Showing posts with label pc88. Show all posts
Showing posts with label pc88. Show all posts

Saturday, 20 June 2020

Small Games Vol. 7!

This was originally going to just be a post about one PC88 game, a Buddhism-themed action RPG called Gandhara. It's definitely not a small game, as it takes place over a bunch of massive stages, and I only gave up on it, as after a few hours going around stage one, and even finding the entrance to stage two, it was becoming increasingly obvious that I wasn't going to get anywhere. Also, playing it got the ending theme from the old 1970s tokusatsu show Saiyuki/Monkey stuck in my head, and I hope reading the title earlier in this paragraph does the same to a few of you, too. If you want to try it, here's a little help with the controls: Space attacks with your sword, Shift uses your magic (once you get that ability), and 5 on the numberpad lets you pray to certain trees to regain your HP, at the cost of one hundred beads.

So, what do we have instead? First, an interesting little maze game entitled Daidassou, which is all about freeing your comrades from prison! First thing on each stage you have to kill a guard to get his key, then you run around opening cells and leading the inmates to the exit. If you're not careful, inmates can be taken to a special maximum security cell if they're caught by guards, or even killed in the crossfire. It's a cute little game, and it's fun to play, even if it's also very, very hard (it took several attempts just to get past the first stage!). I especially like the isometric look of the game, which results in some mazes looking kind of Escher-esque, and maybe impossible? Like the heights of different floors don't totally make sense all the time.

Finally, The Demon Crystal, which, despire its grandiose title and plot about a demon invasion, seems to take place in a series of suburban houses. You run around these houses, picking up keys to open locked doors, looking for the big key that opens the door to the next stage. It's a nice touch that the rooms behind the locked doors are shrouded in darkness until you enter them, and generally, this is a fun game, mechanically speaking, at least. Unfortunately, it's let down by the fact that the behaviour of most types of enemy is randomised, which can in some cases make the very possibility of being able to complete a stage entirely down to luck. If each enemy type had a learnable pattern, or a specific way they reacted to your presence, then this would have been a great lost classic I could have shown to you all, like an archaologist showing off an amazing artefact. Unfortunately, though, it's not only frustrating to play, but also frustrating to think about what could have been.

Friday, 17 April 2020

Werdragon (PC88)

So, I have to start this review with a confession: I've only been able to play the first stage of this game. Not because it was too hard for me to get past (though it did actually take me a few attempts), but because as soon as the second stage started, the graphics were suddenly all glitched out, to the point of being unplayable. It's a shame, as Werdragon was turning out to be an okay game. Not a great one, or even a good one, but an okay one, at least.

Set in a world familiar from a thousand 1980s OAVs, that of a post-apocayptic cyberpunk city, where there's also demons and stuff along with the gangs and cyborgs, Werdragon is an auto-scrolling single-plane beat em up where you play as the eponymous, mis-spelled weredragon. Who is also a cyborg or something put together by a ghost professor? I'm just guessing by what I saw in the cutscenes. Anyway, you go from left to right, killing lots of enemies along the way with your sword, until you eventually get to the boss. You know how these things go.

There's a few twists in there, though! Like the flying drone enemies with the flat tops, who aren't just enemies: sometimes killing them refills a few points of your hit points, and you can stand on top of their flat heads, which is actually essential to avoid getting crushed to death between the left side of the screen and a wall at certain points. You move, jump, and crouch using the d-pad, and you have a button each for attacking left and right. Pressing down and both buttons together also fetches up your weapon select menu, from whence you can pick swords, guns, and magic. The magic is limited-use, and the gun you start off with is too slow and weak for most uses (it does come in handy during the first boss fight though, just because you'll eventually run out of magic, and your sword is almost impossible to harm him with).


Though the game moves very quickly, it also scrolls very jerkily, in chunks of a few pixels at a time. That's pretty common for action games on old Japanese microcomputers, though, so it'd be unfair to judge the game on that, and to be honest, it doesn't work to the game's detriment too much anyway. But, since I could only play the first stage of Werdragon there's not much else I have to say about it. Unless there was a big change later in the game, I can't say that we're all missing out on some big lost classic here, but like I said: it's not bad, either. It's just okay.

Monday, 11 June 2018

Small Games Round Up Vol. 1!

I've long laboured over the fact that there are lots of games I'd like to tell you all about, mainly early arcade games, or ones on very old computers, but weren't complex enough to carry a post on their own. I could just write shorter posts, but then you'd be eagerly waiting five days for a new post, just to get a few lines an a couple of screenshots about some anncient relic. Then I realised I could just bundle them together, and for this inaugural round up, I've put together three little PC88 games, starting with Skyscraper. Another note before we start: the PC88 is known in some circles for being home to a lot of great music. None of the three games featured in this post live up to that, though, they just have bleepy sound effects.

Skyscraper is a single-screen shooter, in which you avoid or shoot various seemingly-random shapes and objects, while also catching tiny little people who are falling to the deaths (well, some are falling to their deaths, some have parachutes). Once you've met your rescue quota, the stage ends. There doesn't seem to be any penalty for letting the fallers die, other than wasting time (and losing a bit of your time bonus at the end of the stage), which is nice, since they die if they hit the bottom of the screen, any of the enemies, or even your own shots. Between stages, there's a very strange bonus "game" that simply asks you to press a letter on the keyboard. All in all, a fun enough game, with some really nice pixel art backgrounds.

Next up is Karakuri Ninpou, a very arcade-looking game, and, I suspect, possibly an influence on the Haggleman games on the first Game Center CX game for the DS. In it, you play as a green ninja out to rescue their red ninja friend, who gets kidnapped by god in the pening cutscene. To do so, you have to navigate a house full of enemies, stairs, and doors. Not every room is reachable by stairs alone, so you have to use the doors, which are all linked to each other in pairs, though it's up to you to figure out and remember which doors are connected to which. I have to admit that though I made many attempts, I never actually got past the first stage of this one, as there's an enemy that sometimes appears, a black ninja, who throws shuriken at you, and there doesn't seem to be any way of avoiding or deflecting that. Still, someone with the patience to build up superhuman skill (and probably a lot of luck, too) at playing this game might get more joy out of it than I did. It definitely feels like it's a game that might better than it first seems, at least.

Last, and also least, is Donkey Gorilla, a very simple, almost Game and Watch-esque game. It uses text mode graphics, so everything's very charming and simple in a geometric kind of way, and you play as what I think is a chameleon hanging onto a washing line while things that are probably gorillas dance around below you. You kill the gorillas by dropping hearts on them, and sometimes one of them will try to climb a tree, killing you if they reach the top. Also a bird-like thing occaisionally flies overhead to try and kill you with hearts, too. There's not much to say about Donkey Gorilla, really. You might get a minute or two's amusement out of it, at most, but not much more.

Tuesday, 28 June 2016

100 Yen Disk No. 1 (PC88)

100 Yen offered a fair bit of choice to the mid-80s PC88 owner, as there were at least three series of disks on the market with that price in the title: 100 Yen Disk, 100 Yen Music Disk, and 100 Yen Soft. I've picked this one in particular to cover for a reason, though: it features early work by the legendary videogame composer Yuzo Koshiro!

Anyway, if you've read any of the Disc Station posts on this very blog before, you'll know what to expect from this: there's a few games, a text feature and a little bit of advertising. The first game on the menu is the generically-entitled Shooting Master 86, which happens to be the best game on the disk by a long way, so I'll come back to it after getting the others out of the way. A nice little touch is that the cursor on the menu is Samus Aran, and when you select an item, she turns into Takahashi Meijin for some reason.

So, the next game on the list is Graman Bee, the work of Mr. Koshiro himself! Unfortunately, it's either unfinished or for some it's not emulated well, as the graphics are glitchy, there's no music and the first boss' attacks seem completely impossible to avoid. I hope it is just unfinished and there's a full version out there somewhere, I'll keep an eye out, at least.

Following Graman Bee is Electric Novel, which isn't a game, it's a cool-looking title screen followed by a few screens full of text. Then there's The Rotten Wall, which is a spectacularly awful Breakout clone that's terrible in every aspect. There's also an option labelled "The Information of NAO Graphic Lab", which is an advert for an upcoming game called Triangle Panic, which I haven't found a disk image of, unfortunately.

Next is another game, Jumper, which must be one of the earliest examples of an endless runner. You play as a white blob thing that has to jump over a series of walls without crashing into the low, spike-covered ceiling. That's it pretty much. I wonder if it actually was the first?

Finally, we come back to Shooting Master 86, which is actually better quality and more fully-featured than a lot of standalone PC88 releases. It's a kind of hybrid shooting game/RPG thing. There's some things I haven't yet figured out, like how to buy better ships, but basically, you play a short shooting game stage, then you're dumped onto a map screen. You move a cursor (represtented literally by the word "CURSOR") around, until you meet one of the programmers, who will ask you something. Press Y on the keyboard and you'll enter another short shooting stage.

It's a pretty accomplished game that's so far beyond the others on the disk in terms of sophistication, plus, though he didn't do the programming, Yuzo Koshiro did do the soundtrack, so it sounds great too. Unquestionably the highlight of the disk, I really don't know why they chose not to package Shooting Master 86 on its own and sell it for a higher price. Maybe there's some 80s Japanese reason why they couldn't?

Saturday, 20 February 2016

Courageous Perseus (PC-88)


So, this game's older than me, and is a very early action RPG. Being developed and released so close to the dawn of its genre doesn't hold it back, though: it takes place in a relatively large open map, and the only restriction on your exploration is your ability to fight the enemies in a particular area.

Unfortunately, that's a bigger restriction than it sounds. The fact it, in Courageous Perseus, if your attack stat isn't high enough, you won't even scratch an enemy that's out of your league, but your stats increase very slightly for each enemy you kill. So, while it initially seems like the game is an open-world action RPG, it's more of a highly treacherous scavenger hunt, where trying to pick up the clues in the wrong order risks life and limb. You can't hang around an area full of weaklings to grind, either, as slain monsters don't respawn. It kind of reminds me of the DSiWare game Crystal Adventure, which is one long puzzle, in which the player has to discern the order in which every monster and item in the game should be collected or beaten.

Since the game provides nothing but an opportunity to conduct your own long-winded experiments in trial and error, it's mostly a frustrating waste of time. Even if you have a list of the enemies in order of ascending strength, there's still plenty of frustration to be had. The main source being the fact that the enemies just move around the screens completely at random, and it's very easy to get stuck between a bunch of enemies too strong for you to fight, leaving you helpless to do nothing but wait to die or hope that they get out of your way before that happens.

There are good points to Courageous Perseus, though. There's the aforementioned free-roaming aspect, which is years ahead of its time. There's also the graphics. While the island itself is just a bunch of yellow, brown and green blobs, with bright blue water, the monster sprites look great. Though they're tiny and only have a couple of colours to each of them, they're all different to each other, and it's clear what they're all supposed to be.

Courageous Perseus is a game that's impressive and very ambitious, but unfortunately, it's not very fun to play. It's worth playing if you have a curiosity about videogame RPGs from a time before the genre was truly codified by the likes of Wizardry, Black Onyx and Dragon Warrior (although Wizardry, at least, does predate it).

If you do decide to play it, here's the first few enemies in the order at which they can be beaten: turquoise soldier, white horse, satyr, centaur. That's as far as I got, so you'll have to work the rest out on your own.