So, it's a puzzle game featuring Sanrio characters on the menu screens, and their faces on the blocks. Match three of the same and they'll disappear, the ones above will fall down, leading to the possibility of a chain. That's it, as far as the core mechanics of the game go. It's a slow rip-off of Columns, with music so awful it can only be that way on purpose.
But! That's not all there is to the game! There are three modes of play available, High Score, Endless and what the fan-translated version of the game refers to as just "Complete Stages". The first two are, as far as I
can tell, identical to each other, and they're the typical puzzle game single player mode in which the player just has to last as long as they can, scoring as many points as they can until they fill the screen up and the game ends.
The third mode is much more interesting, and probably the only interesting thing about this game. In it, there are five stages, each charging the player with a different task, the first and third are trivially easy: clear thirty sets of three or more, and clear five sets of four or more. Stages four and five are a little more challenging: clear ten "doubles" (a double being more than one set of three or more at the same time) and make ten chains. The second stage is the hardest, however, requiring 50,000 points to be scored. It would sound like a lot in most games, but the points in this game go up very slowly, and it's made even harder by
the fact that the well into which your blocks are falling is really small, possibly the smallest I've ever seen in a puzzle game at only six blocks wide by eight blocks high.
Of course, you could, with a bit of practice, complete all the tasks easily. But why would you bother? The game just isn't any fun. The stages gimmick is interesting, but the game itself is so slow and plain, there's just no excitement in it. Considering that it's for the Game Boy, facing stiff competition from many, many better puzzle games, therre's just no reason to ever play Sanrio Carnival. Apparently, the Sanrio name and characters were enough to get it to sell on release, though, as it did receive a sequel two years later.
Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts
Thursday, 15 May 2014
Thursday, 3 April 2014
Qix Adventure (Game Boy Colour)
I'm sure most people reading this blog have played Qix, or some clone of it. If not, the idea is that you claim territory in a big box by drawing smaller boxes inside it, while avoiding the things that already live in there. Most clones build on the original Qix's framework by having pictures be revealed in your claimed territory, and by adding power ups. Qix Adventure has these things, as well as a Pokemon bandwagon-jumping
collectathon element (the late 90s kids anime style the game's visuals have are further evidence of this), as
well as some faux-RPG trappings.
Playing as some kid named Speedy, you arrive on an island full of strange creatures that will, before each stage, engage Speedy in poorly-translated conversation. These creatures also appear in the stages themselves, though not as enemies that need to be avoided. The enemies are the traditional Qix and Sparks. There's also a treasure chest in each stage, though it's locked at the start of the stage, which is where the strange creatures come into things: capture them into your territory and the treasure chest opens. Obviously, capture the chest into your territory to claim the goods it contains. Said goods are the aforementioned collectathon element of the game, as the menu between stages will let you look at the treasures you've collected, along with a short description, also poorly translated. None of the treasures I've found seem to have any in-game use, though there is a screen in the menu for equipping items, and you are given money as well as points at the end of each stage, so presumably, there is equipment to buy later in the game? I've played through a few
areas, and hadn't encountered a shop yet, though. The way the game gives the player money is fairly interesting, too: the amount of money received at the end of a stage is a percentage of the points scored in the stage (starting at 2% and increasing gradually as the player progresses through the game).
Qix Adventure also has on the cartridge a port of the original Qix, selectable from the main menu, which is nice, I guess. If you like Qix and Qix-like games, Adventure is definitely one of the better ones I've played, so it's worth having a look at, though I'm not sure I'd want to pay the £10-ish it tends to go for on ebay.
Shamefully, I forgot to take a screenshot of the title screen while playing, and was too lazy to go back to my other computer to take one, so please make do with this google image searched replacement. I took all the other screenshots, though.
collectathon element (the late 90s kids anime style the game's visuals have are further evidence of this), as
well as some faux-RPG trappings.
Playing as some kid named Speedy, you arrive on an island full of strange creatures that will, before each stage, engage Speedy in poorly-translated conversation. These creatures also appear in the stages themselves, though not as enemies that need to be avoided. The enemies are the traditional Qix and Sparks. There's also a treasure chest in each stage, though it's locked at the start of the stage, which is where the strange creatures come into things: capture them into your territory and the treasure chest opens. Obviously, capture the chest into your territory to claim the goods it contains. Said goods are the aforementioned collectathon element of the game, as the menu between stages will let you look at the treasures you've collected, along with a short description, also poorly translated. None of the treasures I've found seem to have any in-game use, though there is a screen in the menu for equipping items, and you are given money as well as points at the end of each stage, so presumably, there is equipment to buy later in the game? I've played through a few
areas, and hadn't encountered a shop yet, though. The way the game gives the player money is fairly interesting, too: the amount of money received at the end of a stage is a percentage of the points scored in the stage (starting at 2% and increasing gradually as the player progresses through the game).
Qix Adventure also has on the cartridge a port of the original Qix, selectable from the main menu, which is nice, I guess. If you like Qix and Qix-like games, Adventure is definitely one of the better ones I've played, so it's worth having a look at, though I'm not sure I'd want to pay the £10-ish it tends to go for on ebay.
Shamefully, I forgot to take a screenshot of the title screen while playing, and was too lazy to go back to my other computer to take one, so please make do with this google image searched replacement. I took all the other screenshots, though.
Tuesday, 18 March 2014
Flash Motor Karen (PSP)
I'm sure everyone reading this blog knows of Sokoban or Boxxle or one of the other names of the ancient shoving boxes onto certain spots-type of puzzle game. Flash Motor Karen plays kind of like a more complicated, but simultaneously more forgiving version of those games.
Each stage is a small area with a switch and a door. The object is to press the switch, then get to the door. You can take as many steps as you like getting to the switch, but each stage has a limit on how many steps can be taken between pressing the switch and getting to the door. So, in puzzle mode at least, there are two main kinds of stages: ones which introduce the player to a new concept, in which the puzzle to solve is usually getting to the switch, allowing the player more leeway in learning how to interact with the new element, and the main kind, in which the player is given
elements they have seen before, and the main challenge of the stage is to set up a path to get from the switch to the door in as few moves as possible.
There's also a story mode, chapters of which are gradually unlocked as you make your way through puzzle mode, which, as well as telling a story (entirely in Japanese, of course, and thankfully skippable), also adds another type of stage. The third type of stage has enemy robots walking around the map, who act in a roguelike-style manner, only moving when the player moves. In these stages, the aim is to "trick" the robots into moving into a square adjacent to your own, so they can be dispatched with a press of the O button. Conversley, moving into a square adjacent to one of the robots will result in the player's death.
Flash Motor Karen is a pretty good game, and unlike many puzzle games of this type, never feels impossibly hard (though there are hard puzzles, I've yet to be stuck on one for more than 10-15 minutes, nor did I ever feel that the solution was totally beyond my reach). Though this might mean that the game is offensively easy for hardened sokoban fans. (Sokofans?)
Each stage is a small area with a switch and a door. The object is to press the switch, then get to the door. You can take as many steps as you like getting to the switch, but each stage has a limit on how many steps can be taken between pressing the switch and getting to the door. So, in puzzle mode at least, there are two main kinds of stages: ones which introduce the player to a new concept, in which the puzzle to solve is usually getting to the switch, allowing the player more leeway in learning how to interact with the new element, and the main kind, in which the player is given
elements they have seen before, and the main challenge of the stage is to set up a path to get from the switch to the door in as few moves as possible.
There's also a story mode, chapters of which are gradually unlocked as you make your way through puzzle mode, which, as well as telling a story (entirely in Japanese, of course, and thankfully skippable), also adds another type of stage. The third type of stage has enemy robots walking around the map, who act in a roguelike-style manner, only moving when the player moves. In these stages, the aim is to "trick" the robots into moving into a square adjacent to your own, so they can be dispatched with a press of the O button. Conversley, moving into a square adjacent to one of the robots will result in the player's death.
Flash Motor Karen is a pretty good game, and unlike many puzzle games of this type, never feels impossibly hard (though there are hard puzzles, I've yet to be stuck on one for more than 10-15 minutes, nor did I ever feel that the solution was totally beyond my reach). Though this might mean that the game is offensively easy for hardened sokoban fans. (Sokofans?)
Wednesday, 7 August 2013
Waku Waku Monster (Saturn)
I will try to find more interesting things hidden away in their catalogues, though. Like this!
Waku Waku Monster is a versus-type puzzle game that also includes a minor monster-raising element. Although the game was released well after Pokemon Red and Green, the monster raising in this seems to take its cues more from the earlier Tamagotchi. Having said that, one of the monsters in the game is a flagrant and shameless knock-off of Pikachu.You start the game with an egg that hatches into a young monster after the first stage, which then changes form after each subsequent stage. I don't know what, if any effect the form of the monster has on the game itself, though the opposite is fairly clear. After each stage a stats screen is shown, the results of which do seem to affect the forms your monster takes, though I don't know exactly how, nor what each stat is, as it's all in Japanese. I've included a screenshot of said screen in case any of my kind readers wants to lend some assistance.
As for the game itself, it's fairly simple. Your character stands at the top of the screen holding a blob, which will be in one of six colours. You move them left and right to decide where to drop the blob. If three or more of he same colour ar touching, they disappear, and game over occurs when the well is totally full, as opposed to ending when the blobs cross the top. As it's a versus-type puzzle game, there are also attacks. Rathyer than happening whenever a chain occurs, as in the Puyo Puyo series, the players each have a power meter that fills up as blobs are removed. When a player's meter is full, they attack automatically, sending junk blobs over to their opponent's field and the meter's maximum is raised. Players can also attack manually by pressing B, and of course, the attacks are more powerful the more full the meter is. This is measured by the amount in the meter, not as a percentage, so filling the meter at least once to raise the maximum is a good idea. If a player have some power when their opponent attacks, they can also press B to
guard, reducing or even completely stopping the attack from happening.
Waku Waku Monster is a pretty good game, though it can't really hold a candle to the giants of the genre, such as Puyo Puyo, Tetris Battle Gaiden or my favourite, the Magical Drop series.
Monday, 3 June 2013
Dharma Doujou (Arcade)
Dharma Doujou (or should it be "dojo"?) is a puzzle game based on a traditional Japanese children's game called Daruma Otoshi, in which a Daruma doll is placed atop a stack of coloured wooden blocks, which the player must attempt to knock away using a small hammer without letting the tower fall over.
Dharma Doujou combines this with the usual matching colours puzzle game mechanic. Each stage starts with numerous towers of blocks, Daruma dolls and other items, and the player, in the guise of a huge-eyebrowed
hammer-wielding monk, must knock away all the blocks to clear the stage.
When swinging at a row of blocks, the leftmost block of that row is knocked into a chamber beneath the playing field. When this chamber is full, if all the blocks in it are the same, they disappear, if not, they rise up to make a new bottom row in the playfield. At the start of the game, the chamber holds three blocks, though this increases by one every couple of stages.
There are two ways to lose the game: either run out of time, or allow one of the block towers to reach the top of the screen. The time limit, rather than being represented by a traditional clock, is shown by a creature
(the creature, along with the difficulty, changes every two stages and so far I've seen a crab, an oni and a pair of koinobori.) climbing towards a finish line in the top-left corner of the screen.
I highly recommend this game. Though it gets very difficult very quickly, it's also satisfying and fun to play as well as addictive. The developer/manufacturer Metro has made a few interesting arcade games, so expect me to be writing about those too in the future.
Dharma Doujou combines this with the usual matching colours puzzle game mechanic. Each stage starts with numerous towers of blocks, Daruma dolls and other items, and the player, in the guise of a huge-eyebrowed
hammer-wielding monk, must knock away all the blocks to clear the stage.
When swinging at a row of blocks, the leftmost block of that row is knocked into a chamber beneath the playing field. When this chamber is full, if all the blocks in it are the same, they disappear, if not, they rise up to make a new bottom row in the playfield. At the start of the game, the chamber holds three blocks, though this increases by one every couple of stages.
There are two ways to lose the game: either run out of time, or allow one of the block towers to reach the top of the screen. The time limit, rather than being represented by a traditional clock, is shown by a creature
(the creature, along with the difficulty, changes every two stages and so far I've seen a crab, an oni and a pair of koinobori.) climbing towards a finish line in the top-left corner of the screen.
I highly recommend this game. Though it gets very difficult very quickly, it's also satisfying and fun to play as well as addictive. The developer/manufacturer Metro has made a few interesting arcade games, so expect me to be writing about those too in the future.
Thursday, 21 February 2013
Whipplu Special (X68000)
Just a small post to fill in a gap in my silly self-imposed "there has to be a gap of two posts between posts with the same tag" rule.
Whipplu Special (the name that's in the loading screen, if that's not what it says on the title screen) is a block-sorting puzzle game which, on first glance looks a lot like the SNES game Panel de Pon. It plays quite differently, though rather than having to form groups of touching blocks, the aim is to have three or more similar blocks on the same row, a which point they will disappear. Game over comes when you try to put a block into a column that's already touching the top of the field. Also unlike Panel de Pon (an most other post-Puyo Puyo puzzle games, there's no kind of vs mode, nor does the game gradually get faster as you play.
The pace is actually a big departure from the genre at large, as the game is much more sedentary than it's peers. You can take as long as you want to eye up the situation before placing your blocks without penalty. Another unusual, but not unheard of feature is the way stages work in this game, being a system similar to some older versions of Tetris: each stage has a quota of blocks to be cleared, at which point it will end. Between the stages, you'll be shown a picture of some food, which is nice. There's also a Ranking Mode, the aim of which is to achieve as high a score as possible while removing 100 blocks.
Unfortunately, though the background art is a nice scene, it doesn't seem to ever change. Or at least, not as far as I've seen (having managed to get about 7 or 8 stages in). The music does change every few stages though, and it's pretty nice too.
Whipplu Special (the name that's in the loading screen, if that's not what it says on the title screen) is a block-sorting puzzle game which, on first glance looks a lot like the SNES game Panel de Pon. It plays quite differently, though rather than having to form groups of touching blocks, the aim is to have three or more similar blocks on the same row, a which point they will disappear. Game over comes when you try to put a block into a column that's already touching the top of the field. Also unlike Panel de Pon (an most other post-Puyo Puyo puzzle games, there's no kind of vs mode, nor does the game gradually get faster as you play.
The pace is actually a big departure from the genre at large, as the game is much more sedentary than it's peers. You can take as long as you want to eye up the situation before placing your blocks without penalty. Another unusual, but not unheard of feature is the way stages work in this game, being a system similar to some older versions of Tetris: each stage has a quota of blocks to be cleared, at which point it will end. Between the stages, you'll be shown a picture of some food, which is nice. There's also a Ranking Mode, the aim of which is to achieve as high a score as possible while removing 100 blocks.Unfortunately, though the background art is a nice scene, it doesn't seem to ever change. Or at least, not as far as I've seen (having managed to get about 7 or 8 stages in). The music does change every few stages though, and it's pretty nice too.
Friday, 25 January 2013
TRL: The Rail Loaders (Playstation)
Hello! I'm back again! I apparently get the same amount of monthly views whether I post or not! Is that a good thing or a bad thing?
Anyway, on to today's game. I think it might actually be a port of a Korean PC game, but I'm not sure.
It's hard to categorise, but I'm listing it as a shooting game and a puzzle game. Mostly a shooting game though. But unlike most shooting games, you play as a train on a track, and as such, your movement is mostly restricted to moving back and forth along that track, as well as jumping over obstacles. You also have an AI-controlled parttner, who's performance mostly varies between useless and annoying.
You do get some small choices as to where you go in the stages, as there are switches here and there along the way that change the route you're taking. The problem with this is that you don't know which routes are the best unless you've playted through the stage before.
Along the way, there'll be other trains on your track going the opposite direction that you'll have to shoot, and brown... things that you'll have to jump over. Your gun isn't a typical destructive weapon, instead shooting a large bubble that your enemies safely float away inside.
At the end of each stage, there's a boss fight, during which your train will inexplicably take flight. The first boss is a pushover: you can just sit in front of its weakspot and shoot until it dies, but the second boss is a lot harder, constantly attaking, and hiding its weakspot away most of the time.
I haven't beaten the second boss yet, and to be honest, I probably never will. The game, despite being original, just isn't very good. I don't recommend wasting any time playing it.
END.
Anyway, on to today's game. I think it might actually be a port of a Korean PC game, but I'm not sure.
It's hard to categorise, but I'm listing it as a shooting game and a puzzle game. Mostly a shooting game though. But unlike most shooting games, you play as a train on a track, and as such, your movement is mostly restricted to moving back and forth along that track, as well as jumping over obstacles. You also have an AI-controlled parttner, who's performance mostly varies between useless and annoying.
You do get some small choices as to where you go in the stages, as there are switches here and there along the way that change the route you're taking. The problem with this is that you don't know which routes are the best unless you've playted through the stage before.Along the way, there'll be other trains on your track going the opposite direction that you'll have to shoot, and brown... things that you'll have to jump over. Your gun isn't a typical destructive weapon, instead shooting a large bubble that your enemies safely float away inside.
At the end of each stage, there's a boss fight, during which your train will inexplicably take flight. The first boss is a pushover: you can just sit in front of its weakspot and shoot until it dies, but the second boss is a lot harder, constantly attaking, and hiding its weakspot away most of the time.I haven't beaten the second boss yet, and to be honest, I probably never will. The game, despite being original, just isn't very good. I don't recommend wasting any time playing it.
END.
Saturday, 3 November 2012
Cardcaptor Sakura - Sakura Card de Mini Game (Game Boy Advance)
In case you're some weirdo that never saw it, Cardcaptor Sakura was one of the best cartoons of the late 90s, and is still one of the all-time best magical girl shows. There's also a fair few games based on it, none of which were released in English (to my knowledge), which is pretty strange, as I remember the show being really popular over here in its day.
Of the two I've played (the other one being Clow Card Magic for the Playstation), this is the best. It's set during season 2 of the tv show, when Sakura was turning the Clow Cards into Sakura Cards. Each episode of the show is a stage in the game (except some, which are just cutscenes), and each stage plays differently.
Generally, you'll have to either protect something until a timer runs out, or find something before a timer runs out. There are a few other kinds of stage too, but they all last roughly a minute.
Most of the games are pretty fun, though none are anything special. The main attraction is the graphics: bucking the usual trend for licenced GBA games (and GBA games in general) for having disgusting pre-rendered sprites by having nice colourful graphics with chunky sprites and detailed backgrounds.
Although most of the game is pretty easy, i gave up on it after about 15 or 20 stages when it gave me one of those sliding picture puzzles to solve. Those are never anything other than boring and frustrating.
This is a short post, but I'll do a better one soon, I promise.
Of the two I've played (the other one being Clow Card Magic for the Playstation), this is the best. It's set during season 2 of the tv show, when Sakura was turning the Clow Cards into Sakura Cards. Each episode of the show is a stage in the game (except some, which are just cutscenes), and each stage plays differently.
Generally, you'll have to either protect something until a timer runs out, or find something before a timer runs out. There are a few other kinds of stage too, but they all last roughly a minute.
Most of the games are pretty fun, though none are anything special. The main attraction is the graphics: bucking the usual trend for licenced GBA games (and GBA games in general) for having disgusting pre-rendered sprites by having nice colourful graphics with chunky sprites and detailed backgrounds.
Although most of the game is pretty easy, i gave up on it after about 15 or 20 stages when it gave me one of those sliding picture puzzles to solve. Those are never anything other than boring and frustrating.
This is a short post, but I'll do a better one soon, I promise.
Wednesday, 12 September 2012
Columns III: Revenge of Columns (Mega Drive)
Everybody's played Columns, right? It was on the Megagames compilation cartridge that came with my (and probably a lot of other people's) Mega Drive. Also, it's not even the first time it's come up here, as I wrote about a really pointless and rubbish version of it that was featured on the Game Gear 4-in-1 cart.
Anyway, this is one of the lesser-known sequels to Columns. For some reason, the second game didn't get a home port until years later, on the Saturn as part of the Japan-only Columns Arcade Collection. As a result, I've never played that game.
Like most mid-90s puzzle games, this one focuses on versus play, rather than single player survival. In fact, it has no such traditional mode, with the only single player mde being against CPU opponents. There's also versus modes available for up to four players! Another strange thing about Columns III is that there's no scoring at all.
Unlike most versus puzzle games, there's no automatic attack inflicted on your opponent when you do well, but rather, there are two numbers beside your pit that increase as you clear gems. Clearing more gems in one go or scoring chains makes the numbers go up significantly faster.
The large blue number goes up for each individual jewel cleared, plus bonuses when applicable. It maxes out at thirty, and it's your main method of attack. When you press C, for every ten points on this meter, the bottom of the opponent's pit will rise up one square. Doing this attack also has the side effect of trashing the set of jewels the opponent is currently placing, adding an extra bit of strategy to it.
The smaller white number beneath it goes up by one for every set of jewels you clear, and each time it reaches a multiple of twenty, a flashing magic gem appears. These work very differently to how they work in the original game, being split into three parts: a square, and two triangles, one pointing up, the other down. You only get to land one of the three, and each has a different function. The upwards pointing triangle raises the opponent's floor two squares, the downwards one powers your own floor significantly (assuming you have been on the receiving end of your opponent's attacks), and the square has the traditional function of erasing all of whatever colour it lands on.
You'll also recieve items for winning the first few battles in single player mode, which you should really try to save until the last boss.
Columns III is a pretty good game. Definitely a lot more interesting than the original, which I've always found pretty boring, despite its excellent visual and aural presentation. Oddly enough, this game is somewhat lacking in those areas compared to its progenitor, looking and sounding a fair bit cheaper in comparision. Still, it's definitely worth playing.
PS. I've recently revived my long forgotten tumblr account, so if you use tumblr, you should go and follow me and make me feel popular.
PPS. The next post on this blog will be the 100th! Should I do something special? Or just make it a regular post?
Friday, 6 July 2012
XESS - The New Revolution (Arcade)
This is a Korean arcade game, that's actually a compilation of three games, two of which had been previously released seperately. Okay, then.S
o, the first game is Cookie and Bibi. It's Puzzle Bobble. It has puzzle and versus modes like Puzzle Bobble, the same mechanics as Puzzle Bobble, it is Puzzle Bobble, but with different graphics. I guess the fact that it has different sport-related balls instead of different coloured bubbles is a nice touch, though? It's also a part of a series of three games, all of which appear to be Puzzle Bobble clones. I suspect it might be the second in the series, but I have no idea why.The next game is Hyper Man, which was originally called Hyper Pac-Man. It's a Pac-Man ripoff, of course. A really good one, though! It seems like the makers wanted to rip off Pac-Man, but then they had a bunch of other ideas and stuck them all in, too.
There's different kinds of enemies, boss fights, destructible walls and a bunch of power-ups including (but not limited to) jump shoes, speed-up shoes and a helmet that shoots lasers! Also, unlike the original Pac-Man, each stage has a different layout, and there's room in there for odd gimmicky stages, like a stage that is just dots and ghosts, with no walls. I seem to remember there being a homebrew amiga game, also called Hyper Pac-Man, that also featured the addition of a bunch of power ups and gimmicks. I doubt the two are related, though.The final game,
and the only one that is completely new for this compilation is New Hyper Man! It re-uses a lot of sprites from Hyper Man, but it isn't a Pac-Man clone, it's a single screen top down shooter! On each stage, kill all the blue enemies to go on to the next stage. Dead enemies constantly respawn after death as red enemies, though you only have to kill all the blue ones to advance. There are items strewn about the stages, too, including
the points-giving food items from Hyper Man, as well some of the power ups from Hyper Man. Getting points is very important in this game, since your score also acts as an RPG-esque experience system, with your weapon becoming more powerful as your score increases. New Hyper Man is a really fun and fast game, and could really have been released on its own, especially since the other two, weaker games already had been. Maybe they though such a move would be too cheeky, considering all the re-used graphics in NHM? Never stopped bigger, more "legitimate" companies, though, did it?
Friday, 22 June 2012
Manpuku (PC98)
I promised a post about this game, and here it is! Manpuku could pretty easily be played as a card game with real people, and it'd be pretty fun. As it is, a single player videogame, it's fun too. Well done, Manpuku.Anyway, the idea of the game is that you're one of four chefs who take turns feeding the king. Each kind of food is worth an amount of points, and the king's stomach can hold exactly 1000 points worth of food. If he eats over 1000 points, he gets very upset and fires the chef who made him cross the line. So, if you survive 3 rounds, you are the winner. Food isn't the only kind of card you get, though: there are pills that reduce the king's fullness by 100 points, glasses of water that are worth 0 points, cocktails that reverse the turn order, and explosion-things that force the next player to play two cards.
The explosion-things can be especially evil, since if a player plays one of them, then the next player does, too, then the curse moves on to the nex
t player after that, who has to play 4 cards! The special cards appear randomly, but you can guarantee getting one by ensuring the king's fullness reaches a certain number (displayed in a box next to the king) exactly on your turn.After a couple of games, you'll be working out little strategies and tactics to enable you to win, but this being a cardgame, sometimes you're just unlucky and have to take a loss.
Manpuku is a really, really fun game, though being a free giveaway game on a disc with a bunch of others, it is very short, with only 2 sets of opponents to fight before the credits roll. Even worse is that as far as I can tell, there's no versus mode. Unless this is just a demo, though I haven't been able to find any evidence of a full standalone version.
Sorry about the short post, the next one'll be better, promise. Plus, it'll be a playstation game. Those are always crowdpleasers, right?
Friday, 27 January 2012
Sega Game Pack 4 in 1 (Game Gear)
It might seem strange to review a compilation, but this isn't a compilation of previously released games, the games on here were made specifically for a compilation. Not this compilation, though. Three of the games were originally part of two Japan-only releases called Kuni-chan no Game Tengoku Volume 1 & 2. The other game, Penalty Shootout was made especially for this cartridge, which appears to have been released only in Europe, mainly as a pack-in with the console, but apparently there's also a very rare boxed release of it too.
You might say that a console pack-in might not be obscure enough to fit this blog's remit, but it's not like you see people posting about this game everywhere, is it? It seems to have been mostly forgotten, which is good enough for me.
So, on to the games!
First up is Flash Columns, which, as you might guess from the title, is a cut-down version of columns, featuring only the "Flash mode" from the full version. If you don't know, flash mode gives you a stage partially filled with jewels, some of which are flashing. Get rid of the flashing jewels and go on to the next stage. There are a couple of differences between this version and the version you might be used to, though. Firstly, although the jewels still fall in vertical columns of three, to mak
e them disappear, they have to be arranged so that at least four of the same colour are touching, non diagonally, as opposed to the normal columns rule of putting three in a row, in any direction. The other difference is the scoring system, or rather, the lack of one. In this game, you get one point for every jewel you make vanish. No extra points for chains or disappearing large amounts at once, and also no time limit to get the falshing jewels in. This is the flaw that ruins the game, with no rewards for speed or skill, it feels like a tedious trudge.
The second game is the one made especially for europe, Penalty Shootout! Essentially, it's a guessing game. You choose which direction to make the guy kick the ball, and how high. Then you hope the goalie doesn't jump in the same direction. After five shots, you switch places. There's no way of knowing what the computer player is going to do, making the whole thing a pointless waste of time. Don't bother with it.
The third game, which is referred to by most of the internet as just "Rally", though I'm sure I remember it being called something like "Pan-American Grand Prix" in the manual, though I no longer have the manual, and of course there are no scans of it online (as far as I can tell), so wo knows? Anyway, this is definitely the best game of the four. It's an Outrun-clon
e, but with no branching paths. So I guess you could also call it a Hang-On clone, but in a car, if you wanted to. Whatever you want to call it, it's fast and fun and has nice graphics. The only downside is that it's really really short and easy. But that's not a massive downside, is it?The last game, which is also the second best game on the cart is Tennis. It plays exactly like Nintendo's Tennis game on the Game Boy. Obviously this version is infinitely better though, for three reasons: it's made by SEGA, it's in glorious colour, and instead of Mario being the referee, Sonic is the referee. Other than those differences, I assume it's only the game's relative obscurity that stopped there being any kind of lawsuit, as it really does play exactly like Nintendo's game.
Friday, 23 December 2011
One Piece Mansion (Playstation)
The thing this game is most famous for is having nothing to do with stretchy pirates. It also has nothing to do with mansions either, so it all works out for the best in the end.You play as the manager of an apartment block who looks kind of like Gaz from Invader Zim, and you've got to keep all your tenants happy so they don't explode. You do this by strategically arranging their apartments. How do you know how happy they'll be? Each kind of tenant has a bunch of arrows coming out of them when you highlight them. Blue arrows mean anyone in that direction of the tenant will be made happier by their presence, red arrows mean that their neighbo
urs will be made less happy. Further complicating matters are criminals who will randomly move in, spreading bad vibes around them, and occaisionally wandering the building causing havoc. To get rid of them, you have to make good use of your more annoying tenants to drive them out, as well as running around blowing a whistle and/or spraying a fire extinguisher at them when they go on their mischeivious jaunts.In story mode, you go through a finite amount of stages, each with an objective, such as "Build 30 rooms!" or "Make $20000!". If you run out of money, the game ends. There's also an endless mode, with no objectives, you just keep building upwards until you run out of money.
Story mode is excellent, the stages are fast-paced and don't take too long to do, the only problem being it's quite easy and very short (I completed story mode without failing a single stage.). Endless mode is also very easy, and obviously lasts a long time, but has a different problem: the lack of objectives makes the game very boring. You just build tenants as soon as they come along, then wait for either more tenants to appear, or for that month's rent to be paid, with only the occaisional criminal to break up the monotony.
One Piece Mansion is good, and definitely worth playing, I just wish it had some kind of mode with infinite, randomly generated mission objectives.
Monday, 28 November 2011
Kirby no Omochabako - Hoshi Kuzushi (SNES)
Remember at the end of the Dyna Brothers review, where I said I was worried that I was doing to many positive reviews? Well, this should help buck the trend a little!This game is terrible. It's an Arkanoid-like, starring Kirby as the ball, and has the player controlling two hamsters carrying a sheet to bounce him upwards with. The fact that this setup is kind of cute is probably the most positive thing that can be said about this game.
It mostly plays like any other generic Arkanoid-like, with the gimmick that you have a constantly depleting "stars" counter, and if kirby hits the ground while it's above zero, he'll bounce once, giving you a chance to catch him rather than losing a life straight away, and you'll also lose 10 stars. The blocks are star shaped, and for every one that's destroyed, a little star falls down which boosts your star counter slightly.
The problem is that it's just incredibly slow and boring.
The first problem
is that there are no power-ups at all, unless you count the stars. The second problem is that Kirby's movement speed never increases. The third and fourth problems are that the blocks are really tiny and there are tons of them in each stage.All of these add up into a game in which you spend long, tedious minutes staring at Kirby slowly bouncing around the screen, waiting for him to hit the two tiny stars at either side of it.
I should also mention that this was an early downloaded title, distributed via the Satellaview system, using some kind of arcane sorcery. This fact might lead you to think that I'm being unnessecarily hard on the game, but I'm not. Kaizo Chojin Shubibinman Zero and The Legend of Zelda: Ancient Stone Tablets were also Satellaview titles, but they were both awesome, fully fleshed out games.
Thursday, 22 September 2011
Toryumon (Arcade)
When you're looking through a big long list of ROMs you've never heard of, how do you pick out the ones you want to play? I picked this one because it had the same name as the wrestling gym/promotion founded by Ultimo Dragon, that eventually changed it's name into Dragon Gate. But obviously, this game has nothing to do with wrestling at all. It's a kung-fu themed puzzle game.It's pretty simple to play: yellow blocks fall into your pit in pairs, and some (or all) of the blocks' corners will have blue quarter-circles on them. Put four of those blue quarters together to make a full circle, and the four blocks disappear, the surrounding blocks get more blue quarters on them, and some junk blocks fall into your opponent's pit.
The junk blocks are actually an essential part of playing, though, as when you get rid of some regular blocks, any junk blocks touching them will gain a blue quarter on all four corners, which is (as far as I'm aware) the only way to get combos in this game. This means when
half your pit is full of junk, it's very possible to make a dramatic and cool comeback! In a way, this is similar to the timed junk blocks in Super Puzzle Fighter Turbo, though in that case using them to your advantage is as much about waiting as skill (not that I'm saying that Toryumon is better than SPFT, though. Although Toryumon is pretty good, that would be crazy talk.).The AI is pretty good at the game, too. If you let your guard down for even a few seconds, they can quickly mess up all of your plans and beat you in no time at all!
Toryumon is good. Strange that it never got a home or even handheld release, really. It just seems to have sank without a trace, never to be heard from again. What a shame.
Saturday, 23 April 2011
Action Puzzle Prism Land (Playstation)

I know i review a lot of playstation games on here, but that's mostly because there are tons and tons of interesting playstation games that are also really obscure! There are quite a few DS games I want to write about too, but I can't take screenshots of those. I might do it without screenshots eventually anyway, because there are a lot of really cool games for DS that hardly anyone knows about. Anyway, here is another playstation game!
It's an arkanoid-like, which you could probably have guessed from the screenshots. To be honest, when I loaded this game up for the first time, and i saw the catboy and the fairy, i wasn't expecting it to be that great. Luckily, i was wrong. It's one of the best arkanoid-likes I've ever played!
What makes it so great? Well, it takes cool elements from other games of the sam
e genre, like power-ups, points bonuses for combos, boss fights, etc., and puts them alongside some really good level design, and it's own gimmick (and biggest draw): the fact that most power-ups don't cancel each other out!Most of these games have power-ups, but you can usually have one power-up at a time, for example: you get a power-up that makes your bat wider, but if you collect the multiball power-up, it'll go back to it's normal size. In Prism land, most power-ups can be collected together. You can have the elongated bat and the multiple balls and other effects all happening at once!
Not only that, but the power-ups themselves work in cool ways too! For example, the multiball power-up: Instead of just splitting your ball once into three or four, it splits the ball in two every time it hits the bat. And it does this with every ball that hits the bat, leading to balls everywhere. The elongated bat power-up too works slightly
differently to most games in that you can collect it more than once, leading to a comically huge bat. And there's more: remote control balls, giant balls, one-use exploding balls and so on. And most (if not all) of them can be used together!There was also a European release of this, called "Prism Land Story" that can still be bought for very very cheap online. Be warned, though: for reasons beyond my ability to discern, the morons who localised it removed the ability to save high scores or progress. Great work, idiots.
Tuesday, 21 December 2010
Famimaga Disk Vol. 1 - Hong Kong (Famicom Disk System)

This is only going to be a shortish review, because there are Playstation games about which I intend to write, but I like to ensure a bit of variety by making sure that each new review is a different genre and system than the previous one. So the first update in months, and it's essentially filler. Woo.
So! I recently started exploring the romset of the Famicom Disk System for the first time, and found out about a few cool games I hadn't played before (plus versions of Metroid and Kid Icarus that allow for saving). Anyway, this is the one about which I have chosen to write, because it took me by surprise, I hadn't heard of it before, and since it was apparently a coverdisk for a Japanese magazine twenty years ago, I'm sure it fulfills the obscurity quota.
So, looking at the screenshot, you might make the same mistake that I did on fir
st sight of this game and think it's a Shanghai clone. It's not. It's actually slightly more complicated than Shanghai. Although you are removing tiles in the right order, so it is a bit like Shanghai.What happens is, you are given this arrangement of tiles (there are a few shapes from which to choose, plus an option to create your own, and before you start, you enter a 3-letter code, which decides how the tiles will be arranged, which I guess means there are... 17576 different tile arrangements for each shape), and you can take away one tile at a time. The game randomly (I think) decides what character of tile you can take, and you recieve between 20 and 320 points for removing a tile, depending on how many other tiles are touching it, more tiles touching equalling more points. The catch being that if a tile doesn't have any others touching it from below, it falls and your game ends, which makes going for the big-money tiles inside the pile a lot riskier than the 20-80 point ones on the outside. Clever!
But is it actually fun to play? It's alright. A nice enough diversion to emulate on a handheld or laptop while watching TV, but not interesting enough to devote a decent amount of time or concentration to. And you probably won't play more than one game in a row without getting bored of it.
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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