the magics after the first are unavailable until you collect items to unlock them one by one, though this doesn't take long or force you to go out of your way. Another ability you've got is that you can do a quick roll along the ground by pressing down on the d-pad. You're invincible during this roll, and it can do a lot of damage, but it's very quick, so you're at risk of getting hurt as soon as it ends.
Though getting hurt isn't itself that big a risk, either, since you can take eight hits from the start, and there's plenty of healing items to pick up, too. In fact, though this is a fun, cute, and charming game, the one big criticism that can be levelled at it is that it's very easy. On my first play, I managed to get pretty far into stage four, and there are only six in total. Despite that, it is still a lot of fun, and definitely worth playing. I'd recommend buying a real copy, but I feel like I got lucky with mine: I got it for about a third of the usual price, since the ebay seller clearly didn't know the game's name, or how to look it up, and had it listed as just "Japanese PC Engine Game". But still, it's pretty fun, though maybe not be £30+ worth of fun.
Unusually for a licensed game, this one is a fairly original concept. Well, original might not be the right word, but it's not well-worn territory, at least. Genji Tsuushin Agedama is what might be the first and only Atomic Runner Chelnov-alike, being as it is, a platform/shooting game hybrid with a player character that can't stop running forwards. Obviously, that means that there's no exploration or anything, and the platform elements are mainly limited to trying not to fall into pits while simultaneously fighting off enemies.
So you run, jump, and shoot, and you've also got magic attacks performed by holding and releasing the fire button. As you hold it, a meter at the top of the screen fills up. The meter's split into differently coloured sections, each colour is a different attack, more powerful than the last. The longer you hold the button, the more powerful the magic you cast, though also, all the magics after the first are unavailable until you collect items to unlock them one by one, though this doesn't take long or force you to go out of your way. Another ability you've got is that you can do a quick roll along the ground by pressing down on the d-pad. You're invincible during this roll, and it can do a lot of damage, but it's very quick, so you're at risk of getting hurt as soon as it ends.
Though getting hurt isn't itself that big a risk, either, since you can take eight hits from the start, and there's plenty of healing items to pick up, too. In fact, though this is a fun, cute, and charming game, the one big criticism that can be levelled at it is that it's very easy. On my first play, I managed to get pretty far into stage four, and there are only six in total. Despite that, it is still a lot of fun, and definitely worth playing. I'd recommend buying a real copy, but I feel like I got lucky with mine: I got it for about a third of the usual price, since the ebay seller clearly didn't know the game's name, or how to look it up, and had it listed as just "Japanese PC Engine Game". But still, it's pretty fun, though maybe not be £30+ worth of fun.
Monday, 9 July 2018
Ordyne (PC Engine)
Not every game has to be original to be fun,a fact that definitely works in Ordyne's favour. Though Namco's output in the late 80s was mostly pretty varied (something that shows in the massive array of PC Engine games they released in the console's early days, most of which were pretty unique in some way, and most of which were also really high quality. Making it so much stranger that they didn't release any PC Engine CD games, as far as I know), Ordyne is a game that's clearly very heavily influenced by SEGA's Fantasy Zone.
For a start, it's a cute, cartoony shooting game, though to be fair, that was a pretty popular thing at the time, and Ordyne isn't as strange or psychedelic as Fantasy Zone. The real similarities lie in its actual mechanics. Firstly, you have a straight forward shot fired with one button, and a bomb that drops down from the front of your ship fired with the other, and like in FZ, playing this game without a turbo controller will build up massive muscles in your right arm as you try to shoot fast enough to get through the enemies. For some reason, Ordyne starts giving out a lot of bullet sponge enemies that take a ton of punishment from the second stage onwards, which is never a good thing.
THe other big thing taken from Fantasy Zone is the item shop. I know bombs and item shops are fairly common things in this era, but both of them together in a horizontally-scrolling cute-em-up just feels like too big a set of coincidences. The shop does work a little differently to FZ's shop, though. While Fantasy Zone and its sequels have every item available throughout the game as long as you've collected enough money for them, each time the shop appears in Ordyne, there's only three non-randomly selected items available. Also, when you by a weapon, its use is limited by time, not by how many time you fire it (just like in Fantasy Zone).
To be fair to Ordyne, it's not totally a rip off of Fantasy Zone. It's one-way forced scrolling, as opposed to FZ's Defender-style free roaming style, for example. More interestingly, there's the occasional appearance of the Dream Company, which allows you to gamble 1000 crystals for the chance to win either a power up or a larger amount of money, and other such prizes. I'm not sure if it's possible to lose at this, since t hasn't happened to me yet. Maybe I've just been very lucky, but still, if you see the weird clock guy floating around, approach him.
Ordyne might not be an original game, and there are definitely much better PC Engine shooting games in the same price range, but it's still a pretty good game. I wouldn't bother actively seeking it out, but if you see a copy on sale at a slightly lower price than usual, you probably won't regret picking it up.
For a start, it's a cute, cartoony shooting game, though to be fair, that was a pretty popular thing at the time, and Ordyne isn't as strange or psychedelic as Fantasy Zone. The real similarities lie in its actual mechanics. Firstly, you have a straight forward shot fired with one button, and a bomb that drops down from the front of your ship fired with the other, and like in FZ, playing this game without a turbo controller will build up massive muscles in your right arm as you try to shoot fast enough to get through the enemies. For some reason, Ordyne starts giving out a lot of bullet sponge enemies that take a ton of punishment from the second stage onwards, which is never a good thing.
THe other big thing taken from Fantasy Zone is the item shop. I know bombs and item shops are fairly common things in this era, but both of them together in a horizontally-scrolling cute-em-up just feels like too big a set of coincidences. The shop does work a little differently to FZ's shop, though. While Fantasy Zone and its sequels have every item available throughout the game as long as you've collected enough money for them, each time the shop appears in Ordyne, there's only three non-randomly selected items available. Also, when you by a weapon, its use is limited by time, not by how many time you fire it (just like in Fantasy Zone).
To be fair to Ordyne, it's not totally a rip off of Fantasy Zone. It's one-way forced scrolling, as opposed to FZ's Defender-style free roaming style, for example. More interestingly, there's the occasional appearance of the Dream Company, which allows you to gamble 1000 crystals for the chance to win either a power up or a larger amount of money, and other such prizes. I'm not sure if it's possible to lose at this, since t hasn't happened to me yet. Maybe I've just been very lucky, but still, if you see the weird clock guy floating around, approach him.
Ordyne might not be an original game, and there are definitely much better PC Engine shooting games in the same price range, but it's still a pretty good game. I wouldn't bother actively seeking it out, but if you see a copy on sale at a slightly lower price than usual, you probably won't regret picking it up.
Friday, 22 June 2018
Ane-San (PC Engine)
It's a mystery why I haven't written about this game sooner, it combines two things I love (beat em ups and sukeban), and I've known about it for years. But I'm writing about it now, and that's all that counts, isn't it? Anyway, for the same reasons it caught my attention also make it a bit of a rarity: there's not many beat em ups on the PC Engine (despite the console's heyday coinciding with the genre's), nor are there many sukeban-themed games on any system. (In fact, to my knowledge, about a third of all that exist are just romhacks of games in the Kunio-kun series.)
So, you play as a trio of tough girls, out to make themselves the leaders of all the tough girls in the country, not through democracy or inspirational leadership, obviously. In the world of juvenile delinquency, power is obtained through the successful application of physical violence: you beat up entire gangs, before beating up their leaders. The first two you beat, an idol and an overweight ballet dancer who acts as an unpleasant fat joke, even join you as playable characters! The combat is fairly typical, and by the game's release in 1995, would have been pretty primitive for the genre. There's no weapons, very few attacks, no big supers or anything, just your attack combo, grab attacks and a throw, a jump attack, and a ground attack. The one thing that really makes the game stand out is that, at the start of the game at least, both you and your enemies are very fragile, going down after only one or two combos.
I say "at the start of the game", as Ane-san features an item shop between stages, and with that comes that eternal bugbear: the negative difficulty curve. I've written about this concept many times before, so I won't bore you by doing it again, but I actually feel like it doesn't hurt this game too much, even though it means you can easily complete the game without using continues in under an hour. The reason for this is actually due to a criticism usually levelled at beat em ups by their detractors: that the genre is nothing but style over substance. It works because Ane-san is rich in style, thanks to its near-total commitment to the sukeban aesthetic.
The stages are all in slightly seedy-looking urban areas at night, with docks, public parks at night, closed shops with the shutters down, docks and so on all appearing in the background. The music for most of the game is a very Japanese interpretation of a kind of 50s America-inspired rockabilly/surf rock sound, which fits the action pretty well, but the final stage ramps up the drama massively, featuring a mournful whistled tune most of the way through, followed by chanting monks for the final boss. It's all very atmospheric, and successfully draws the player into the game's world. There's really only two flaws I can think of, thematcially speaking: the aforementioned "fat joke character", and the fact that the ending is all about one of the characters having a big fancy white wedding in a church. That's not cool or badass or rebellious at all! It's really jarring and ill-fitting with the fun, tough world in which the rest of the game takes place.
Despite its faults, Ane-san is a game that I totally recommend playing. Like I said, the atmosphere and aesthetic are strong enough to negate the cracks in its mechanical armour, and though it only lasts an hour, it's a really great hour, and I can definitely see myself playing it many more times in the future.
So, you play as a trio of tough girls, out to make themselves the leaders of all the tough girls in the country, not through democracy or inspirational leadership, obviously. In the world of juvenile delinquency, power is obtained through the successful application of physical violence: you beat up entire gangs, before beating up their leaders. The first two you beat, an idol and an overweight ballet dancer who acts as an unpleasant fat joke, even join you as playable characters! The combat is fairly typical, and by the game's release in 1995, would have been pretty primitive for the genre. There's no weapons, very few attacks, no big supers or anything, just your attack combo, grab attacks and a throw, a jump attack, and a ground attack. The one thing that really makes the game stand out is that, at the start of the game at least, both you and your enemies are very fragile, going down after only one or two combos.
I say "at the start of the game", as Ane-san features an item shop between stages, and with that comes that eternal bugbear: the negative difficulty curve. I've written about this concept many times before, so I won't bore you by doing it again, but I actually feel like it doesn't hurt this game too much, even though it means you can easily complete the game without using continues in under an hour. The reason for this is actually due to a criticism usually levelled at beat em ups by their detractors: that the genre is nothing but style over substance. It works because Ane-san is rich in style, thanks to its near-total commitment to the sukeban aesthetic.
The stages are all in slightly seedy-looking urban areas at night, with docks, public parks at night, closed shops with the shutters down, docks and so on all appearing in the background. The music for most of the game is a very Japanese interpretation of a kind of 50s America-inspired rockabilly/surf rock sound, which fits the action pretty well, but the final stage ramps up the drama massively, featuring a mournful whistled tune most of the way through, followed by chanting monks for the final boss. It's all very atmospheric, and successfully draws the player into the game's world. There's really only two flaws I can think of, thematcially speaking: the aforementioned "fat joke character", and the fact that the ending is all about one of the characters having a big fancy white wedding in a church. That's not cool or badass or rebellious at all! It's really jarring and ill-fitting with the fun, tough world in which the rest of the game takes place.
Despite its faults, Ane-san is a game that I totally recommend playing. Like I said, the atmosphere and aesthetic are strong enough to negate the cracks in its mechanical armour, and though it only lasts an hour, it's a really great hour, and I can definitely see myself playing it many more times in the future.
Wednesday, 11 April 2018
Cyber Cross - Busou Keiji (PC Engine)
I don't know why, but transformation became something of a theme in single-plane beat em ups during the late 80s, as the genre was in its waning phase and belt-scrolling beat em ups become more popular. In the arcade, there was Altered Beast and Wonder Momo with transformation gimmicks, though they were very different in both execution and theme. Cyber Cross is another to add to those, though it was never in the arcade, being a PC Engine exclusive. And it kind of takes thematic cues from Wonder Momo, and mechanical influence from Altered Beast, but executes both much better than its more famous forbears.
Like Wonder Momo, it's themed around tokusatsu superheroes, though it does this in a much better way than Namco's. While Wonder Momo seeks to replicate live stage shows, Cyber Cross goes directly for a TV show feel, and, despite being on a HuCard rather than a CD, makes a valiant attempt at having a TV-style intro. There's not much animation, and there's no actual vocals, but it does have lyrics displayed onscreen if you're Japanese-literate and want to sing along with the intro to a thirty-year-old videogame.
The mechanical influence from Altered Beast is only very slight, however: you collect items to gradually take on ever more powerful forms. It works in a much more interesting way then Altered Beast, though, as rather than havign a different final form on each stage, there are three kinds of transformation items, and each has a different final form. You start as a regular guy in a red jacket, and the first time you collect one of the items, the only difference between the three is the colour of your costume. If you manage to keep your health higher than 50% until the next time one appears, then you get to take on a slightly more impressive form, with armour and a weapon. The weapon you get depends on which colour item you've collected: red gets you a fairly useless sword, green gets you a slightly useless boomerang, and blue gets you an actually pretty useful gun.
You should always take whatever you're given though, since all the weapons are better than your regular punch and the armour on your sprite in this form isn't just for show: It protects your health bar from three hits before you're shunted back down to the basic transformation. Unlike a lot of tokusatsu-themed games, Cyber Cross doesn't cheap out on the enemies. Though there are a few different varieties of the same foot soldier that appears in every stage, right from the start they're backed up by various other monsters like giant flies, big dung beetle-men, and other buggy fiends. The bosses aren't bug-themed, oddly enough, though they do tend to stick to the human-animal hybrid template. Also, unlike a lot of PC Engine games, it wasn't designed with turbo controllers in mind, as all the bosses will crumple like wet cardboard boxes if you turn on the turbo and crouch next to them punching at maximum speed.
Cyber Cross is a pretty strong entry into a now long-forgotten genre, and if you want to get a real copy, you can get it boxed for pretty cheap. I recommend doing so, too: it might take a while to really click with you, but when it does, it's a really fun little game.
Like Wonder Momo, it's themed around tokusatsu superheroes, though it does this in a much better way than Namco's. While Wonder Momo seeks to replicate live stage shows, Cyber Cross goes directly for a TV show feel, and, despite being on a HuCard rather than a CD, makes a valiant attempt at having a TV-style intro. There's not much animation, and there's no actual vocals, but it does have lyrics displayed onscreen if you're Japanese-literate and want to sing along with the intro to a thirty-year-old videogame.
The mechanical influence from Altered Beast is only very slight, however: you collect items to gradually take on ever more powerful forms. It works in a much more interesting way then Altered Beast, though, as rather than havign a different final form on each stage, there are three kinds of transformation items, and each has a different final form. You start as a regular guy in a red jacket, and the first time you collect one of the items, the only difference between the three is the colour of your costume. If you manage to keep your health higher than 50% until the next time one appears, then you get to take on a slightly more impressive form, with armour and a weapon. The weapon you get depends on which colour item you've collected: red gets you a fairly useless sword, green gets you a slightly useless boomerang, and blue gets you an actually pretty useful gun.
You should always take whatever you're given though, since all the weapons are better than your regular punch and the armour on your sprite in this form isn't just for show: It protects your health bar from three hits before you're shunted back down to the basic transformation. Unlike a lot of tokusatsu-themed games, Cyber Cross doesn't cheap out on the enemies. Though there are a few different varieties of the same foot soldier that appears in every stage, right from the start they're backed up by various other monsters like giant flies, big dung beetle-men, and other buggy fiends. The bosses aren't bug-themed, oddly enough, though they do tend to stick to the human-animal hybrid template. Also, unlike a lot of PC Engine games, it wasn't designed with turbo controllers in mind, as all the bosses will crumple like wet cardboard boxes if you turn on the turbo and crouch next to them punching at maximum speed.
Cyber Cross is a pretty strong entry into a now long-forgotten genre, and if you want to get a real copy, you can get it boxed for pretty cheap. I recommend doing so, too: it might take a while to really click with you, but when it does, it's a really fun little game.
Sunday, 11 March 2018
Minesweeper (PC Engine)
Traditionally, the main strength of Minesweeper has been the fact that it's insantly accessible on your computer's desktop at a second's notice. Logically, therefore, a version of the game that requires a console, a TV and a physical copy of the game might seem superfluous to the point of absurdity. And it is! But still, the PC Engine version of Minesweeper does have something in its favour, which is, like what the arcade game Logic Pro did for nonograms (that is, making an actual videogame out of them), as does this with the concept of Minesweeper.
There's four modes to choose from once you start the game, though we can disregard two of them right off the bat: one's just regular old Minesweeper, and the other lets you choose the size of the grid and the number of mines. The meat of the game is in the other two modes: The Voyage and Cook's Quest. The Voyage is the least interesting of the two, being set in the high seas of the sixteenth century, it's just a long series of pre-set Minesweeper grids for you to gradually progress through in order. What really kills the draw of this mode is that despite being on the PC Engine CD, a system that has space for game saves built into itself, Minesweeper expects you to write passwords down like some kind of stone-age oaf, which wouldn't be so bad in a normal game, but remember: this is just another layer of obfuscation put on top of what is already a comedically inconvenient way to play Minesweeper.
The other mode, Cook's Quest suffers from the same problems of pre-set rids and lack of saves, but I'm willing to give it much more leeway simply because it's generally a much more interesting concept and a lot more fun to play. In this mode, each grid is part of a large underground cave complex, and there are doors dotted around the edges. You aren't expected to clear every mine on every grid, just carve out a safe path to the doors and to the various treasures and items strewn about the place too. This is actually a pretty addictive mode, and not only is it a lot more fun and interesting than regular Minesweeper, but it actually makes sense to be using a D-pad rather than a mouse in this mode, since you can't go more than a space away from the safe spaces you've already revealed.
Though it's obvious that the grids are pre-set to make this a fairly-designed game, it is a buzz killer to be digging around for half an hour, only to misclick and go all the way back to the start to solve the exact same puzzles again to get back to where you were. Maybe it could have had both pre-set and randomised modes, like Toejam and Earl on the Mega Drive? What would be really cool is if you were digging for artifacts, and each one had an in-game encyclopedia entry, like in La Mulana or something. But I'm just fantasy game designing now, aren't I?
Anyway, Minesweeper is a ridiculous game that shouldn't really exist. But it does, and you can get a copy dirt cheap. I recommend you do so, just so you can play Cook's Quest and fantasise about how much better it would have been with just a few changes. Aah.
There's four modes to choose from once you start the game, though we can disregard two of them right off the bat: one's just regular old Minesweeper, and the other lets you choose the size of the grid and the number of mines. The meat of the game is in the other two modes: The Voyage and Cook's Quest. The Voyage is the least interesting of the two, being set in the high seas of the sixteenth century, it's just a long series of pre-set Minesweeper grids for you to gradually progress through in order. What really kills the draw of this mode is that despite being on the PC Engine CD, a system that has space for game saves built into itself, Minesweeper expects you to write passwords down like some kind of stone-age oaf, which wouldn't be so bad in a normal game, but remember: this is just another layer of obfuscation put on top of what is already a comedically inconvenient way to play Minesweeper.
The other mode, Cook's Quest suffers from the same problems of pre-set rids and lack of saves, but I'm willing to give it much more leeway simply because it's generally a much more interesting concept and a lot more fun to play. In this mode, each grid is part of a large underground cave complex, and there are doors dotted around the edges. You aren't expected to clear every mine on every grid, just carve out a safe path to the doors and to the various treasures and items strewn about the place too. This is actually a pretty addictive mode, and not only is it a lot more fun and interesting than regular Minesweeper, but it actually makes sense to be using a D-pad rather than a mouse in this mode, since you can't go more than a space away from the safe spaces you've already revealed.
Though it's obvious that the grids are pre-set to make this a fairly-designed game, it is a buzz killer to be digging around for half an hour, only to misclick and go all the way back to the start to solve the exact same puzzles again to get back to where you were. Maybe it could have had both pre-set and randomised modes, like Toejam and Earl on the Mega Drive? What would be really cool is if you were digging for artifacts, and each one had an in-game encyclopedia entry, like in La Mulana or something. But I'm just fantasy game designing now, aren't I?
Anyway, Minesweeper is a ridiculous game that shouldn't really exist. But it does, and you can get a copy dirt cheap. I recommend you do so, just so you can play Cook's Quest and fantasise about how much better it would have been with just a few changes. Aah.
Saturday, 11 November 2017
Road Spirits (PC Engine)
Road Spirits isn't a particuarly good or original game, but it does serve as a useful example to point out and debunk two annoying habits of the kinds of people who write videogames reviews as if they're writing consumer reports on household appliances rather than subjective critiques of creative works.
First up is the idea that the length of time between starting a game and seeing its ending is the sole, or most important arbiter of a game's quality and value for money. It the idea that leads to people complaining that ports of even recent arcade games are "unworthy" of being sold at anything other than the lowest bargain prices, because they don't babysit the player through fourty hours of box-ticking and map-tidying. To use Road Spirits as an example, we can compare it to SEGA's Outrun. A full run of Outrun, from beginning to end will take between five and eight minutes, while Road Spirits has seventeen tracks which are tackled in a set order, each taking between three and four minutes to drive through.
Outrun is also better than Road Spirits in practically every way. Where Outrun's stages are full of obstacles and other objects, Road Spirits' stages are sparsely decorated with a few signs or trees here and there, making them feel empty and lifeless. Also, Outrun is a challenging game, in which you try desperately to reach checkpoints before running out of time, and trying to pass other vehicles without hitting them to score the most points, while Road Spirits has absurdly generous time limits you'd have deliberately try to fail, and the very few other cars you see on the road don't really serve any purpose at all. The one point Road Spirits has over Outrun is that it takes advantage of its format, having a full CD quality soundtrack with ten songs. So, it's a clear case of quality over quantity right? Anyone would choose Outrun over Road Spirits, even though Road Spirits is a much longer game from start to finish.
The other annoying habit is the idea that games can never be more than the sum of their parts, something that's not such a big problem any more, though there are still writers putting out reviews with lots of different numbers exactly stating how good they think each seperate aspect of a game is. You can see from the first part of the review that this isn't a great game, and is not only pretty mediocre in almost every respect, but also significantly inferior to a very similar game released a few years earlier in the same genre. But the thing is, it's not a worthless game, there is a reason to play, and a situation in which it's actually a pretty great experience!
This mostly hinges upon the aforementioned CD soundtrack, but if you play this game late on a sweltering hot summer's night, with the lights of and the windows open, you play a few stages, making sure to choose the more sophisticated tunes from the soundtrack, it's a great mood-setting game. It just provides a cool, relaxing atmosphere in a way that makes the whole thing worthwhile, and which can't really be described in a collection of arbitrary numbers.
So yeah, it's not a killer app or anything, but considering that you can get a copy for a handful of pennies if you shop around a bit, it's a worthwhile addition to your PC Engine CD library.
First up is the idea that the length of time between starting a game and seeing its ending is the sole, or most important arbiter of a game's quality and value for money. It the idea that leads to people complaining that ports of even recent arcade games are "unworthy" of being sold at anything other than the lowest bargain prices, because they don't babysit the player through fourty hours of box-ticking and map-tidying. To use Road Spirits as an example, we can compare it to SEGA's Outrun. A full run of Outrun, from beginning to end will take between five and eight minutes, while Road Spirits has seventeen tracks which are tackled in a set order, each taking between three and four minutes to drive through.
Outrun is also better than Road Spirits in practically every way. Where Outrun's stages are full of obstacles and other objects, Road Spirits' stages are sparsely decorated with a few signs or trees here and there, making them feel empty and lifeless. Also, Outrun is a challenging game, in which you try desperately to reach checkpoints before running out of time, and trying to pass other vehicles without hitting them to score the most points, while Road Spirits has absurdly generous time limits you'd have deliberately try to fail, and the very few other cars you see on the road don't really serve any purpose at all. The one point Road Spirits has over Outrun is that it takes advantage of its format, having a full CD quality soundtrack with ten songs. So, it's a clear case of quality over quantity right? Anyone would choose Outrun over Road Spirits, even though Road Spirits is a much longer game from start to finish.
The other annoying habit is the idea that games can never be more than the sum of their parts, something that's not such a big problem any more, though there are still writers putting out reviews with lots of different numbers exactly stating how good they think each seperate aspect of a game is. You can see from the first part of the review that this isn't a great game, and is not only pretty mediocre in almost every respect, but also significantly inferior to a very similar game released a few years earlier in the same genre. But the thing is, it's not a worthless game, there is a reason to play, and a situation in which it's actually a pretty great experience!
This mostly hinges upon the aforementioned CD soundtrack, but if you play this game late on a sweltering hot summer's night, with the lights of and the windows open, you play a few stages, making sure to choose the more sophisticated tunes from the soundtrack, it's a great mood-setting game. It just provides a cool, relaxing atmosphere in a way that makes the whole thing worthwhile, and which can't really be described in a collection of arbitrary numbers.
So yeah, it's not a killer app or anything, but considering that you can get a copy for a handful of pennies if you shop around a bit, it's a worthwhile addition to your PC Engine CD library.
Tuesday, 8 August 2017
Curiosities Vol. 13: CD Battle - Hikari no Yuushitachi (PC Engine)
I'm sure anyone reading this blog is probably aware of the Monster Rancher games, especially the first one on Playstation, that did some kind of scanning thing to music CDs you put in and turned them into monsters you could train to battle other monsters. CD Battle: Hikari no Yuushatachi is essentially a kind of primitive ancestor of that game. So primitive, in fact, that it's barely a game at all.
You load the game up, then insert two CDs, which are turned into RPG parties of three members each. The two parties then fight in front of a fantasy backdrop. There's not much in the way of balance, and some CDs will generate a party member with masses of HP that can just steamroll the entire other team solo. Also, though the boxart promises robots, dragons and other cool stuff, all I ever got were archers, fighters and (very rarely) magic users. I guess the point of it is that two players put their CDs up against each other, then pass the controller back and forth, commanding their parties, to determine through combat who has the best musical taste.
It's a shame there's no kind of single player content, like a quest to send your party on or something, but as I played a few times, I begun to realise why there wasn't much to the game (and also why a game with such simple graphics requires the Super CD Rom RAM card). I noticed that to change the backdrop for your battles, you had to reset the console and load the game up again, and that's when I realised it: once the game is loaded up, you never have to put the game disc back into the console. So clearly, the entire game is loaded into RAM before you start.
I haven't been able to find any information regarding this game's price on release, but I really hope it was a budget title, since there's really nothing to it at all beyond a few minutes' mild amusement. You can find copies online for only a few pounds now, though, if you're interested. (I haven't tried to play it on an emulator, but it seems like it'd be more hassle than its worth.)
And in case anyone's interested, the CDs I used in the making of this review were Blind Guardian - Beyond the Red Mirror, Cradle of Filth - Bitter Suites to Succubi, The Offspring - Americana, Rhapsody - Rain of a Thousand Flames, and Arch Enemy - War Eternal (which defeated every opponent put in front of it).
You load the game up, then insert two CDs, which are turned into RPG parties of three members each. The two parties then fight in front of a fantasy backdrop. There's not much in the way of balance, and some CDs will generate a party member with masses of HP that can just steamroll the entire other team solo. Also, though the boxart promises robots, dragons and other cool stuff, all I ever got were archers, fighters and (very rarely) magic users. I guess the point of it is that two players put their CDs up against each other, then pass the controller back and forth, commanding their parties, to determine through combat who has the best musical taste.
It's a shame there's no kind of single player content, like a quest to send your party on or something, but as I played a few times, I begun to realise why there wasn't much to the game (and also why a game with such simple graphics requires the Super CD Rom RAM card). I noticed that to change the backdrop for your battles, you had to reset the console and load the game up again, and that's when I realised it: once the game is loaded up, you never have to put the game disc back into the console. So clearly, the entire game is loaded into RAM before you start.
I haven't been able to find any information regarding this game's price on release, but I really hope it was a budget title, since there's really nothing to it at all beyond a few minutes' mild amusement. You can find copies online for only a few pounds now, though, if you're interested. (I haven't tried to play it on an emulator, but it seems like it'd be more hassle than its worth.)
And in case anyone's interested, the CDs I used in the making of this review were Blind Guardian - Beyond the Red Mirror, Cradle of Filth - Bitter Suites to Succubi, The Offspring - Americana, Rhapsody - Rain of a Thousand Flames, and Arch Enemy - War Eternal (which defeated every opponent put in front of it).
Saturday, 8 July 2017
Curiosities Vol. 12 - Ultrabox 2 (PC Engine)
It's been a long time since I've covered any discmags, hasn't it? And this oone is especially unusual, since it's for a console, not a computer! Even stranger, it seems to have been aimed at more general audience than "people who really like videogames", being a mix of nerdy stuff with some sort of vaguely lifestylish content and some stuff that's just plain inexplicable. Let's look at each thing one-by one!
First up is Cast: Epitaph from the Pale World, some kind of non-interactive story told in a similar manner to the cutscenes in a lot of PC Engine games: fullscreen pixel art with voice acting and narration. Of course, I can't tell you a lot about it, other than that it's set in 1901, and seems to be about archaeology, UFOs and an alien invasion. An interesting item, kind of a super low budget OAV on a format that couldn't (in 1990 at least) handle any kind of recorded video format. I imagine that if you were a kid with a console in their room but no VCR, this could have been quite a draw.
Next up is Mission, probably the most bizarre item on the disc. What it is, is a database of school uniforms. You pick a uniform, and you're taken to another screen, where you can see that uniform's variations for each season, as well as hear comments from a guy (who I assume is the creator of the section) or a girl (who is different for each uniform). I don't know if the uniforms are original or taken from real schools, but each one also comes with a "data" page that suggests either the creator of this section has way too mcuh time on their hands, or that they are from real schools. Either way, the inclusion of such a feature is totally bizarre.
Third on our itinerary is Kamen Victor, a weird little top-down racing game, in which you play as a parody of Kamen Rider, and ride around collecting hearts and avoiding guys, trying to find the stage's exit before the time runs out. The stages are massive and labyrinthine, so I was only able to get to the third, and it took a fair few attempts just to get past the first. It's a very simple game, but I'm sure some of the more shameless publishers at the time were releasing stuff at full price that wasn't much more filled-out.
Next, there's another game who's title I couldn't read. It's a game in which you and your opponent take turns knocking blocks away from underneath little Darumas. You can knock away as many blocks as you like in a turn, but only from beneath one Daruma. The winner is the one to knock away the last block, and after a few games, I hadn't won a single one.
The next thing is also the biggest and most time-consuming! JJB is a huge gallery of various fan-submitted works, including four-koma comic strips, fanart, letters, a top ten list of what the compilers consider the best of the fanart, with voiceover commentary and what I think is some kind of videogame Q&A advice section. In case you're wondering, the most common subjects for fanart were Dragonball Z, Valkyrie no Densetsu, Ys and Ranma 1/2. For additional context, this disc was released in September 1990.
The last big bit of original content is something just called DATE, which, as you might assume, is a little romantic minigame. It seems to be themed around speed-dating, and there are three girls, who say things to you. Then you can pick from a list of responses, hoping to woo them. At the end, there's a section that I think has you trying to ask a girl of your choice out on another date. Obviously, all the text and speech in this is in Japanese, so I had no idea what I was doing and didn't get anywhere. Never mind.
Other than that, there's a database of available PC Engine games, which includes non-playable demos for the first PCE Ranma game, Ys III and some game that looks like it's based on the Romance of the Three Kingdoms, and an "END" option which lists credits for the disc while playing a cute animation of the Ultrabox mascot dragon flying in front of a sunrise.
Ultrabox 2 is pretty different to other discmags I've seen before, and probably had a broader appeal at the time, though the series only went on until issue 6. They're all available pretty cheap if you shop around online, though, and if you can read and speak Japanese, you could probably have hours of distraction browsing all the content on them, as if they're all like this one, they're packed full of stuff.
First up is Cast: Epitaph from the Pale World, some kind of non-interactive story told in a similar manner to the cutscenes in a lot of PC Engine games: fullscreen pixel art with voice acting and narration. Of course, I can't tell you a lot about it, other than that it's set in 1901, and seems to be about archaeology, UFOs and an alien invasion. An interesting item, kind of a super low budget OAV on a format that couldn't (in 1990 at least) handle any kind of recorded video format. I imagine that if you were a kid with a console in their room but no VCR, this could have been quite a draw.
Next up is Mission, probably the most bizarre item on the disc. What it is, is a database of school uniforms. You pick a uniform, and you're taken to another screen, where you can see that uniform's variations for each season, as well as hear comments from a guy (who I assume is the creator of the section) or a girl (who is different for each uniform). I don't know if the uniforms are original or taken from real schools, but each one also comes with a "data" page that suggests either the creator of this section has way too mcuh time on their hands, or that they are from real schools. Either way, the inclusion of such a feature is totally bizarre.
Third on our itinerary is Kamen Victor, a weird little top-down racing game, in which you play as a parody of Kamen Rider, and ride around collecting hearts and avoiding guys, trying to find the stage's exit before the time runs out. The stages are massive and labyrinthine, so I was only able to get to the third, and it took a fair few attempts just to get past the first. It's a very simple game, but I'm sure some of the more shameless publishers at the time were releasing stuff at full price that wasn't much more filled-out.
Next, there's another game who's title I couldn't read. It's a game in which you and your opponent take turns knocking blocks away from underneath little Darumas. You can knock away as many blocks as you like in a turn, but only from beneath one Daruma. The winner is the one to knock away the last block, and after a few games, I hadn't won a single one.
The next thing is also the biggest and most time-consuming! JJB is a huge gallery of various fan-submitted works, including four-koma comic strips, fanart, letters, a top ten list of what the compilers consider the best of the fanart, with voiceover commentary and what I think is some kind of videogame Q&A advice section. In case you're wondering, the most common subjects for fanart were Dragonball Z, Valkyrie no Densetsu, Ys and Ranma 1/2. For additional context, this disc was released in September 1990.
The last big bit of original content is something just called DATE, which, as you might assume, is a little romantic minigame. It seems to be themed around speed-dating, and there are three girls, who say things to you. Then you can pick from a list of responses, hoping to woo them. At the end, there's a section that I think has you trying to ask a girl of your choice out on another date. Obviously, all the text and speech in this is in Japanese, so I had no idea what I was doing and didn't get anywhere. Never mind.
Other than that, there's a database of available PC Engine games, which includes non-playable demos for the first PCE Ranma game, Ys III and some game that looks like it's based on the Romance of the Three Kingdoms, and an "END" option which lists credits for the disc while playing a cute animation of the Ultrabox mascot dragon flying in front of a sunrise.
Ultrabox 2 is pretty different to other discmags I've seen before, and probably had a broader appeal at the time, though the series only went on until issue 6. They're all available pretty cheap if you shop around online, though, and if you can read and speak Japanese, you could probably have hours of distraction browsing all the content on them, as if they're all like this one, they're packed full of stuff.
Subscribe to:
Posts (Atom)

























































