Thunder Hoop's an arcade platform game by a Spanish company called Gaelco, who have a few games I hope to cover in the future, mainly because unlike a lot of European arcade manufacturers, they did/do seem to actually care about making good games, rather than just makng money (even if they aren't always 100% successful in their endeavours). In fact, they're probably best known for releasing the ROMs for their game World Rally for free and even assisting in it being added to MAME.
But anyway, Thunder Hoop. It feels quite Amiga-esque, in two ways: mechanically, it's obviously inspired by Japanese arcade games, as a lot of the better Amiga games were, and aesthetically it has a kind of particularly European psuedo-anime look to it. The main character even looks kind of like a bootleg Son Goku. Otherwise, it's a fairly typical action-heavy platform game, and a fairly well made one, from a purely mechanical and technical standpoint. There's no wrestling with bad controls, or poor collision detection or anything like that, it all works fine.
The problem is the stage designs. Firstly, though they are at least interesting to navigate (ie. you're always climbing ladders and jumping platforms and so on, rather than just walking across vast flat plains), the stages are also far too long. I haven't timed any of my plays, but they feel like they're around 5 minutes long each, which seems a bit of a slog. Secondly, there are lots of places where enemies just suddenly appear right next to the player literally out of nowhere, giving them almost no time to react. Obviously, these enemies will only get you the first time you reach their spawning point, but it feels cheap and Rick Dangerous-esque, which is bad enough for home games but even worse in an Arcade game.
Though it does have some good points, and it is an admirable effort, I don't really recommend playin Thunder Hoop. Apparently it has two sequels that aren't yet emulated in MAME. I'd definitely be interested in playing them, as TH does show potential, and it'd be nice to see if it was ever realised.
Showing posts with label platformer. Show all posts
Showing posts with label platformer. Show all posts
Thursday, 27 August 2015
Friday, 14 August 2015
Robbeary (Amiga)
I recently had a minor revelation regarding this game: for years, I'd assumed the title was pronounced like "Robb-ear-y", which is meaningless and makes no sense, but the player's character is a teddy bar, so obviously, it's meant to be "Rob-bear-y", which is still pretty stupid, but at least makes a little sense. Anyway, it's a single screen platformer about collecting stuff and scoring points.
Yeah, your bear goes around these pretty simply laid out stages and collects every giants fruit they contain before going on to the next stage. Obviously, there's also a bunch of enemies running around trying to stop you, and one touch from them kills you. Unusually, and more typical of "collect everything" maze games than platformers, you have no reliable means of defence against the enemies. Other than randomly appearing power ups that turn them into points items, all you can do is try your best to avoid them. To make this even harder, there's a timer, and when it runs out, all the enemies go into cocoons and hatch out twice as fast as they were before. If you take too long finishing a stage, this can even happen more than once!
Not only are the items that appear random, but so are the movements of the enemies: they just randomly walk back and forth, sometimes stopping for a second or walking off the edge of platforms. These things make the game not only hard, but dependent almost entirely on luck. You can't form a strategy to make sure you get a power up in the nick of time, because you don't know when or where the power ups will appear, and you can't learn the enemy patterns to work out the best way around them because the enemies don't have any patterns. It's only when one of the random items (a green key, not to be confused with the gold key that appears at the end of the stage or the silver key which apparently does nothing at all) opened a door to a bonus stage that I realised that there's a chance that the developer had misinterpreted Bubble Bobble's elaborate system of secret items, room and stages as being random and tried to copy it.
Now I know that there have been a few games covered on this very blog where I've said that randomness has ruined them, but I should clarify that randomness isn't an inherently bad thing. Some of my favourite games use a lot of it: Shiren the Wanderer, One-Way Heroics and Minecraft being but three. But you'll notice that none of those games are arcade (or arcade-style) score-based action http://games.In games like this, scoring and progress should always be as close as possible to 100% about skill, knowledge and understanding of the game mechanics on the part of the player, and random elements totally ruin that.
Though it holds a little bit of nostalgia value for me (it was in a huge box of pirated games that came with the pre-owned Amiga I got for Christmas as a kid one year), I definitey can't recommend that you bother playing Robbeary.
Yeah, your bear goes around these pretty simply laid out stages and collects every giants fruit they contain before going on to the next stage. Obviously, there's also a bunch of enemies running around trying to stop you, and one touch from them kills you. Unusually, and more typical of "collect everything" maze games than platformers, you have no reliable means of defence against the enemies. Other than randomly appearing power ups that turn them into points items, all you can do is try your best to avoid them. To make this even harder, there's a timer, and when it runs out, all the enemies go into cocoons and hatch out twice as fast as they were before. If you take too long finishing a stage, this can even happen more than once!
Not only are the items that appear random, but so are the movements of the enemies: they just randomly walk back and forth, sometimes stopping for a second or walking off the edge of platforms. These things make the game not only hard, but dependent almost entirely on luck. You can't form a strategy to make sure you get a power up in the nick of time, because you don't know when or where the power ups will appear, and you can't learn the enemy patterns to work out the best way around them because the enemies don't have any patterns. It's only when one of the random items (a green key, not to be confused with the gold key that appears at the end of the stage or the silver key which apparently does nothing at all) opened a door to a bonus stage that I realised that there's a chance that the developer had misinterpreted Bubble Bobble's elaborate system of secret items, room and stages as being random and tried to copy it.
Now I know that there have been a few games covered on this very blog where I've said that randomness has ruined them, but I should clarify that randomness isn't an inherently bad thing. Some of my favourite games use a lot of it: Shiren the Wanderer, One-Way Heroics and Minecraft being but three. But you'll notice that none of those games are arcade (or arcade-style) score-based action http://games.In games like this, scoring and progress should always be as close as possible to 100% about skill, knowledge and understanding of the game mechanics on the part of the player, and random elements totally ruin that.
Though it holds a little bit of nostalgia value for me (it was in a huge box of pirated games that came with the pre-owned Amiga I got for Christmas as a kid one year), I definitey can't recommend that you bother playing Robbeary.
Friday, 31 July 2015
Go! Go! Cosmo Cops! (DS)
So first you should know that I rotated all the screenshots for this post, as it's one of those rare DS games that's played with the console on its side. It also has a left-handed option, which a few games omit, making them a lot less comfortable to play (though it's been so long, I can't remember any of the offending games. I guess they can't be that good if I don't remember them and I haven't bothered to re-play them at any point). Go! Go! Cosmo Cops! is a game built around a gimmick, and that gimmick is pretty similar to the PS2 game Chaindive: your characters have grappling hooks which can be attached to dots around the stages (though in this game, the dots look different to match the theme of each set of stages, which is nice).
Unlike Chaindive, though, the game centres entirely around the hooking gimmick, with almost all of the player's movement throughout the stages being done in this manner, as well as all combat. There's other differences too, of course. The most obvious is that the game is completely controlled via touchscreen, in a manner so simple and obvious that you can probably work it out from looking at the screenshots. There's also the concept of slingshotting. Using the touchscreen, it's possible to hook onto one dot and then simultaneously onto a second, then pull your character back and let go to send them shooting off.
Skillful use of the slingshot move is something the game really wants you to learn: it's by far the fastest way to travel across the stages, and it's the way to defeat enemies and bosses. The developers really go to town with the basic concepts of the game as it goes on, too. It starts off easy and simple, but more and more obstacles get added as the game goes on, and by the end the player will be facing some sadistic tests of skill, timing and dexterity.
Pretty much every kind of trap related to the whole grabbing/climbing/slingshotting set of mechanics that you can think of will be thrown at you at some point. It starts out with lots of stationary dots with a few enemies here and there, and goes on to stages featuring shifting tides of deadly lava, looping spike-covered trains to maneuver between, and even things that are a lot more difficult than they sound, like sets of moving dots going very quickly between rows of spikes. There's also a couple of weak vehicle-based stages, one with a submarine, the other with some kind of futuristic space-hopper thing to break things up, but they're instantly forgettable. A nice little touch is that the game allows a choice between a male and female character, and the choice is entirely aesthetic.
Go! Go! Cosmo Cops! is an okay little game, it's worth picking up if you see it cheap, but don't go out of your way to find it or anything. Also, a little bit of trivia: though it's a Japanese-developed game, it only saw release in Europe, though all the text and graphics for the Japanese version are hidden away in the ROM, and I believe there's a hack available to make them usable (though since I was playing on a real cartridge, I haven't tried this).
Unlike Chaindive, though, the game centres entirely around the hooking gimmick, with almost all of the player's movement throughout the stages being done in this manner, as well as all combat. There's other differences too, of course. The most obvious is that the game is completely controlled via touchscreen, in a manner so simple and obvious that you can probably work it out from looking at the screenshots. There's also the concept of slingshotting. Using the touchscreen, it's possible to hook onto one dot and then simultaneously onto a second, then pull your character back and let go to send them shooting off.
Skillful use of the slingshot move is something the game really wants you to learn: it's by far the fastest way to travel across the stages, and it's the way to defeat enemies and bosses. The developers really go to town with the basic concepts of the game as it goes on, too. It starts off easy and simple, but more and more obstacles get added as the game goes on, and by the end the player will be facing some sadistic tests of skill, timing and dexterity.
Pretty much every kind of trap related to the whole grabbing/climbing/slingshotting set of mechanics that you can think of will be thrown at you at some point. It starts out with lots of stationary dots with a few enemies here and there, and goes on to stages featuring shifting tides of deadly lava, looping spike-covered trains to maneuver between, and even things that are a lot more difficult than they sound, like sets of moving dots going very quickly between rows of spikes. There's also a couple of weak vehicle-based stages, one with a submarine, the other with some kind of futuristic space-hopper thing to break things up, but they're instantly forgettable. A nice little touch is that the game allows a choice between a male and female character, and the choice is entirely aesthetic.
Go! Go! Cosmo Cops! is an okay little game, it's worth picking up if you see it cheap, but don't go out of your way to find it or anything. Also, a little bit of trivia: though it's a Japanese-developed game, it only saw release in Europe, though all the text and graphics for the Japanese version are hidden away in the ROM, and I believe there's a hack available to make them usable (though since I was playing on a real cartridge, I haven't tried this).
Tuesday, 26 May 2015
Blank Blood (PC)
The first thing you should probably know about Blank Blood is that it
was made by and for people with an interest in a certain specialist
genre of entertainment called "ryona", whose main focus is pretty girls
coming to severe physical harm. It's not an interest I share, but
luckily, the developers of this game weren't so consumed by their
interests that they forgot to make an actual game to put them in.
It's an exploratory platform game (you could call it a Metrovania, though as far as I can tell, there's no kind of levelling up or acquisition of skills or abilities), in which a knife-weilding young woman and a gun-toting schoolgirl explore a large dungeon in search of treasure. I actually like the treasure hunting aspect: each treasure chest you find has a unique item, which are all worth a different amount of points, and they all also have little descriptions (though the descriptions are in Japanese, it's the thought that counts). The controls feel a little weak at first, but once you get used to the slightly odd collision detection and the fact that almost every gap requires a double jump, you'll be fine.
The dungeon is, of course, filled with many kinds of monsters and traps, and though the monsters start out as pretty standard fare (snakes, carnivorous plants, slimes, etc.), as you start to get a bit further in, there are some very strange, alien-looking creature lurking about. Though, the same strategy is applied to beating most of them: just repeatedly attack, and they'll probably die long before your health is low. Some of the enemies have more dangerous grapple-style attacks, that requires quick hammering of the attack button to escape, and some of these have their own unique death animations too. For example, falling into a carnivorous plant's mouth and failing to get free results in your character being shown getting digested inside the plant.
Actually, had the game's website not pointed out that it was made with the intention of attracting ryona enthusiasts as an audience, it could easily get away with being considered a 2D platform game with a lot of different animations for the main characters and more gore than usual. Different types of damage each have their own sprites, and there's also a lot of quite gory death animations, the one that most sticks in my mind is the one seen when the player dies from being impaled by a spear shooting up from the ground, leaving them twitching with the spear sticking right through their torso. Both characters also have different idle stances depending on how much remaining health they have.
There is a big downside to Blank Blood though (aside from the obvious, of course): the difficulty is not at all balanced. Certain traps seem completely impossible to get by unscathed, though there is a kind of fix, in the form of an invincibility "Debug Mode", that can be turned on and off at any time by pressing the Delete key on your keyboard, it still feels a bit weak. It's hard to say whether or not I recommend Blank Blood. It's not some nice spritework, and it's not terrible to play, but it's also a bit sleazy and there are many, many other exploration-based platformers that are much better than it. I guess it all depends on how much grim curiosity you have?
(Thanks to tumblr user acid-eater for bringing this game to my attention)
It's an exploratory platform game (you could call it a Metrovania, though as far as I can tell, there's no kind of levelling up or acquisition of skills or abilities), in which a knife-weilding young woman and a gun-toting schoolgirl explore a large dungeon in search of treasure. I actually like the treasure hunting aspect: each treasure chest you find has a unique item, which are all worth a different amount of points, and they all also have little descriptions (though the descriptions are in Japanese, it's the thought that counts). The controls feel a little weak at first, but once you get used to the slightly odd collision detection and the fact that almost every gap requires a double jump, you'll be fine.
The dungeon is, of course, filled with many kinds of monsters and traps, and though the monsters start out as pretty standard fare (snakes, carnivorous plants, slimes, etc.), as you start to get a bit further in, there are some very strange, alien-looking creature lurking about. Though, the same strategy is applied to beating most of them: just repeatedly attack, and they'll probably die long before your health is low. Some of the enemies have more dangerous grapple-style attacks, that requires quick hammering of the attack button to escape, and some of these have their own unique death animations too. For example, falling into a carnivorous plant's mouth and failing to get free results in your character being shown getting digested inside the plant.
Actually, had the game's website not pointed out that it was made with the intention of attracting ryona enthusiasts as an audience, it could easily get away with being considered a 2D platform game with a lot of different animations for the main characters and more gore than usual. Different types of damage each have their own sprites, and there's also a lot of quite gory death animations, the one that most sticks in my mind is the one seen when the player dies from being impaled by a spear shooting up from the ground, leaving them twitching with the spear sticking right through their torso. Both characters also have different idle stances depending on how much remaining health they have.
There is a big downside to Blank Blood though (aside from the obvious, of course): the difficulty is not at all balanced. Certain traps seem completely impossible to get by unscathed, though there is a kind of fix, in the form of an invincibility "Debug Mode", that can be turned on and off at any time by pressing the Delete key on your keyboard, it still feels a bit weak. It's hard to say whether or not I recommend Blank Blood. It's not some nice spritework, and it's not terrible to play, but it's also a bit sleazy and there are many, many other exploration-based platformers that are much better than it. I guess it all depends on how much grim curiosity you have?
(Thanks to tumblr user acid-eater for bringing this game to my attention)
Monday, 27 April 2015
GG Series Collection Plus (DS), Part 3
This time, it's the biggest and also the best section of the cartridge: the "Action" section, which covers a few genres!
Shinobi Karakuri Den
This game is probably the best one on the whole cartridge, and the standalone DSiWare release actually reached North America, I think, though unfortunately not Europe. You play as a constantly-jumping ninja tasked with destroying cogs that are guarded by various kinds of samurai. You've got a bunch of tools at your disposal: shurikens, a sword, air-dashing, and every few stages there's aboss fight against an enemy ninja. Enemy attacks don't damage you, just knock you back, with death only coming when you fall off the bottom of the screen. The thing is, though, that every time you jump off of a platform, it disappears and another one appears in a random place. I may give this game its own post at some point in the future, because it's deeper and more interesting than it seems at first glance.
Super Hero Ouga
As if to deliberately provide contrast, the next game in this section is terrible. It's a single-plane beat em up starring a hero who bears an uncanny resemblence to Kamen Rider Agito, who fights of many identical enemies and occasionally a boss. It's boring, repetitive and your character feels way too weak. A disappointment all round.
Assault Buster
Getting back on track, Assault Buster is a great little single-screen shooter starring a jetpack-clad heroine zipping around shooting enemy turrets, with a big installation at the end of each stage and a bossfight against an evil-doer with a jetpack every few stages. Interestingly, each boss has a different special attack that's like a significantly-upgraded version of an attack one of the types of turrets use. Assault Buster's a really fun game, and I don't have much more to say about it other than it also looks pretty good, compared to many of the games on this cart, too.
Drilling Attack!!
this one's a platform game starring a robot that looks lot like Mechazawa from Cromartie High School, and who can also transform into a flying drill. The aim of each stage is to find a keycard and then the exit, with a secondary objective of finding glowing stone tablets hidden inside rocks. There's also a fun scoring system built around consecutively drilling through many blocks in quick succession to build up and maintain a multiplier. This one's a lot of fun, and also really satisfying to play.
The Last Knight
Something a bit different, a top-down action psuedo-RPG. You play as a knight who goes from room to room killing gargoyles and will-o-the-wisps and so on. For every five rooms you clear, you can increase your strength, dexterity or vitality. I recommend always putting points into strength, unless you're on low HP, in which case vitality will restore it and increase the max. I don't actually know what dexterity does, but i never felt weakened by its absence. This game's alright, I guess. It's not bad, but it's not one you'll come back to often, either.
Variable Arms
Back to platform games, with this one's gimmick being that you pilot a tranforming robot in it. In robot form, you can jump higher and have a fast, weak, short-range weapon, and in vehicle mode, you move faster and jump further, and your weapon is a long range cannon with a much lower fire rate. Another one that's pretty average, really. Nothing to write home about at all.
Whipper no Daibouken
A cute little platform game where you play as a little man with a whip who has to traverse jungle stages and get to the exit. This one doesn't have any special gimmicks or anything, but it does have well-designed stages, and it's fun enough to play that that doesn't matter. You can whip in front of you or upwards, and there are anchor-like hooks that your whip can latch onto, too. There's also a few different kinds of enemies that stand in your way, all with their own different behaviour patterns. Definitely one that's worth playing.
The Hidden Ninja Kagemaru
A stealth platform game that sees the eponymous ninja sneaking around stages trying to steal scrolls without being seen. Kagemaru has various items at his disposal, like a camoflage sheet to hide behind while guards walk past, and a magic eye that lets him see the guards' fields of vision. Unfortunately, though the concept is excellent, I just can't get into this game. Maybe it's just limited by its small scope: larger stages and Tenchu-esque stealth kills might have been massive improvements. Worth checking out for the cool gimmick, but not that great a game to play.
All Breaker
Yet another platform game, this time starring a girl with a big hammer, traversing stages with the mission of smashing special orange blocks littered about the place. The hammer can be used to smash most of the blocks from which the stages are built, too, and as the game progresses, different kinds of blocks with different properties start to appear. For example, blocks that are sent reeling ahead when hit, or ones tht are only held aloft by othe blocks, that fall when those blocks are smashed, and so on. Yeah, you probably won't regret spending your hard-earned points on this one.
Nano Creature Nyokki
A strange one this: you play as a microscopic tapeworm thing, and you swim around the screen collecting cubes and avoiding everything else. It's not a bad game, but it's not very interesting, either. I get the feeling this one was probably more fun to make than it is to play.
Shinobi Karakuri Den
This game is probably the best one on the whole cartridge, and the standalone DSiWare release actually reached North America, I think, though unfortunately not Europe. You play as a constantly-jumping ninja tasked with destroying cogs that are guarded by various kinds of samurai. You've got a bunch of tools at your disposal: shurikens, a sword, air-dashing, and every few stages there's aboss fight against an enemy ninja. Enemy attacks don't damage you, just knock you back, with death only coming when you fall off the bottom of the screen. The thing is, though, that every time you jump off of a platform, it disappears and another one appears in a random place. I may give this game its own post at some point in the future, because it's deeper and more interesting than it seems at first glance.
Super Hero Ouga
As if to deliberately provide contrast, the next game in this section is terrible. It's a single-plane beat em up starring a hero who bears an uncanny resemblence to Kamen Rider Agito, who fights of many identical enemies and occasionally a boss. It's boring, repetitive and your character feels way too weak. A disappointment all round.
Assault Buster
Getting back on track, Assault Buster is a great little single-screen shooter starring a jetpack-clad heroine zipping around shooting enemy turrets, with a big installation at the end of each stage and a bossfight against an evil-doer with a jetpack every few stages. Interestingly, each boss has a different special attack that's like a significantly-upgraded version of an attack one of the types of turrets use. Assault Buster's a really fun game, and I don't have much more to say about it other than it also looks pretty good, compared to many of the games on this cart, too.
Drilling Attack!!
this one's a platform game starring a robot that looks lot like Mechazawa from Cromartie High School, and who can also transform into a flying drill. The aim of each stage is to find a keycard and then the exit, with a secondary objective of finding glowing stone tablets hidden inside rocks. There's also a fun scoring system built around consecutively drilling through many blocks in quick succession to build up and maintain a multiplier. This one's a lot of fun, and also really satisfying to play.
The Last Knight
Something a bit different, a top-down action psuedo-RPG. You play as a knight who goes from room to room killing gargoyles and will-o-the-wisps and so on. For every five rooms you clear, you can increase your strength, dexterity or vitality. I recommend always putting points into strength, unless you're on low HP, in which case vitality will restore it and increase the max. I don't actually know what dexterity does, but i never felt weakened by its absence. This game's alright, I guess. It's not bad, but it's not one you'll come back to often, either.
Variable Arms
Back to platform games, with this one's gimmick being that you pilot a tranforming robot in it. In robot form, you can jump higher and have a fast, weak, short-range weapon, and in vehicle mode, you move faster and jump further, and your weapon is a long range cannon with a much lower fire rate. Another one that's pretty average, really. Nothing to write home about at all.
Whipper no Daibouken
A cute little platform game where you play as a little man with a whip who has to traverse jungle stages and get to the exit. This one doesn't have any special gimmicks or anything, but it does have well-designed stages, and it's fun enough to play that that doesn't matter. You can whip in front of you or upwards, and there are anchor-like hooks that your whip can latch onto, too. There's also a few different kinds of enemies that stand in your way, all with their own different behaviour patterns. Definitely one that's worth playing.
The Hidden Ninja Kagemaru
A stealth platform game that sees the eponymous ninja sneaking around stages trying to steal scrolls without being seen. Kagemaru has various items at his disposal, like a camoflage sheet to hide behind while guards walk past, and a magic eye that lets him see the guards' fields of vision. Unfortunately, though the concept is excellent, I just can't get into this game. Maybe it's just limited by its small scope: larger stages and Tenchu-esque stealth kills might have been massive improvements. Worth checking out for the cool gimmick, but not that great a game to play.
All Breaker
Yet another platform game, this time starring a girl with a big hammer, traversing stages with the mission of smashing special orange blocks littered about the place. The hammer can be used to smash most of the blocks from which the stages are built, too, and as the game progresses, different kinds of blocks with different properties start to appear. For example, blocks that are sent reeling ahead when hit, or ones tht are only held aloft by othe blocks, that fall when those blocks are smashed, and so on. Yeah, you probably won't regret spending your hard-earned points on this one.
Nano Creature Nyokki
A strange one this: you play as a microscopic tapeworm thing, and you swim around the screen collecting cubes and avoiding everything else. It's not a bad game, but it's not very interesting, either. I get the feeling this one was probably more fun to make than it is to play.
Thursday, 26 March 2015
Simple DS Series Vol. 18: The Soukou Kihei Gunground
I've covered a fair few Simple Series games in the past, on the
Playstation, PS2 and PSP, but the Simple DS Series warrants a bit of an
extra introduction. Like all the other versions of the series, it's a
long string of budget games that tend to have fairly generic titles with
a few diamonds hidden in the rough. What's special about the Simple DS
Series though, is that there seems to be a higher level of technical
quality than you might expect from a budget series of games on the
original DS. You might expect a lot of cheap-looking touchscreen
minigame compilations, but there's a lot of polygon-heavy action games
with pretty high production values.
The Soukou Kihei Gunground is an entry into what I feel is a pretty under-subscribed subgenre: military giant robot-themed action platformers whose progenitor is (as far as I know) Assault Suits Leynos. It has most of the common features: parts upgrading, a setting that seems heavily inspired by Soukou Kihei Votoms (obviously), even the missions have the same kinds of objectives and locations that other games have.
There's stages where the player just has to make their way from left to right, stages where every enemy has to be destroyed, stages where certain items have to be defended or destroyed or collected. And they take place in jungles, deserts, mountains, cities and secret bases. Upgrading is pretty simple, with a shop selling new weapons and parts, as well as healing items that can be used during play via the touch screen. (The touchscreen's only use in this game is for changing weapons and using items.) Menus are all in Japanese, but there's plenty of numbers and other visual representation, so navigation won't be too big a problem after you get used to things (and I'm assuming that most people who regularly read this blog can at least recognise the katakana for "save" and "load").
There's also ther option to change the colours of every indiviual part of your mecha, but unfortunately the developers have gone with a "realistic" look for the game, so no matter what colours the player picks, their mecha will still look like an ugly greyish pile of boxes. Most of the enemy mecha, at least, look like boldly coloured green or orange piles of boxes. I assume the developers of this particular title just had problems getting good 3D from the DS though, as all the backgrounds are pretty nice looking pixel art, all colourful and detailed.
The single player game is pretty good, and as I said, it's not a genre with a lot of options, especially on handhelds, but the game also has a pretty great multiplayer option. It actually has two multiplayer options, but the other one's a bit disappointing. They both allow download play with a single cartridge though, which is always nice.
Starting with the disappointment, there's the co-op mode. I was really looking forward to this mode before playing it, teaming up with some friends to smash enemy mecha sounded great, but unfortunately, the missions are so trivially easy with multiple players, there's no fun to be found here. The versus mode is a lot better though. It's pretty much as you'd imagine: each player enters into a small stage and wages battle until only one remains. Since all the available mecha are bipedal, it doesn't have the variety that the similar versus mode found in the SNES game Metal Warriors, but it does have the advantage of being on handhelds, so each player has their own screen.
Yeah, The Soukou Kihei Gunground is a pretty good game. I wouldn't pay a lot for it, but it's definitely worth a look if you happen across a copy going cheap.
The Soukou Kihei Gunground is an entry into what I feel is a pretty under-subscribed subgenre: military giant robot-themed action platformers whose progenitor is (as far as I know) Assault Suits Leynos. It has most of the common features: parts upgrading, a setting that seems heavily inspired by Soukou Kihei Votoms (obviously), even the missions have the same kinds of objectives and locations that other games have.
There's stages where the player just has to make their way from left to right, stages where every enemy has to be destroyed, stages where certain items have to be defended or destroyed or collected. And they take place in jungles, deserts, mountains, cities and secret bases. Upgrading is pretty simple, with a shop selling new weapons and parts, as well as healing items that can be used during play via the touch screen. (The touchscreen's only use in this game is for changing weapons and using items.) Menus are all in Japanese, but there's plenty of numbers and other visual representation, so navigation won't be too big a problem after you get used to things (and I'm assuming that most people who regularly read this blog can at least recognise the katakana for "save" and "load").
There's also ther option to change the colours of every indiviual part of your mecha, but unfortunately the developers have gone with a "realistic" look for the game, so no matter what colours the player picks, their mecha will still look like an ugly greyish pile of boxes. Most of the enemy mecha, at least, look like boldly coloured green or orange piles of boxes. I assume the developers of this particular title just had problems getting good 3D from the DS though, as all the backgrounds are pretty nice looking pixel art, all colourful and detailed.
The single player game is pretty good, and as I said, it's not a genre with a lot of options, especially on handhelds, but the game also has a pretty great multiplayer option. It actually has two multiplayer options, but the other one's a bit disappointing. They both allow download play with a single cartridge though, which is always nice.
Starting with the disappointment, there's the co-op mode. I was really looking forward to this mode before playing it, teaming up with some friends to smash enemy mecha sounded great, but unfortunately, the missions are so trivially easy with multiple players, there's no fun to be found here. The versus mode is a lot better though. It's pretty much as you'd imagine: each player enters into a small stage and wages battle until only one remains. Since all the available mecha are bipedal, it doesn't have the variety that the similar versus mode found in the SNES game Metal Warriors, but it does have the advantage of being on handhelds, so each player has their own screen.
Yeah, The Soukou Kihei Gunground is a pretty good game. I wouldn't pay a lot for it, but it's definitely worth a look if you happen across a copy going cheap.
Friday, 27 February 2015
Lei Nu Ji Shen (Game Boy Color)
It seems like it's been a long time since I featured a Game Boy game,
and even longer since I featured a Chinese pirate original. Lei Nu Ji
Shen (possibly also known as "Future Robot") stands out from the usual
Chinese crowd by eschewing most of their common flaws.
As far as I can tell, though the look of the main character (and the game in general) is definitely heavily influenced by 90s mecha anime, the setting is original. The visual presentation in general is of a particularly high standard, with nice backgroundsand detailed sprites. There are also some amazing looking full screen graphics for an intro and ending and also for static post-boss screens. The music doesn't live up to the looks though, being a shrill, beeping cacophony.
The game itself is a cut above the norm too, as the controls are tight, if not original, and the game is actually at a playable level of difficulty. The way your robot plays is just like Megaman: he can jump, he can shoot three normal shots or one charge shot, and he can dash/slide by pressing down and jump together. The only addition is that the robot in this game can also double jump. There's even an idle animation, which is just another way Lei Nu Ji Shen shows the extra bit of polish it has above its peers.
The stage design is unfortunately the game's weakest point after the music, as every stage consists of walking from left to right, while constantly shooting and occasionally jumping over a bottomless pit. Even the combat is boring, since there's rarely ever more than one enemy onscreen at a time. The boss fights add a bit of variety, though the stages between them seem to be incredibly long.
Although Lei Nu Ji Shen is, as I've said, a lot better than the usual pirate original, especially the ones that appear on 8-bit consoles, I can't recommend it. Even though it does look really great, it's just not very exciting to play at all.
As far as I can tell, though the look of the main character (and the game in general) is definitely heavily influenced by 90s mecha anime, the setting is original. The visual presentation in general is of a particularly high standard, with nice backgroundsand detailed sprites. There are also some amazing looking full screen graphics for an intro and ending and also for static post-boss screens. The music doesn't live up to the looks though, being a shrill, beeping cacophony.
The game itself is a cut above the norm too, as the controls are tight, if not original, and the game is actually at a playable level of difficulty. The way your robot plays is just like Megaman: he can jump, he can shoot three normal shots or one charge shot, and he can dash/slide by pressing down and jump together. The only addition is that the robot in this game can also double jump. There's even an idle animation, which is just another way Lei Nu Ji Shen shows the extra bit of polish it has above its peers.
The stage design is unfortunately the game's weakest point after the music, as every stage consists of walking from left to right, while constantly shooting and occasionally jumping over a bottomless pit. Even the combat is boring, since there's rarely ever more than one enemy onscreen at a time. The boss fights add a bit of variety, though the stages between them seem to be incredibly long.
Although Lei Nu Ji Shen is, as I've said, a lot better than the usual pirate original, especially the ones that appear on 8-bit consoles, I can't recommend it. Even though it does look really great, it's just not very exciting to play at all.
Sunday, 18 January 2015
Bogey Manor (Arcade)
But before I get onto them, I should really explain the game itself, shouldn't I? In it, some guy named Fritz goes to a series of ramshackle old mansions to, I guess exorcise them by destroying all the crystal balls therein. Each house is also infested with various kinds of monsters: ghosts, frankenstein's monsters, witches, and so on. Each house is divided into four screens, and each screen has four floors on it, with stairs and doorways being the way to get between floors. Most of the time, the player can only see the floor they are on, though there is an item that appears in each stage that illuminates every floor. After each orb in a house is smashed, the house starts to collapse from the top down, and the player has to rush to the exit. Failing to get to the exit before the house completely collapses results in death, obviously, but it also gives the player a different death screen than the usual, which is a nice touch.
Outside of the likely Ghostbusters cash-in attempt, the biggest influence on the game is probably Scooby Doo: the game takes place in a series of run-down old haunted houses, and the player's main method of attack is a nice little foray into silly slapstick comedy: to defeat most enemies, the player has to press one button to distract the monster by pointing at the floor or ceiling, and then press the attack button to clobber them over the head with their stick/lightsabre/thing. Most of the monsters don't stay down for long, and the fact that even ghosts can be beaten in this manner suggests that maybe, like most Scooby Doo monsters, they're just crooks in disguise?
The last, and least expected influence is Kamen Rider, or maybe just tokusatsu shows in general. I mentioned before the doors that can be entered to quickly travel from floor to floor, and on each stage, one of those doors (which i think is randomly selected each time, though I'm not certain) will be flashing, and upon entering the flashing door, the player is treated to a short transformation sequence, and for a short time become Super Fritz, who can beat up enemies without distracting them, and who moves slightly faster than regular Fritz, too. In an unusual move, however, the game actually penalises players who use Super Fritz's power, as there's a ten thousand point bonus at the end of each stage for not doing so.
Bogey Manor is a game I definitely recommend. It's fairly unique, and once you get used to it's little ideosnycrasies, it's a lot of fun to play.
Friday, 28 November 2014
Aworg (Mega Drive)
Aworg is one of a few games released via download for the short-lived, Japan-only Meganet internet service for the Mega Drive. It stars a cyborg (who, in my eyes, bears a mild resemblence to Megaman X), holding a paper fan in each hand and no weapons. The cyborg flaps the fans to achieve awkward flight, and is charged with the task of collecting three keys in each stage, and then exiting the stage via portal. (The title screen refers to the protagonist as a "hero in the sky", though as far as I can tell, his actions aren't partiularly heroic.)
The stages are full of obstacles, stationary and mobile. There are spikes, orbs, and aggressive floating aliens. The orbs and aliens can be killed, either by use of Aworg's special health-draining attack, by pushing them into spikes, or through repeated headbutts. Pushing enemies is a more complicated affair than it initially sounds, as its done by facing away from your target and flapping. It takes a while to get used to manage doing this and also actually avoiding other obstacles and getting to where you want to be. Headbutting is a more simple affair, being somewhat reminiscent of Ecco the Dolphin's charging attack, but since enemies take multiple hits, it's hard to dispatch them without taking damage yourself. Speaking of damage, the game gives the player a different amount of starting health for each stage, presumably in accordance with the stage's difficulty, though I assume that later stages will combine sadistic layouts with austere health rationing.
The game's not what you would call fun to play, and though it's biggest failing is that it's way too hard, it's too hard in a way that dares the player to play again, and try to get a little further. If you in the mood for a vintage masocore experience, Aworg might be a game you'd want to seek out. If not, it definitely isn't. And as for the odd title, I'm assuming that it's some kind of mangled portmanteau of the words "air" and "cyborg"
Monday, 17 November 2014
Super Glob (Arcade)
Super Glob is an arcade game of a style popular in the early 80s, featuring a cute thing of indeterminate nature avoiding enemies and eating things. It's probably safe to say that though a lot of the games in this trend weren't maze games (and in fact there was actually a fair amount of mechanical variation between most of the games), they were almost definitely inspired by Pacman's massive popularity.
In this particular iteration of the theme, the players control a small blue slime named "Glob", and ride in elevators to eat all the food on each stage. The enemies come in the form of various animals: crocodiles, frogs, rabbits, monkeys and pigs, each with their own behaviour patterns.
There's two buttons in use for this game, one to make glob jump up and stick to the ceiling, which is useful to evade enemies, and also to defeat them by dropping onto them from above, though each stage has a time limit in the form of an "energy level", which depletes faster whie Glob is stuck to the ceiling. The second button is used to press the buttons that are dotted around the stages to call the elevators to the player's current floor. This button comes with it's own cute little animation, and the elevators provide another method for dispatching foes: crushing with the top or bottom of the elevator, in a manner possibly inspired by Taito's Elevator Action, released in the same year.
A few stages in, the enemies gain the ability to call the elevators, to kill the player or, since they aren't too bright, each other. A couple more stages and some of the enemies can even ride the elevators up and down, which complicates things even more than it sounds like it does. Each enemy is worth a different amount of points, oddly all being mulitples of eleven. The amount of points each piece of food is worth increases by 10 each stage, too. These two things combine to make a simple, but still interest way of ensuring there can be some variation in the scores of players with different skill levels.
The game is known by a few other names, including The Glob, and Beastie Feastie. There are some difference between the differently named versions, too, though they're all fundamentally the same game: Beastie Feastie has uglier graphics, different stage layouts and a continue option. The Glob appears to be mostly the same as Super Glob, with only a few pallette difference and very minor changes to stage layout.
Here's a comparision of the first stages of each game, with Beastie Feastie on the left, The Glob in the middle, and Super Glob on the right :
You can read more about how this odd state of affairs came about here.
Super Glob is a game that's worth playing, in my opinion. It's cute, it has an interesting scoring system and it's fun to play. It's also part of a mildly interesting footnote in arcade history too, which is nice.
In this particular iteration of the theme, the players control a small blue slime named "Glob", and ride in elevators to eat all the food on each stage. The enemies come in the form of various animals: crocodiles, frogs, rabbits, monkeys and pigs, each with their own behaviour patterns.
There's two buttons in use for this game, one to make glob jump up and stick to the ceiling, which is useful to evade enemies, and also to defeat them by dropping onto them from above, though each stage has a time limit in the form of an "energy level", which depletes faster whie Glob is stuck to the ceiling. The second button is used to press the buttons that are dotted around the stages to call the elevators to the player's current floor. This button comes with it's own cute little animation, and the elevators provide another method for dispatching foes: crushing with the top or bottom of the elevator, in a manner possibly inspired by Taito's Elevator Action, released in the same year.
A few stages in, the enemies gain the ability to call the elevators, to kill the player or, since they aren't too bright, each other. A couple more stages and some of the enemies can even ride the elevators up and down, which complicates things even more than it sounds like it does. Each enemy is worth a different amount of points, oddly all being mulitples of eleven. The amount of points each piece of food is worth increases by 10 each stage, too. These two things combine to make a simple, but still interest way of ensuring there can be some variation in the scores of players with different skill levels.
The game is known by a few other names, including The Glob, and Beastie Feastie. There are some difference between the differently named versions, too, though they're all fundamentally the same game: Beastie Feastie has uglier graphics, different stage layouts and a continue option. The Glob appears to be mostly the same as Super Glob, with only a few pallette difference and very minor changes to stage layout.
Here's a comparision of the first stages of each game, with Beastie Feastie on the left, The Glob in the middle, and Super Glob on the right :
You can read more about how this odd state of affairs came about here.
Super Glob is a game that's worth playing, in my opinion. It's cute, it has an interesting scoring system and it's fun to play. It's also part of a mildly interesting footnote in arcade history too, which is nice.
Wednesday, 15 October 2014
Spica Adventure (Arcade)
I have to admit, when I first saw screenshots of Spica Adventure on System-16, I didn't expect much of it. It looked, to my eyes, like a cheap filler Bubble Bobble knock-off. Luckily, I turned out to be wrong, and this is a great game, unfortunately ignored by most, probably because it's a 2005 arcade game with no home release.
Spica Adventure is a fast paced action-platformer about a little pink-haired girl with an umbrella. The girl must come from some place where umbrella use is taught from a young age in special umbrella dojos, since it's used for all manner of things in-game: as a weapon with numerous different attacks, as a climbing aid, a parachute, a boat and as a shield. The use of an umbrella as this multi-purpose tool is a small act of genius on behalf of the designers, since anyone with any familiarity with an umbrella could probably read that last sentence and easily picture in their heads, how an umbrella would look doing all those things.
Structurally, the game is pretty standard: beat up enemies and score points until you find the stage's exit, then do that on the next stage and so on, with a boss every few stages, and a Darius-esque map of branching paths after each boss giving an extra incentive to come back a few more times after completing the game. But what happens in the stages, and how it happens is the game's main draw. Stages are designed so that something is pretty much always happening, whether it's enemies being fought, items being collected, flowers growing from the platforms the player stands on, or stuff in the background exploding in reaction to enemies being killed, or any comibination of these (including all of them at once), and obviously, there are sound effects and visual cues accompanying evertything, along with an ever-increasing score.
All these stimuli come together to not only make the game feel fast-paced, but also to subtly encourage the player to keep moving, making more things happen, and doing it all as fast as they can. It makes the game a lot of fun to play, like a significantly less intense version of the feeling you might get while playing a shooting game like Crimzon Clover or Mushihimesama Futari.
It's a shame that Spica Adventure never got a home port, but not a surprise: there just wasn't much room for this kind of game on home consoles in 2005. It would have fit in great on the Dreamcast, not just because it's a high-quality action game from the arcades, but because its brightly coloured, simple-but-sharp aesthetic evokes the visual styles of games like Chu Chu Rocket and Space Channel 5, among others. It would also have been the Dreamcast's only 2D platform game (as far as I know) until Gunlord came along in 2012, but as we all know, the big companies had all long since abandoned the DC by then.
Since it runs on the Taito Type X hardware, which is essentially just a PC in an arcade cabinet, you'd think that Spica Adventure (and pretty much every other Type X game that doesn't require some kind of specialist controller) would be a prime candidate for an official PC release, but obviously, Taito's masters at Square-Enix disagree.
Spica Adventure is a fast paced action-platformer about a little pink-haired girl with an umbrella. The girl must come from some place where umbrella use is taught from a young age in special umbrella dojos, since it's used for all manner of things in-game: as a weapon with numerous different attacks, as a climbing aid, a parachute, a boat and as a shield. The use of an umbrella as this multi-purpose tool is a small act of genius on behalf of the designers, since anyone with any familiarity with an umbrella could probably read that last sentence and easily picture in their heads, how an umbrella would look doing all those things.
Structurally, the game is pretty standard: beat up enemies and score points until you find the stage's exit, then do that on the next stage and so on, with a boss every few stages, and a Darius-esque map of branching paths after each boss giving an extra incentive to come back a few more times after completing the game. But what happens in the stages, and how it happens is the game's main draw. Stages are designed so that something is pretty much always happening, whether it's enemies being fought, items being collected, flowers growing from the platforms the player stands on, or stuff in the background exploding in reaction to enemies being killed, or any comibination of these (including all of them at once), and obviously, there are sound effects and visual cues accompanying evertything, along with an ever-increasing score.
All these stimuli come together to not only make the game feel fast-paced, but also to subtly encourage the player to keep moving, making more things happen, and doing it all as fast as they can. It makes the game a lot of fun to play, like a significantly less intense version of the feeling you might get while playing a shooting game like Crimzon Clover or Mushihimesama Futari.
It's a shame that Spica Adventure never got a home port, but not a surprise: there just wasn't much room for this kind of game on home consoles in 2005. It would have fit in great on the Dreamcast, not just because it's a high-quality action game from the arcades, but because its brightly coloured, simple-but-sharp aesthetic evokes the visual styles of games like Chu Chu Rocket and Space Channel 5, among others. It would also have been the Dreamcast's only 2D platform game (as far as I know) until Gunlord came along in 2012, but as we all know, the big companies had all long since abandoned the DC by then.
Since it runs on the Taito Type X hardware, which is essentially just a PC in an arcade cabinet, you'd think that Spica Adventure (and pretty much every other Type X game that doesn't require some kind of specialist controller) would be a prime candidate for an official PC release, but obviously, Taito's masters at Square-Enix disagree.
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