So, Crest of Wolf, which is also known as Riot Zone, is a port of the arcade game Riot City. Wikipedia says that the reason for all this is that while Westone owned the rights to the game itself, while SEGA owned the title and all the characters. I don't know how true that is, but since it sounds like the arrangement that lead to the altered PC Engine ports of the Wonderboy in Monsterland games, it seems plausible.
Anyway, it's a pretty average beat em up, of the kind that sprouted up in their dozenns in the early 90s, following the release of Final Fight. It doesn't do anything particularly interesting or innovative with the forumla, with the characters only having pretty basic movesets, and there aren't even any weapons to pick up and use. To make things even worse, this port of the game doesn't even have a two-player mode, which is a particular shame, since I was looking forward to playing this co-op when I eventually got round to getting a multitap and another controller for my PC Engine.
It does have something in its favour, though: its aesthetic and presentation! The usual beat em up influences of Hokuto no Ken, The Warriors and Streets of Fire aren't so present in Crest of Wolf, and in their place is something a little more interesting. The game takes place in a very chinese-looking lawless island city that's reminiscent of the real-life Kowloon Walled City, which was in the process of being demolished when this game came out in 1993. Another possible inspiration that came to mind when I saw the mouldy concrete, rotting brickwork and general dilapidation of the locales seen in the game is Jademan Wong's comic Oriental Heroes, specifically the late 1980s incarnation that got a run translated into English.
It's not only original, but also really atmospheric, even with minimal animation. There's one part in particular that really caught my imagination: near the start of stage three, you fight in front of a seedy mahjong parlour, with people crowded round small tables, sat on stools and chain-smoking as mice scrurry back and forth across the floor. The boss of the same stage is an evil acupuncturist who you fight in his office, with diagrams on the walls and so on. I don't know why more games haven't used a similar setting.
So yeah, on a purely mechanical level, Crest of Wolf isn't anything special. It's not bad, but it's not a lost gem of the genre or anything, either. I think the setting and the atmosphere more than make up for that, though, and it's a game that's definitely worth your time.
Showing posts with label pc engine. Show all posts
Showing posts with label pc engine. Show all posts
Tuesday, 6 June 2017
Monday, 1 May 2017
Hiho Densetsu: Chris no Bouken (PC Engine)
Sometimes, certain games get a reputation of being incredibly, unplayably difficult, accessible to only the most resilient of players. A few of these games deserve such a reputation, but in a lot of cases all the games really require is a slightly higher level of dexterity than most games, and maybe a little pattern recognition when it comes to facing off against enemies and bosses. Though there isn't a lot of english-language writing about Hiho Densetsu: Chris no Bouken floating around out there, what there is does tend to mention the game's difficulty.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
Friday, 29 July 2016
Renny Blaster (PC Engine)
1995 seems like an absurdly late time to be releasing not only a single plane beat em up, but also a PC Engine game (I know there were still PCE games coming out for a couple more years after this, but the system's heyday was definitely long behind it by now), but Renny Blaster clearly sought to add a little sophistication to the genre, both mechanically and aesthetically.
In terms of aesthetic theming, it doesn't really do anything that hasn't been done before, as the game follows two snappily-dressed modern-day action exorcists, Fujiro the martial artist, and Seishiro the mage as they travel the world fighting demons, monsters and evil humans perfomring dark deeds with the dark arts. The difference is how Renny Blaster does these things: obviously, there's still going to be a bit of cheesy B-movie shlock, but it's mixed in with a bit of slightly classier horror-occult-noir that lifts it above the likes of Splatterhouse and Night Slashers in the sophistication stakes (not that I don't love those other games dearly, of course). It's hard to pinpoint why, exactly, but there's just something in the combination of colour palettes, stage settings, the way the main characters are dressed (more like characters from a Hong Kong action movie than a TV anime) and the voice acted conversations before each boss fight that makes the game feel a little more "adult" than its peers.
Mechanically, this is easily one of the most complex single plane beat em ups that I've ever played. Both of the characters have their own movesets, with moves performed by holding directions and attacking, jumping and attacking, and jumping and holding directions while attacks. There's also running attacks, and special attacks performed by holding the attack button for different lengths of time. Furthermore, it's possible to unlock more of these special attacks by finding items around the stages (move scrolls for Fujiro and spellbooks for Seishiro), and you can change which moves are equipped between stages (though all the move names are in Japanese, so if you can't read it, there's going to be a bit of guesswork involved, unfortunately). Considering this is a genre that's usually built around simplicity with maybe one special gimmick available to the player, Renny Blaster stands head and shoulders above its genremates in terms of complexity.
Of course, I wouldn't be so stupid as to automatically equate complexity with quality (or, for that matter, simplicity with inferiority), so is Renny Blaster actually good? Yes, it's great! I wouldn't go as far as to say it's the best in the genre, but it's up there with the likes of the Mega Drive port of Altered Beast and the original arcade version of My Hero (I'm not being sarcastic, by the way: Altered Beast MD is a great game, that's been given a much worse deal than it deserves over the years).
It's definitely worth emulating Renny Blaster, at the very least. Since it's such a late release in the PC Engine's life, I'll assume getting a legitimate copy is for eccentric millionaires only, though I think there was a semi-official reprint a couple of years ago? I'm not sure. Anyway, it's a great game. Play it.
In terms of aesthetic theming, it doesn't really do anything that hasn't been done before, as the game follows two snappily-dressed modern-day action exorcists, Fujiro the martial artist, and Seishiro the mage as they travel the world fighting demons, monsters and evil humans perfomring dark deeds with the dark arts. The difference is how Renny Blaster does these things: obviously, there's still going to be a bit of cheesy B-movie shlock, but it's mixed in with a bit of slightly classier horror-occult-noir that lifts it above the likes of Splatterhouse and Night Slashers in the sophistication stakes (not that I don't love those other games dearly, of course). It's hard to pinpoint why, exactly, but there's just something in the combination of colour palettes, stage settings, the way the main characters are dressed (more like characters from a Hong Kong action movie than a TV anime) and the voice acted conversations before each boss fight that makes the game feel a little more "adult" than its peers.
Mechanically, this is easily one of the most complex single plane beat em ups that I've ever played. Both of the characters have their own movesets, with moves performed by holding directions and attacking, jumping and attacking, and jumping and holding directions while attacks. There's also running attacks, and special attacks performed by holding the attack button for different lengths of time. Furthermore, it's possible to unlock more of these special attacks by finding items around the stages (move scrolls for Fujiro and spellbooks for Seishiro), and you can change which moves are equipped between stages (though all the move names are in Japanese, so if you can't read it, there's going to be a bit of guesswork involved, unfortunately). Considering this is a genre that's usually built around simplicity with maybe one special gimmick available to the player, Renny Blaster stands head and shoulders above its genremates in terms of complexity.
Of course, I wouldn't be so stupid as to automatically equate complexity with quality (or, for that matter, simplicity with inferiority), so is Renny Blaster actually good? Yes, it's great! I wouldn't go as far as to say it's the best in the genre, but it's up there with the likes of the Mega Drive port of Altered Beast and the original arcade version of My Hero (I'm not being sarcastic, by the way: Altered Beast MD is a great game, that's been given a much worse deal than it deserves over the years).
It's definitely worth emulating Renny Blaster, at the very least. Since it's such a late release in the PC Engine's life, I'll assume getting a legitimate copy is for eccentric millionaires only, though I think there was a semi-official reprint a couple of years ago? I'm not sure. Anyway, it's a great game. Play it.
Wednesday, 27 April 2016
Cyber Dodge (PC Engine)
It's an odd title, Cyber Dodge, as though it's definitely a dodgeball
game, the "Cyber" part isn't as apt. I guess it's meant to imply that
it's a futuristic, cyberpunk kind of dodgeball game (and or some unknown
reason, GameFAQs lists the name literally as "Cyberpunk Dodgeball",
which sounds like the kind of re-naming the game might have got if it
had had a westrn Turbografx-16 release. Except it didn't as far as I can
tell, so I guess GameFAQs pulled that name out of the ether?
Rather than a specific cyberpunk theme, the theming in Cyber Dodge is a random mishmash of various sci-fi and fantasy archetypes. There's the protagonist team for single player mode, who are generic guys in futuristic american football armour, and their opponents include teams of gladiators, skeletons, aliens (sadly not Giger knock-offs, despite what their team logo would have you believe), robots, ninja, and long-bearded levitating wizards. Each team also has its own themed arena, and each arena has its own themed ball! For example, the skeleton team plays in a museum full of dinosaur bones, where they throw a skull around, while the ninja team makes its home in one of those Japanese gardens with the big rocks and meticulously raked sand, with a moss-covered spherical rock as their ball. It's a nice little touch.
But is the game any good? Kind of. As dodgeball games go, they're pretty much all the same, mechanically: you throw the ball at the other team, they throw it at you, with good timing you can catch a thrown ball, and there's also running and jumping too. There's also the usual special power shots, unique to each team, though I've yet to figure out how to consistently pull any of them off. There is, however, one big flaw in Cyber Dodge: it's totally unbalanced. In single player mode, you fight all the opponent teams in the same order every time, and as well as getting better at playing dodgeball as you go through them, the later teams also have more health and do more damage. The problem with this is that it carries through to the free play modes. So no two teams are on equal footing, and the wizards team have a distinct and significant advantage over all the others, being the last team faced in single player mode.
So in summary, Cyber Dodge has inconsistent, nonsensical theming, it's brutally difficult in single player mode, and it's unfair to the degree of being totally pointless in two player mode. But it does look pretty nice! So make your own mind up whetheror not you want to play it. But remember, the PC Engine also has a Kunio-Kun dodgeball game, and a game based on the anime Honoo no Toukyuuji@ Dodge Danpei, and while I've yet to play either of them, it's a pretty safe bet to say that at least the Kuino game will be better than this one.
Rather than a specific cyberpunk theme, the theming in Cyber Dodge is a random mishmash of various sci-fi and fantasy archetypes. There's the protagonist team for single player mode, who are generic guys in futuristic american football armour, and their opponents include teams of gladiators, skeletons, aliens (sadly not Giger knock-offs, despite what their team logo would have you believe), robots, ninja, and long-bearded levitating wizards. Each team also has its own themed arena, and each arena has its own themed ball! For example, the skeleton team plays in a museum full of dinosaur bones, where they throw a skull around, while the ninja team makes its home in one of those Japanese gardens with the big rocks and meticulously raked sand, with a moss-covered spherical rock as their ball. It's a nice little touch.
But is the game any good? Kind of. As dodgeball games go, they're pretty much all the same, mechanically: you throw the ball at the other team, they throw it at you, with good timing you can catch a thrown ball, and there's also running and jumping too. There's also the usual special power shots, unique to each team, though I've yet to figure out how to consistently pull any of them off. There is, however, one big flaw in Cyber Dodge: it's totally unbalanced. In single player mode, you fight all the opponent teams in the same order every time, and as well as getting better at playing dodgeball as you go through them, the later teams also have more health and do more damage. The problem with this is that it carries through to the free play modes. So no two teams are on equal footing, and the wizards team have a distinct and significant advantage over all the others, being the last team faced in single player mode.
So in summary, Cyber Dodge has inconsistent, nonsensical theming, it's brutally difficult in single player mode, and it's unfair to the degree of being totally pointless in two player mode. But it does look pretty nice! So make your own mind up whetheror not you want to play it. But remember, the PC Engine also has a Kunio-Kun dodgeball game, and a game based on the anime Honoo no Toukyuuji@ Dodge Danpei, and while I've yet to play either of them, it's a pretty safe bet to say that at least the Kuino game will be better than this one.
Thursday, 8 October 2015
Pop'n Magic (PC Engine)
There are a lot of cute Japanse games with Pop and/or Magic in the title, usually platformers or colour-matching puzzle games. In this case, it's a platformer with a very mild element of colour matching thrown in as a gimmick. More specifically, it's a Bubble Bobble-esque single screen platformer with a heavy emphasis on finding the best ways to make points items appear from killing enemies.
As usual with this subgenre, your main weapon doesn't directly kill the enemies, just puts them into a harmless, immoble state, in this case being a magic orb in one of three colours (depending on the enemy): orange, blue or yellow. These orbs can be picked up and thrown around by the player by holding down the fire button, and the idea is to throw them at other orbs. Then, if the two orbs are the same colour, they turn back into enemies, which yields no benefits to the player as far as I can tell. But if they're different colours, one of the orbs will bounce around dropping power ups and points items as it goes, before disappearing.
Which orb disappears depends on the colours involved, in a rock-paper-scissors arrangement: blue destroys orange, orange destroys yellow, and yellow destroys blue. If you're unable to make an orb (or orbs) disappear in this method, you can do it by shooting them a few times, but you only get one item out of it this way. So, the key to scoring high is defeating enemies and destroying their orbs in an order that only leaves you with one leftover at the end of the stage. The fact that you'll always be left with at least one leftover is a bit of a weakness to the system, as it makes the ends of stages a little bit awkward and unsatisfying, even when you've technically done as well as possible on the stage.
Putting mechanics to the side, the game's excellently presented, with full-screen animated cutscenes, lots of voice acting, and bright, colourful graphics throughout. Also, as you might expect, the stages are split into themed sets, with a bossfight at the end. What you might not expect, though, is that each stage has its own background, and each theme sort of has two sub-themes. For example, in the woods stages, the first half will be the woods during daylight, with the second half being the woods at sunset. The spooky stages start outside a haunted mansion, gradually getting closer and going inside. It's a nice little touch.
Pop'n Magic isn't a bad game, but it doesn't particularly stand out, either. If you really like Bubble Bobb-likes, there's no harm in giving it a try, but there are plenty of better ones too.
As usual with this subgenre, your main weapon doesn't directly kill the enemies, just puts them into a harmless, immoble state, in this case being a magic orb in one of three colours (depending on the enemy): orange, blue or yellow. These orbs can be picked up and thrown around by the player by holding down the fire button, and the idea is to throw them at other orbs. Then, if the two orbs are the same colour, they turn back into enemies, which yields no benefits to the player as far as I can tell. But if they're different colours, one of the orbs will bounce around dropping power ups and points items as it goes, before disappearing.
Which orb disappears depends on the colours involved, in a rock-paper-scissors arrangement: blue destroys orange, orange destroys yellow, and yellow destroys blue. If you're unable to make an orb (or orbs) disappear in this method, you can do it by shooting them a few times, but you only get one item out of it this way. So, the key to scoring high is defeating enemies and destroying their orbs in an order that only leaves you with one leftover at the end of the stage. The fact that you'll always be left with at least one leftover is a bit of a weakness to the system, as it makes the ends of stages a little bit awkward and unsatisfying, even when you've technically done as well as possible on the stage.
Putting mechanics to the side, the game's excellently presented, with full-screen animated cutscenes, lots of voice acting, and bright, colourful graphics throughout. Also, as you might expect, the stages are split into themed sets, with a bossfight at the end. What you might not expect, though, is that each stage has its own background, and each theme sort of has two sub-themes. For example, in the woods stages, the first half will be the woods during daylight, with the second half being the woods at sunset. The spooky stages start outside a haunted mansion, gradually getting closer and going inside. It's a nice little touch.
Pop'n Magic isn't a bad game, but it doesn't particularly stand out, either. If you really like Bubble Bobb-likes, there's no harm in giving it a try, but there are plenty of better ones too.
Saturday, 27 June 2015
Moto Roader II (PC Engine)
I don't know a lot about the PC Engine, and the mareting strategies
of the companies that made and published games for it, but I think it
might be a fair estimate to say that it probably leant towards the otaku
end of the market. I say this because it seems like a higher proportion
of its sports and racing games have fantasy or sci-fi themes than most
consoles, and because a lot of PC Engine games have artwork of
scantily-clad anime girls liberally strewn throughout. Moto Roader II
is, of course, a futuristic racing game with such teenage boy-baiting
artwork featured on its menus and pre-race screens.
For a 1991 console game, there's a fair bit of depth in there too, though. There's three kinds of vehicles to pick from (car, tank and hovercraft), and you can pick a different one for each race. You can also buy upgrades for the tires, body and engine for each vehicle, to improve their steering, health and speed, respectively. Oh yeah, there's health meters, and once they reach zero, it's an instant game over, which is a little unfair, as CPU drivers simply get an automatic last place (even if mor than one drops out), and get to come back in the next race. There's also consumable items to buy, like weaponry (the freeze gun is partcularly brutal) and a one-use repair item. Between the three different kinds of vehicles, there's the usual variations in speed and durability and the like, but one interesting addition is that the hovercrafts, since they float above the ground, can only crash into other hovercrafts.
There's only a few different themes for the tracks, though I guess if it were a more realistic racing game, there'd only be one, so this isn't worth complaining about. Furthermore, there's a couple of different tracks for each theme, and on higher difficulties (and towards the end of the easiest difficulty), the game makes newer, longer tracks by bolting together more than track, with a glowing red tunnel to transition between the different themes.
Moto Roader II isn't a classic, and I'd go as far as to say that it's barely noteworthy at all. But It's a pretty fun game, like a nerdier version of the Micro Machines games. Though I've only been able to play it single player, it does support up to five human players, which I can only assume enhances the game massively.
For a 1991 console game, there's a fair bit of depth in there too, though. There's three kinds of vehicles to pick from (car, tank and hovercraft), and you can pick a different one for each race. You can also buy upgrades for the tires, body and engine for each vehicle, to improve their steering, health and speed, respectively. Oh yeah, there's health meters, and once they reach zero, it's an instant game over, which is a little unfair, as CPU drivers simply get an automatic last place (even if mor than one drops out), and get to come back in the next race. There's also consumable items to buy, like weaponry (the freeze gun is partcularly brutal) and a one-use repair item. Between the three different kinds of vehicles, there's the usual variations in speed and durability and the like, but one interesting addition is that the hovercrafts, since they float above the ground, can only crash into other hovercrafts.
There's only a few different themes for the tracks, though I guess if it were a more realistic racing game, there'd only be one, so this isn't worth complaining about. Furthermore, there's a couple of different tracks for each theme, and on higher difficulties (and towards the end of the easiest difficulty), the game makes newer, longer tracks by bolting together more than track, with a glowing red tunnel to transition between the different themes.
Moto Roader II isn't a classic, and I'd go as far as to say that it's barely noteworthy at all. But It's a pretty fun game, like a nerdier version of the Micro Machines games. Though I've only been able to play it single player, it does support up to five human players, which I can only assume enhances the game massively.
Saturday, 1 February 2014
Monster Puroresu (PC Engine)
This game is a bit of a curiosity: it's a turn-based strategy wrestling game! Mechanically, it has more in common with Pokemon than Fire Pro Wrestling. This actually put me off the game when I first discovered it a few years ago: I saw the title and started it, expecting a probably-awful wrestling game along the lines of
Beast Wrestler or King of the Monsters, and greeted by many little boxes of Japanese text, I instantly turned it off.
Years later, I decided to give it another try and I'm glad I did! Although you'll be missing out on little, unimportant things like the plot or the names of moves, most of the stuff actually related to playing the game is expressed through numbers (and in case you're wondering, the plot, according to a website I found long ago is that an evil demon has taken control of the world, and a human scientist has created a group of mutant wrestlers to fight the demon's forces and liberate humanity).
Each wrestler has five stats: HP, ST, MP, SP, and GT. HP and MP are self-explanatory, serving the same purposes they serve in every game. SP isn't so obvious, and its purpose is still somewhat obscure to me. To explain ST and GT first requires explaining how the game works.
The matches are turn-based, and each turn both wrestlers select a move from their repetoire. Moves come in four categories: hold, hit, power and magic. On selecting a move, each wrestler also recieves a
semi-randomly generated number, the wrestler with the highest roll is the attacker and the other defends. Each move also has its own power rating, higher rated moves do more damage, but tend to get lower rolls. The ST stat also determines how likely a wrestler is to get higher rolls, and GT is a temporary stat, which is increased when a wrestler takes damage, and it can be decreased when selecting a move to slightly increase your chance of getting a high number. After moves have been selected, there's a few seconds during which the players tap button I as quickly as possible to affect a blue/red bar determining how much damage the attacker's move does. This repeats until one wrestler's HP is reduced to zero.
While all this is happening, the top half of the screen depicts the action. Although the animation is pretty limited, the sprites are huge and the animation that there is does do a good job. Moves look painful, even when there's very silly cartoonish things going on like heads being pulled off and limbs exploding. The
wrestlers also all have very expressive faces, and amusing reactions to dismemberment and pain, whether their own or their opponents.
Monster Puroresu is a pretty fun game, though it definitely isn't for everyone. If you like any combination of wrestling, monsters and strategy, and you don't mind wading through lots of Japanese text, you should probably give it a try.
Beast Wrestler or King of the Monsters, and greeted by many little boxes of Japanese text, I instantly turned it off.
Years later, I decided to give it another try and I'm glad I did! Although you'll be missing out on little, unimportant things like the plot or the names of moves, most of the stuff actually related to playing the game is expressed through numbers (and in case you're wondering, the plot, according to a website I found long ago is that an evil demon has taken control of the world, and a human scientist has created a group of mutant wrestlers to fight the demon's forces and liberate humanity).
Each wrestler has five stats: HP, ST, MP, SP, and GT. HP and MP are self-explanatory, serving the same purposes they serve in every game. SP isn't so obvious, and its purpose is still somewhat obscure to me. To explain ST and GT first requires explaining how the game works.
The matches are turn-based, and each turn both wrestlers select a move from their repetoire. Moves come in four categories: hold, hit, power and magic. On selecting a move, each wrestler also recieves a
semi-randomly generated number, the wrestler with the highest roll is the attacker and the other defends. Each move also has its own power rating, higher rated moves do more damage, but tend to get lower rolls. The ST stat also determines how likely a wrestler is to get higher rolls, and GT is a temporary stat, which is increased when a wrestler takes damage, and it can be decreased when selecting a move to slightly increase your chance of getting a high number. After moves have been selected, there's a few seconds during which the players tap button I as quickly as possible to affect a blue/red bar determining how much damage the attacker's move does. This repeats until one wrestler's HP is reduced to zero.
While all this is happening, the top half of the screen depicts the action. Although the animation is pretty limited, the sprites are huge and the animation that there is does do a good job. Moves look painful, even when there's very silly cartoonish things going on like heads being pulled off and limbs exploding. The
wrestlers also all have very expressive faces, and amusing reactions to dismemberment and pain, whether their own or their opponents.
Monster Puroresu is a pretty fun game, though it definitely isn't for everyone. If you like any combination of wrestling, monsters and strategy, and you don't mind wading through lots of Japanese text, you should probably give it a try.
Monday, 14 October 2013
Hany on the Road (PC Engine)
Although it's not a beat em up, the easiest way to describe Hany on the Road would be "belt scroller", as belts and the scrolling thereof are a major element in this game.
In it, the player controllers a walking haniwa idol (which, you may be aware, have made many appearances
in videogames over the years) going along a series of long roads, avoiding gaps and enemies. The enemies tend to also be things associated with ancient Japan and Japanese folklore, such as dogu statues, cloud-riding oni, and so on. There are also some gimmick stages, such as one with an erupting volcano in the background, during which the player must avoid falling rocks while also traversing the gaps in the floor.
An interesting point is that the gaps don't kill the player on every stage: on some stages, falling through a gap leads to a hell-like secret stage (similar to certain points in the first two Splatterhouse games). The main hook of the game is that the stages are split into four scolling "belts", and on most stages, those belts scroll at different speeds.
The game is pretty fun in general, though it has a couple of bad points that might ruin it for you. The first is the fact that there are points items littered around the stages in the form of pots marked with question marks. The problem is that these pots give a random amount of points each time, making playing for score a waste of time (if you're interesting in playing for score on an ancient game no-one cares about). The second, much
bigger problem is the controls, which themselves have two problems. The way Hany moves has way too much momentum, stopping and turning a split-second after you tell him to, as if he's constantly on a slippy-slidy ice level and also, his kick attack is far too short range. This means that to defeat enemies, you kind of have to wait for them to come to you, then kick just before they hit you, and it makes hitting bosses far too difficult. There's also a weird little glitch regarding the blue potions which give an extra life on collection of 25: if you get a game over and then start a new game, the potion counter doesn't reset, meaning you start with however many you had when your previous game ended.
If you have the patience to overlook those faults, Hany in the Sky is a pretty fun game, and it does look nice, too. The control issues are the biggest shame, as if the movement was a bit tighter and the attack a bit more useful, this would probably be a minor classic in the field of action
games.
In it, the player controllers a walking haniwa idol (which, you may be aware, have made many appearances
in videogames over the years) going along a series of long roads, avoiding gaps and enemies. The enemies tend to also be things associated with ancient Japan and Japanese folklore, such as dogu statues, cloud-riding oni, and so on. There are also some gimmick stages, such as one with an erupting volcano in the background, during which the player must avoid falling rocks while also traversing the gaps in the floor.
An interesting point is that the gaps don't kill the player on every stage: on some stages, falling through a gap leads to a hell-like secret stage (similar to certain points in the first two Splatterhouse games). The main hook of the game is that the stages are split into four scolling "belts", and on most stages, those belts scroll at different speeds.
The game is pretty fun in general, though it has a couple of bad points that might ruin it for you. The first is the fact that there are points items littered around the stages in the form of pots marked with question marks. The problem is that these pots give a random amount of points each time, making playing for score a waste of time (if you're interesting in playing for score on an ancient game no-one cares about). The second, much
bigger problem is the controls, which themselves have two problems. The way Hany moves has way too much momentum, stopping and turning a split-second after you tell him to, as if he's constantly on a slippy-slidy ice level and also, his kick attack is far too short range. This means that to defeat enemies, you kind of have to wait for them to come to you, then kick just before they hit you, and it makes hitting bosses far too difficult. There's also a weird little glitch regarding the blue potions which give an extra life on collection of 25: if you get a game over and then start a new game, the potion counter doesn't reset, meaning you start with however many you had when your previous game ended.
If you have the patience to overlook those faults, Hany in the Sky is a pretty fun game, and it does look nice, too. The control issues are the biggest shame, as if the movement was a bit tighter and the attack a bit more useful, this would probably be a minor classic in the field of action games.
Wednesday, 28 December 2011
Gotzendiener (PC Engine)
This is an action-RPG, made by Gainax. Or at least, they were involved in it's development in some way. It's odd that Gainax's most famous series tend to be about mecha (Gunbuster, Gurren Lagann, Evangelion, etc.), but their games usually have fantasy settings with no mecha at all (Alisia Dragoon, the Princess Maker series, etc.). This game is no exception to that rule.The scneario is pretty cool: You play as a maiden who's been captured by an evil demon, and as usual, a brave hero came to rescue you, and though he did successfully kill the demon, he was mortally wounded during the fight and quickly followed the monster into death. So you take the hero's sword and set off to find your own way out of the castle.
You go around the
isometric stages, solving puzzles and occasionally fighting monsters (I guess the hero must have killed most of them on his way up?). You don't have to worry about understanding Japanese for this game, as other than a couple of animated cutscenes, there's no text or dialogue, and there's nothing in the cutscenes that you need to know to progress. There were a couple of points where I got stuck in the game, though luckily there's a really excellent FAQ on GameFAQs, that not only contains a full walkthrough for the game, it also translates the plot and provides details of the tie-in merchandise that was released for it!The game looks good, with nice animation and sprites that are detailed despite also
being tiny and low-res. The music is good too, having a slightly arabian flavour to it (some people online have compared the game as a whole to Prince of Persia, and there is definitely a similar feel to it in looks, sound and atmosphere, I'm not really familiar enough with PoP to say whether the similarities extend to the game itself. (I'm mostly unfamiliar with it because I tend to die as soon as the first enemy appears.))The only real problem with the game is that it is incredibly short and, other than the parts where I got stuck also very very easy. I completed it in less than two hours, and as I've mentioned plenty of times before, I'm terrible at games. It's definitely worth playing if you can find it cheap/free, but copies online seem to go for about £30, which does seem a bit much.
Saturday, 15 October 2011
Batman (PC Engine)
So, this game is obviously based on the 1989 live action Batman movie (ie, the good one that isn't from the 60s). Although judging by what I've played of it, it's based on an alternate interpretation where batman is a grim, avenging janitor of the night. For example, the first set of stages has you walking around the streets of Gotham City picking up litter (though a more sensible person might suggest that this litter is the ingredients of Joker Venom. Of course, they'd be fools, since why would they all just be strewn around the streets at random? ) while beating up.avoiding
mimes, and the second set has you in the museum, being up goons in puffa jackets and cleaning graffiti off of paintings. I haven't got to the third set of stages yet (don't laugh! There's 12 stages in each set, and they're pretty hard!), but I assume it has Batman going round to Comissioner Gordon's house to do the dishes or something.It might sound like I don't like this game, but I really do! In fact, of all the Batman games I've played, it's probably my favourite! It's not very Batman-like (though maybe you could stretch your imagination and say that picking up all the Joker Venom ingredients in the first area is a game-substitute for detective work), but it is very fun to play. It also does a couple
of things that are unusual for the maze game genre. For example, you aren't limited in your ability to get rid of enemies. In most maze games, you can only take out enemies with a temporary power-up, while in Batman, you just throw a batarang to stun them, them walk into them to make them fly off in an amusing manner. And the power-ups you do get, that do things like increase your walking speed or the range of your batarangs are permanent, even when you lose a life or finish a stage!The music is good, too. But not very atmospheric, except in the very short (and very nice looking) cutscenes you get between areas.
Wednesday, 9 September 2009
Hatris (PC Engine)
According to Wikipedia, Hatris was created by Alexey Pajitnov in 1990. As well as being on PC Engine, it was also released on NES, Game Boy and in arcades. Like his most famous game, Tetris, Hatris was a falling stuff puzzle game, the "stuff" being hats of various styles, such as wizard hats, crowns, etc. At the bottom of the screen are six identical heads on to which the hats land. Stacking five identical hats on top of each other makes them disappear. Near the top of the screen is a line, which when crossed by a pile of hats ends the game.The game itself is fine. Unfortunately, that's the greatest compliment it can recieve. While not great looking, it's not particularly ugly, while there is music it's so bland, it's barely noticable. The idea is executed per
fectly, and there are no frustrating flaws in any part of the game, in fact, it only commits one crime of game design. The most important one: it's very, very boring. There's no tension, reaching higher levels complicates things by adding more varieties of hat, but still, even when all six stacks of hats are reaching the game over line, you don't feel any motivation to try harder, and once you've reached game over you don't feel as if you've lost anything or that you could do better next time, you just find yourself thinking "oh. it's over." This isn't helped by the fact that even if you start on higher levels, your game is probably going to last at least ten minutes before you're even close to getting game over.Play it once or twice out of curiosity at the unusual concept, and to see the sort-of wierd graphics, but that's it. This is a well made, but very dull game.
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