So, it's only after playing the Japanese version of this game for a few hours that I learn that it actually had a western release, under the name "Patchwork Heroes". But I think the fact that I've never seen or heard anyone speak about either version makes it fine material for an obscure videogames blog. Anyway, if, like me, seeing screenshots of it makes you assume that it's some kind of quirky tower defence-type thing where you build flying battleships with cannons and turrets and things. It's actually kind of the opposite! What Hyakumanton no Barabara is is an imaginative twist on the old Qix formula, that sees you cutting apart huge flying battleships while working under the pressure of a strict time limit (since you want to destroy the battleships before they reach your hometown), and while under attack from the ships' various defence systems, mobile and otherwise.
So the way it works is that you climb around on the side of the ship, and you can cut swathes across it. If you cut in such a manner that the ship is split in two, the smallest part is destroyed and falls away. Your mission on each stage is to keep destroying bits of the ship until it falls out of the sky. Some stages also add little extra objectives that need to be fulfilled alongside your main goal, like ensuring one certain part of the ship remains intact, or collecting all of a certain item that's strewn around the ship.
There's many different kinds of enemies crawling around the ship triyng to stop you, and they each have a skill, like being able to repair the ship, or being able to fly, so they can't be killed when you cut away the part of the ship they're standing on, and so on. You can take two hits from enemies before dying, represented by the fact that you have two other people climbing alongside you at the start of each stage. There's also prisoners to rescue from cages dotted around the place, and if you have less than two remaining, they'll step in to replace them. Otherwise, they'll fly away with a balloon. There's also a few power-ups, which are the same as usual for Qix-alikes: faster movement, stop time for all the enemies, and so on.
The game looks and sounds really nice, too! Like you could guess from the game's western title, everything looks like it's made from big, colourful patchwork quilts. What you can't tell from the title is that the music is really bouncy and fun, sounding like a kind of eastern european marching band? It's pretty unique, as far as videogame soundtracks go, at least.
I really enjoyed this game. I'd even go as far as to say that playing it is the most fun I've ever had playing a Qix-alike game! That might be damning with faint praise, since most of them have more of a "addiction through frustration" thing going on, rather than genuine enjoyment. But yeah, Hyakumanton no Barabara/Patchwork Heroes is a great little unsung hero of the PSP library. I think it might also be the first PSP game I've featured on this blog that I recommend without reservation? That's nice.
Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts
Thursday, 17 November 2016
Sunday, 23 October 2016
Blocken (Arcade)
For years, I thought that Taito had made the first competitive block-smashing game in 1997, when they combined Arkanoid and Puzzle Bobble into Puchi Carat. But it turns out that Visco beat them to it by three years when they released Blocken, which for some reason seems to have been totally forgotten and never even got ported to a single home system, despite its ground-breaking concept.
Each match sees the two opponents each smashing blocks in their own seperate well, and the match can end in one of three ways: a player can win by clearing all the blocks in their well, or they can lose by either losing their ball off the bottom of the screen (though each player does start with a row of multi-hit bricks behind them, so this rarely happens) or by having their bat crushed by descending blocks.
It could be said that it's less "pure" than Puchi Carat, though, as while Taito's game uses nothing but blocks, ball, bat and the bottom of the screen to create the rules of engagement, Blocken uses a similar system of power-ups to the infamously brutal SNES competitive puzzler, Tetris Battle Gaiden, in that certain blocks drop stars, which, like the power pellets in TBG, can be saved up and used towards various ends. Using between one and seven stars will push your opponent's blocks down one row for each star used, and if you used more than five, you'll also summon the games mascot, a small winged ball creature, to come and repair one of your protective blocks. If you keep collecting a few more stars after you've saved up seven, your star gauge will start flashing, and cashing in while this is happening gets you all the lesser benefits, as well as a few seconds in a kind of super-mode where your ball smashes through blocks without bouncing off them, and your bat becomes enflamed and indestructible, also destroying blocks it touches.
Once you figure out how the rules of the game work (or have someone explain them, like I just did), it's actually a lot of fun! It doesn't have the aesthetic polish or mechanical purity of Puchi Carat, but it's definitely as fun and totally worth playing. Plus, even without that game's polish, it does have a lot of it's own nice little touches, like how the ball can hit stars on their way down the screen, knocking them slightly off course, or how each of the AI opponents has a slightly different-looking bat. It's little things like that that can really add a lot of character to a simple game like this.
Blocken's a game I definitely recommend seeing out if you enjoy block-smashing games or competitive puzzlers (or both), and it's a shame it never got the attention or recognition it deserves.
Each match sees the two opponents each smashing blocks in their own seperate well, and the match can end in one of three ways: a player can win by clearing all the blocks in their well, or they can lose by either losing their ball off the bottom of the screen (though each player does start with a row of multi-hit bricks behind them, so this rarely happens) or by having their bat crushed by descending blocks.
It could be said that it's less "pure" than Puchi Carat, though, as while Taito's game uses nothing but blocks, ball, bat and the bottom of the screen to create the rules of engagement, Blocken uses a similar system of power-ups to the infamously brutal SNES competitive puzzler, Tetris Battle Gaiden, in that certain blocks drop stars, which, like the power pellets in TBG, can be saved up and used towards various ends. Using between one and seven stars will push your opponent's blocks down one row for each star used, and if you used more than five, you'll also summon the games mascot, a small winged ball creature, to come and repair one of your protective blocks. If you keep collecting a few more stars after you've saved up seven, your star gauge will start flashing, and cashing in while this is happening gets you all the lesser benefits, as well as a few seconds in a kind of super-mode where your ball smashes through blocks without bouncing off them, and your bat becomes enflamed and indestructible, also destroying blocks it touches.
Once you figure out how the rules of the game work (or have someone explain them, like I just did), it's actually a lot of fun! It doesn't have the aesthetic polish or mechanical purity of Puchi Carat, but it's definitely as fun and totally worth playing. Plus, even without that game's polish, it does have a lot of it's own nice little touches, like how the ball can hit stars on their way down the screen, knocking them slightly off course, or how each of the AI opponents has a slightly different-looking bat. It's little things like that that can really add a lot of character to a simple game like this.
Blocken's a game I definitely recommend seeing out if you enjoy block-smashing games or competitive puzzlers (or both), and it's a shame it never got the attention or recognition it deserves.
Saturday, 3 September 2016
Landmaker (Playstation)
Landmaker's a Taito arcade puzzle game from the mid-90s, when Taito were putting out a load of them, presumably due to the success of the Puzzle Bobble series. In it, you play as one of eight gods, each representing a different kind of biome (forest, mountains, desert, icefield, and so on) that wants control over a continent. Control is gained by beating all the other gods in a kind of civilisation-building contest. (All these story details are pretty much entirely conjecture on my part based on what appears to happen in the game. There's not a lot of documentation on the matter, you know?)
These contests involved shooting coloured diamond-shaped blocks up a diagonal grid, and when blocks of the same colour touch each other, they become houses, and if they form squares, they form larger, and more extravagant buildings the bigger the square is. Forming big, fancy buildings garners a lot of points, and erasing them (by shooting another same-coloured block at one of the formation's downward-pointing corners) garners more points, and lowers the upper limit of the opponent's grid. Obviously, if a block falls off of the bottom of your grid, it's game over.
I really like this game, like all the best versus-style puzzle games, it's fast and satisfying, with a good match involving things constantly moving and changing state all over the screen, and there are opportunities for clever players in a bind to turn things around. The presentation seems a little lower-budget than Taito's other games of the period, with the characters lacking individual voices, and other little omissions, though there is one small touch that I really like: each character has a different architectural style applied to the buildings that they grow.
The home port also adds a single=player puzzle mode, which doesn't feature the arcade game's setting or any of its characters, and replaces the detailed building sprites for slightly plain polygon structures. The premise for this mode is that you're tasked with founding cities in various locations around the world, and the better the job you do, the higher the city's population grows, and the more it develops. More cities get unlocked as the world's total population grows.
Though it uses the same basic mechanics as the arcade game, puzzle mode is set out pretty differently: each stage starts with a specific amount of remaining space and atarting layout of blocks, and you're tasked with creating a building of a minimum size before getting a game over. You get points for every building you make along the way, and massive bonuses are available for making buildings bigger than your quota. It's a pleasant enough way to pass some time and watch a big number gradually get bigger, but it's not a patch of the fast-paced action of the arcade game.
As will be obvious by now, I really like the Landmaker arcade game, and this port is arcade-perfect (except for the loading times), plus it comes with a mildly amusing extra game on the side. It's available dirt cheap, and I recommend you get ahold of a copy.
These contests involved shooting coloured diamond-shaped blocks up a diagonal grid, and when blocks of the same colour touch each other, they become houses, and if they form squares, they form larger, and more extravagant buildings the bigger the square is. Forming big, fancy buildings garners a lot of points, and erasing them (by shooting another same-coloured block at one of the formation's downward-pointing corners) garners more points, and lowers the upper limit of the opponent's grid. Obviously, if a block falls off of the bottom of your grid, it's game over.
I really like this game, like all the best versus-style puzzle games, it's fast and satisfying, with a good match involving things constantly moving and changing state all over the screen, and there are opportunities for clever players in a bind to turn things around. The presentation seems a little lower-budget than Taito's other games of the period, with the characters lacking individual voices, and other little omissions, though there is one small touch that I really like: each character has a different architectural style applied to the buildings that they grow.
The home port also adds a single=player puzzle mode, which doesn't feature the arcade game's setting or any of its characters, and replaces the detailed building sprites for slightly plain polygon structures. The premise for this mode is that you're tasked with founding cities in various locations around the world, and the better the job you do, the higher the city's population grows, and the more it develops. More cities get unlocked as the world's total population grows.
Though it uses the same basic mechanics as the arcade game, puzzle mode is set out pretty differently: each stage starts with a specific amount of remaining space and atarting layout of blocks, and you're tasked with creating a building of a minimum size before getting a game over. You get points for every building you make along the way, and massive bonuses are available for making buildings bigger than your quota. It's a pleasant enough way to pass some time and watch a big number gradually get bigger, but it's not a patch of the fast-paced action of the arcade game.
As will be obvious by now, I really like the Landmaker arcade game, and this port is arcade-perfect (except for the loading times), plus it comes with a mildly amusing extra game on the side. It's available dirt cheap, and I recommend you get ahold of a copy.
Tuesday, 22 March 2016
Palamedes (Arcade)
This is a game I originally encountered in the form of its Game Boy port, which was on the 32-in-1 pirate cart I had as a kid, and have mentioned several times on this blog previously. Unfortunately, the Game Boy version is a pretty bad port, for reasons I'll get into later, so I'm reviewing the original arcade release instead.
Anyway, Palamedes is a "matching stuff as it descends from the 'bove"-type puzzle game. This time you're not matching colours, but sides of a die. In a similar manner to Magical Drop (though predating that series by a few years), you control a little character at the bottom of the screen, who holds a six-sided die above their head. Pressing one button cycles through the sides of the die, and the other throws it upwards, where rows of dice are steadily advancing downwards. You throw the die at other die showing the same face to make them disappear. When the advancing rows reach the bottom of the screen, it's game over. There's a solitary score attack mode, as well as versus modes where you can compete against another human player, or a series of AI opponents.
And, were I reviewing the Game Boy port, that's where the description would end, as that port omits the most interesting aspect of the game: the fact that by clearing dice in the right order, you create simple mahjong-esque "hands", that can be used to clear several lines of descending dice at once. There's a whole bunch of different hands to get, from simply getting the same number three or more times in a row, to getting all the numbers one to six in order, and a bunch of others in between.
Clearing lines in this way is by far the best way of scoring points, and in all modes, clearing a certain number of lines is the way to advance the level. In the competitive modes, clearing lines via your hands is also the way you attack your opponent: lines you clear are added to their field at the same time. Without this whole thing, the Game Boy port is not only a lot less interesting, it's also so difficult as to be almost unplayable.
This is the arcade version, though, and it's a game i definitely recommend giving a try. There's also a sequel on the Famicom that I haven't played, and there are a few ideas I feel would add to the game, so that's something I'll be looking into and probably covering here at some point in the future too.
Anyway, Palamedes is a "matching stuff as it descends from the 'bove"-type puzzle game. This time you're not matching colours, but sides of a die. In a similar manner to Magical Drop (though predating that series by a few years), you control a little character at the bottom of the screen, who holds a six-sided die above their head. Pressing one button cycles through the sides of the die, and the other throws it upwards, where rows of dice are steadily advancing downwards. You throw the die at other die showing the same face to make them disappear. When the advancing rows reach the bottom of the screen, it's game over. There's a solitary score attack mode, as well as versus modes where you can compete against another human player, or a series of AI opponents.
And, were I reviewing the Game Boy port, that's where the description would end, as that port omits the most interesting aspect of the game: the fact that by clearing dice in the right order, you create simple mahjong-esque "hands", that can be used to clear several lines of descending dice at once. There's a whole bunch of different hands to get, from simply getting the same number three or more times in a row, to getting all the numbers one to six in order, and a bunch of others in between.
Clearing lines in this way is by far the best way of scoring points, and in all modes, clearing a certain number of lines is the way to advance the level. In the competitive modes, clearing lines via your hands is also the way you attack your opponent: lines you clear are added to their field at the same time. Without this whole thing, the Game Boy port is not only a lot less interesting, it's also so difficult as to be almost unplayable.
This is the arcade version, though, and it's a game i definitely recommend giving a try. There's also a sequel on the Famicom that I haven't played, and there are a few ideas I feel would add to the game, so that's something I'll be looking into and probably covering here at some point in the future too.
Saturday, 23 January 2016
Pang: Magical Michael (DS)
So, Pang (also known as Buster Bros. and Pomping World) is a series that was once fairly well-known, but seemingly got completely forgotten once the 32-bit consoles came long in the mid-90s. For those of you who don't already know, it is, at its most basic, a kind of mix between Space Invaders and Asteroids, where the player (or players) run around the bottom of the screen firing upwards at malevolent balloons, that split into smaller balloons when shot, until they're at their smallest size, at which they just pop. The aim of each stage is to get rid of every balloon without any of them hitting you.
2010's Magical Michael was the first new Pang game in ten years, and in the years since, there haven't been any more of them. It's a shame, because it's easily the best in the series. The two main modes in the game are tour mode, which is the traditional stage-based affair, themed around visiting famous landmarks from around the world and freeing them of their inflated spherical oppressors, and panic mode, introduced in 2000's Mighty Pang, which is an endless survival mode with no platforms, items or ladders, in which balloons endlessly fall from the sky, with the player just popping them, scoring points and staying alive as long as possible.
The reason that this is the best version of Pang is mainly down to its host hardware. The two screens of the DS allow for a wider array of stage designs in tour mode: single-screen stages, stages in which the balloons have the height of both screens to bounce in, and split-level stages, where the player has to judge when and how to climb the ladder from one screen to the other.
To be honest, though, I don't particularly care for tour mode. Panic mode is a lot more enjoyable, being a pure score-based game of skill. There are two main scoring mechanics: one based on which order you pop balloons (more points for consecutively popping same-sized balloons) and a bonus that gradually increases as long as you don't fire off a shot that hits nothing. Panic mode doesn't really gain anything massive from being done on two screens, though, other than the fact that it takes place in a series of extravagant high-ceilinged halls that look amazing, despite being heavily stylised static artwork. It does, however, benefit greatly from being on a handheld. It's just a great game to have on hand to play for a few minutes while waiting for something else to happe, and a handheld console is a lot more convenient and logical towards that end than an arcade cabinet.
Pang: Magical Michael is a good game and a worthwhile (though simple) update to an old series. It's also available for practically nothing, so I definitely recommend seeking it out.
2010's Magical Michael was the first new Pang game in ten years, and in the years since, there haven't been any more of them. It's a shame, because it's easily the best in the series. The two main modes in the game are tour mode, which is the traditional stage-based affair, themed around visiting famous landmarks from around the world and freeing them of their inflated spherical oppressors, and panic mode, introduced in 2000's Mighty Pang, which is an endless survival mode with no platforms, items or ladders, in which balloons endlessly fall from the sky, with the player just popping them, scoring points and staying alive as long as possible.
The reason that this is the best version of Pang is mainly down to its host hardware. The two screens of the DS allow for a wider array of stage designs in tour mode: single-screen stages, stages in which the balloons have the height of both screens to bounce in, and split-level stages, where the player has to judge when and how to climb the ladder from one screen to the other.
To be honest, though, I don't particularly care for tour mode. Panic mode is a lot more enjoyable, being a pure score-based game of skill. There are two main scoring mechanics: one based on which order you pop balloons (more points for consecutively popping same-sized balloons) and a bonus that gradually increases as long as you don't fire off a shot that hits nothing. Panic mode doesn't really gain anything massive from being done on two screens, though, other than the fact that it takes place in a series of extravagant high-ceilinged halls that look amazing, despite being heavily stylised static artwork. It does, however, benefit greatly from being on a handheld. It's just a great game to have on hand to play for a few minutes while waiting for something else to happe, and a handheld console is a lot more convenient and logical towards that end than an arcade cabinet.
Pang: Magical Michael is a good game and a worthwhile (though simple) update to an old series. It's also available for practically nothing, so I definitely recommend seeking it out.
Friday, 4 December 2015
Koma (X68000)
Koma, or Beigoma, are a kind of traditional Japanese wooden spinning top. In this game, you play as one in the odd situation of having to collect exclamation marks while trying to stay to moving platforms above an endless black void. Each stage has a different set of platforms, and though they move in the same patterns every time, the exclamation marks appear in random positions.
The biggest strength of Koma is that the aesthetics and mechanics are inseperably intertwined: because anything that's not black is safe ground, the more complex and psychedelic a stage looks, generally the more difficult it'll be. The stages were each obviously designed with this in mind, each having both its own look and an individual set of challenges and tests of dexterity in navigating to different areas of the screen.
The thing you have to try and do is to stop seeing the different coloured platforms as seperate entities and instead to see the gaps between them as shifting and warping things to avoid. But then again, after a few stages, you'll start to be presented with very small platforms, and single pixel-width bridges, so that advice doesn't really hole up in those situations.
The old cliche "easy to play, difficult to master" definitely applies to Koma, and it's definitely worth playing, at least until the difficulty starts to try your patience.
The biggest strength of Koma is that the aesthetics and mechanics are inseperably intertwined: because anything that's not black is safe ground, the more complex and psychedelic a stage looks, generally the more difficult it'll be. The stages were each obviously designed with this in mind, each having both its own look and an individual set of challenges and tests of dexterity in navigating to different areas of the screen.
The thing you have to try and do is to stop seeing the different coloured platforms as seperate entities and instead to see the gaps between them as shifting and warping things to avoid. But then again, after a few stages, you'll start to be presented with very small platforms, and single pixel-width bridges, so that advice doesn't really hole up in those situations.
The old cliche "easy to play, difficult to master" definitely applies to Koma, and it's definitely worth playing, at least until the difficulty starts to try your patience.
Saturday, 31 October 2015
Rock N' Bolt (SG-1000)
Rock N' Bolt is part of a thematic tradition that was strong in the 1980s, especially on the 8-bit microcomputers, but seemed to have completely disappeared by the start of the 1990s: working class videogames. That is, games with protagonists that weren't adventurers or assassins or any other kind of power fantasy, but just men and women doing (cartoonishly exaggerated versions of) their regular day-to-day jobs, like binmen, miners, nurses and in this case, construction workers*.
So, as a part of that long-forgotten tradition, Rock N' Bolt stars a construction worker charged with the task of bolting girders in place, with his only enemy being the time limit. The girders, when not bolted down are inexplicably moving back and forth, and your worker can't jump across any gaps that might appear. Each floor is done twice: first, you only have to bolt down every girder. The second time around, you're given a diagram at the bottom of the screen, and the girders have to be bolted down so that they match the diagram. Once he's done on a floor, he goes back to the elevator to be taken upwards to the next, and this is where the real puzzle element comes in.
Just going out and bolting the girders down is simple enough, and even in the diagram versions of the stages it's not too much of a task to get things matched up, but getting back to the elevator means leaving some girders left unbolted, sometimes even unbolting them so you can get across the map. It gets hard pretty quickly, too, as a few stages in, the stages get bigger, being spread across several screens. So the player has to navigate their way away from the elevator, put the girders in the positions detailed on the diagram, and find their way back. All while keeping in mind what's happening across several screens and staying within the time limit.
It's a fun game, I can't deny that. And like most SG-1000 games, it automatically looks nice, thanks to the system's attractive and idiosyncratic colour palette. There's also the neat little touch of the score being displayed as dollars and cents working in it's favour. But for me, it's just a little too stressful. All the doing and un-doing and backtracking and so on is just a bit overwhelming. I know a lot of people would be fine with all that, and would love Rock N' Bolt, and to those people, I definitely recommend it, personally, it's not something I can see myself continuing to play long term.
So, as a part of that long-forgotten tradition, Rock N' Bolt stars a construction worker charged with the task of bolting girders in place, with his only enemy being the time limit. The girders, when not bolted down are inexplicably moving back and forth, and your worker can't jump across any gaps that might appear. Each floor is done twice: first, you only have to bolt down every girder. The second time around, you're given a diagram at the bottom of the screen, and the girders have to be bolted down so that they match the diagram. Once he's done on a floor, he goes back to the elevator to be taken upwards to the next, and this is where the real puzzle element comes in.
Just going out and bolting the girders down is simple enough, and even in the diagram versions of the stages it's not too much of a task to get things matched up, but getting back to the elevator means leaving some girders left unbolted, sometimes even unbolting them so you can get across the map. It gets hard pretty quickly, too, as a few stages in, the stages get bigger, being spread across several screens. So the player has to navigate their way away from the elevator, put the girders in the positions detailed on the diagram, and find their way back. All while keeping in mind what's happening across several screens and staying within the time limit.
It's a fun game, I can't deny that. And like most SG-1000 games, it automatically looks nice, thanks to the system's attractive and idiosyncratic colour palette. There's also the neat little touch of the score being displayed as dollars and cents working in it's favour. But for me, it's just a little too stressful. All the doing and un-doing and backtracking and so on is just a bit overwhelming. I know a lot of people would be fine with all that, and would love Rock N' Bolt, and to those people, I definitely recommend it, personally, it's not something I can see myself continuing to play long term.
Monday, 8 June 2015
Mouja (Arcade)
I'm sure the fine, discerning readers of this blog will be familiar
with the Neo Geo puzzle game Money Puzzle Exchanger, which combined the
fast-paced gameplay of Magical Drop with the excitement of mental
arithmetic. But if any of you aren't, instead of matching colours, the
player matches denominations of currency: five ones make a five, two
fives make a ten, five tens make a fifty, two fifties a hundred, five
hundreds a five-hundred and two five-hundreds disappear. According to
legend, the similarities between Money Puzzle Exchanger and Magical Drop
were so great that Data East sued the devloper, FACE, into bankruptcy.
I'm not sure how true this story is, since the game managed to get
ported to Playstation and Game Boy.
But anyway, what does any of this have to do with Mouja? Well,Mouja is like a version of Money Puzzle Exchanger without the Magical Drop plagiarism: rather than Magical Drop's idiosyncratic "pulling orbs down and thrusting them back up" mechanic that MPE stole, Mouja has a more traditional "orbs fall into a pit from above in pairs". Otherwise, it has all the arithmatical fun seen in FACE's allegedly ill-fated game. In fact, the "one" coins look exactly the same, too, but it's a pretty simple design anyway, and the other coins all look different enough.
Mechanically, it's alright. I prefer Money Puzzle Exchanger though, since Magical Drop is my favourite puzzle game series, and MPE is like a nice little variant on the theme. Mouja feels a little clunky and reliant on luck as much as skill. There is a huge problem with this game, however: the single player game is brutally, sadistically difficult. A lot of arcade games are harder than they need to be because they want players to get addicted and feed more coins in and continue their way to the end. Some arcade games are hard because they're legitimately well-designed games designed for skilled players. Mouja, on the other hand, feels like it is the outcome of one of two scenarios.
The first scenario leans on something I once read about videogame AI: that programmers make it as good as they can, then scale it back to make it fair on human players. It sounds feasible, and Mouja feels like the programmers might have done the first part and forgot about the scaling back. The second possibility is that it really is a game designed with sadism in mind, and evidence backing this up comes in the form of the game's scoring system: not only is it fairly inscrutible, but sometimes scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
But anyway, what does any of this have to do with Mouja? Well,Mouja is like a version of Money Puzzle Exchanger without the Magical Drop plagiarism: rather than Magical Drop's idiosyncratic "pulling orbs down and thrusting them back up" mechanic that MPE stole, Mouja has a more traditional "orbs fall into a pit from above in pairs". Otherwise, it has all the arithmatical fun seen in FACE's allegedly ill-fated game. In fact, the "one" coins look exactly the same, too, but it's a pretty simple design anyway, and the other coins all look different enough.
Mechanically, it's alright. I prefer Money Puzzle Exchanger though, since Magical Drop is my favourite puzzle game series, and MPE is like a nice little variant on the theme. Mouja feels a little clunky and reliant on luck as much as skill. There is a huge problem with this game, however: the single player game is brutally, sadistically difficult. A lot of arcade games are harder than they need to be because they want players to get addicted and feed more coins in and continue their way to the end. Some arcade games are hard because they're legitimately well-designed games designed for skilled players. Mouja, on the other hand, feels like it is the outcome of one of two scenarios.
The first scenario leans on something I once read about videogame AI: that programmers make it as good as they can, then scale it back to make it fair on human players. It sounds feasible, and Mouja feels like the programmers might have done the first part and forgot about the scaling back. The second possibility is that it really is a game designed with sadism in mind, and evidence backing this up comes in the form of the game's scoring system: not only is it fairly inscrutible, but sometimes scores go down and even into negative numbers, with no explanation.
Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.
Friday, 17 April 2015
GG Series Collection Plus (DS),Part 1
GG Series Collection Plus is a collection of 30 games, some of which are available individually on the DSiWare store, though a lot of them are exclusive to this cartridge. None of the games use the DS's touchscreen, and the collection can be compared to finding a huge box full of loose cartridges for a 16-bit console. Since the cartridge contains 30 games that are all fairly unique to each other, I'll be splitting the coverage of them into four posts, one for each of the collection's categories. First up is the Puzzle section, containing four games.
Conveyor Konpou
This game is set in a pastel-coloured penguin factory, and the player has to pack penguins into boxes that match their colours. This is done by moving a 2x1 cursor around, and switching the positions of boxes and penguins, in a manner similar to Tetris Attack/Panel de Pon. There's a combo mechanic, but rather than focussing entirely on pre-setting up multipart chains, it places its weight on just quickly packing massive amounts of penguins in quick succession, so it's better to place your efforts into gathering large groups of the same coloured penguins into one place before bringing a box in to clear them all in one go. It's a pretty good game, and it seems to build up points for unlocking games quicker than most of the others, which is helpful, as unlocking more games is a massive chore.
Energy Chain
Set in some kind of cube-based electrical circuit map, the aim of Energy Chain is to connect up the four pre-placed, immovable generators with lines of coloured blocks. Obviously, power can only travel along lines of uniform hue, and once a connection is made, the coloured blocks disappear, making room for more to be placed. It's not an exciting game, but it does have a certain kind of charm that only boring games have. It's not the worst game in this section, not at all.
Vertex
Very similar to the Konami classic Quarth, Vertex presents the player with simple shapes like squares and regular pentagons with missing vertices, which must be filled in as quickly as possible. Y shoots one vertex, X shoots two and A three. Over-verting results in the shapes quickly jutting downwards and in time-honoured tradition, once a shape crosses the line at the bottom, the player loses. Though the game generously gives three lives instead of an instant game over.
Black x Block
A game in which the player controls a little stick-person, who has to reach the exit on each stage by picking up, turning and placing large black blocks. I'll be totally honest, I'm terrible at this game and I don't enjoy playing it and the minimalist presentation leaves me a bit cold.
Vector
This one reminds me of Gunpey both mechanically and aesthetically, and like Gunpey, it doesn't really excite me. Blocks fall from above with little arrows on them, and the aim is to turn them so that the arrows point into lines, with 90 degree turns acceptable, and when a line is at least four blocks long, all the blocks will disappear. It's not a bad game, and it's pretty easy to set up mildly satisfying chains, but mild satisfaction is all it really offers. I don't dislike it as much as Black x Block, but it's not one I return to often.
Yuusha Puzzle
Yuusha Puzzle is an RPG-themed colour-matching game (except that instead of colours, you're matching RPG equipment). You're presented with a stream of typical fantasy RPG monsters, who attack by dropping garbage blocks into your well, as well as by doing Tetris Battle Gaiden-style status effects like blocking your view, restricting movement and so on. To fight back, you match items. Weapons like wands, swords and spears just straight up damage the monsters, with more damage dealt by matching up more at once. Sheilds and helmets and other bits of armour erase any garbage blocks touching them when they go, dealing a bit of counterattack damage to the enemy for each garbage block deleted this way. It takes way too long to get difficult, and it repeats monsters far too much, but for some reason, when I play it, I'll often end up becoming enthralled with it for long periods of time.
Conveyor Konpou
This game is set in a pastel-coloured penguin factory, and the player has to pack penguins into boxes that match their colours. This is done by moving a 2x1 cursor around, and switching the positions of boxes and penguins, in a manner similar to Tetris Attack/Panel de Pon. There's a combo mechanic, but rather than focussing entirely on pre-setting up multipart chains, it places its weight on just quickly packing massive amounts of penguins in quick succession, so it's better to place your efforts into gathering large groups of the same coloured penguins into one place before bringing a box in to clear them all in one go. It's a pretty good game, and it seems to build up points for unlocking games quicker than most of the others, which is helpful, as unlocking more games is a massive chore.
Energy Chain
Set in some kind of cube-based electrical circuit map, the aim of Energy Chain is to connect up the four pre-placed, immovable generators with lines of coloured blocks. Obviously, power can only travel along lines of uniform hue, and once a connection is made, the coloured blocks disappear, making room for more to be placed. It's not an exciting game, but it does have a certain kind of charm that only boring games have. It's not the worst game in this section, not at all.
Vertex
Very similar to the Konami classic Quarth, Vertex presents the player with simple shapes like squares and regular pentagons with missing vertices, which must be filled in as quickly as possible. Y shoots one vertex, X shoots two and A three. Over-verting results in the shapes quickly jutting downwards and in time-honoured tradition, once a shape crosses the line at the bottom, the player loses. Though the game generously gives three lives instead of an instant game over.
Black x Block
A game in which the player controls a little stick-person, who has to reach the exit on each stage by picking up, turning and placing large black blocks. I'll be totally honest, I'm terrible at this game and I don't enjoy playing it and the minimalist presentation leaves me a bit cold.
Vector
This one reminds me of Gunpey both mechanically and aesthetically, and like Gunpey, it doesn't really excite me. Blocks fall from above with little arrows on them, and the aim is to turn them so that the arrows point into lines, with 90 degree turns acceptable, and when a line is at least four blocks long, all the blocks will disappear. It's not a bad game, and it's pretty easy to set up mildly satisfying chains, but mild satisfaction is all it really offers. I don't dislike it as much as Black x Block, but it's not one I return to often.
Yuusha Puzzle
Yuusha Puzzle is an RPG-themed colour-matching game (except that instead of colours, you're matching RPG equipment). You're presented with a stream of typical fantasy RPG monsters, who attack by dropping garbage blocks into your well, as well as by doing Tetris Battle Gaiden-style status effects like blocking your view, restricting movement and so on. To fight back, you match items. Weapons like wands, swords and spears just straight up damage the monsters, with more damage dealt by matching up more at once. Sheilds and helmets and other bits of armour erase any garbage blocks touching them when they go, dealing a bit of counterattack damage to the enemy for each garbage block deleted this way. It takes way too long to get difficult, and it repeats monsters far too much, but for some reason, when I play it, I'll often end up becoming enthralled with it for long periods of time.
Tuesday, 17 March 2015
Gyakuten!! Puzzle Bancho (Arcade)
The title of this game actually tells you a lot about it. It's a puzzle
game, and the characters are banchos (that is, a certain kind of tough
teenage delinquent that had its heyday in the 70s and 80s, and have a
bunch of attatched stereotypes). Also, I'm pretty sure that "gyakuten"
means something along the lines of "comeback" or "reversal", and there's
a pretty good mechanic relating to that in this game.
But before I get on to the mechanics, I want to talk about how great it looks. It's made by Fuuki, and like their most well-known games, Asura Blade and its sequel Asura Buster, it's full of large character sprites and very bold and vibrant colours. I don't know how they do it, but something about the colour in Fuuki's games really bursts forth from the screen, and Puzzle Bancho is no exception to that. The designs of the characters and the world they inhabit is well-done, too, being extremely exagerrated caricatures of bancho stereotypes. There's also a sukeban (female bancho) character, and I'm sure I've mentioned before how mysteriously absent they tend to be from videogames, so that's nice too.
As for the mechanics, it's a versus-style puzzle game of the sort that sprung up in droves in the wake of Puyo Puyo. Coloured blocks fall from above, and react when placed together in groups of three. The blocks come in large and small variants, and upon "reaction", the large blocks disappear, and the small blocks grow into large ones. Obviously, this opens up a new way to make chains (and as is usual for these games, chaining is the most important thing): if three small blocks react and grow into large ones, those large blocks will instantly react again and disappear.
By now, you might wonder where the "comeback" concept comes into things. Like most games of this type, there's garbage blocks that fall upon the opponents of skilled players. When a large block disappears while touching a garbage block, the garbage block becomes a small block of the same colour. With proper planning, a good (or very lucky) player can use the garbage blocks to form monstruous chains that wouldn't otherwise be possible.
Although it's a good game with no real downsides, I can't really recommend Gyakuten!! Puzzle Bancho. Unless you really love versus puzzlers and want to play every one, or if you really love the aesthetic, it's just not different enough or any better than the likes of Puyo Puyo or Magical Drop.
But before I get on to the mechanics, I want to talk about how great it looks. It's made by Fuuki, and like their most well-known games, Asura Blade and its sequel Asura Buster, it's full of large character sprites and very bold and vibrant colours. I don't know how they do it, but something about the colour in Fuuki's games really bursts forth from the screen, and Puzzle Bancho is no exception to that. The designs of the characters and the world they inhabit is well-done, too, being extremely exagerrated caricatures of bancho stereotypes. There's also a sukeban (female bancho) character, and I'm sure I've mentioned before how mysteriously absent they tend to be from videogames, so that's nice too.
As for the mechanics, it's a versus-style puzzle game of the sort that sprung up in droves in the wake of Puyo Puyo. Coloured blocks fall from above, and react when placed together in groups of three. The blocks come in large and small variants, and upon "reaction", the large blocks disappear, and the small blocks grow into large ones. Obviously, this opens up a new way to make chains (and as is usual for these games, chaining is the most important thing): if three small blocks react and grow into large ones, those large blocks will instantly react again and disappear.
By now, you might wonder where the "comeback" concept comes into things. Like most games of this type, there's garbage blocks that fall upon the opponents of skilled players. When a large block disappears while touching a garbage block, the garbage block becomes a small block of the same colour. With proper planning, a good (or very lucky) player can use the garbage blocks to form monstruous chains that wouldn't otherwise be possible.
Although it's a good game with no real downsides, I can't really recommend Gyakuten!! Puzzle Bancho. Unless you really love versus puzzlers and want to play every one, or if you really love the aesthetic, it's just not different enough or any better than the likes of Puyo Puyo or Magical Drop.
Wednesday, 4 February 2015
Pop Breaker (Game Gear)
Pop Breaker is an odd game. It feels a lot like an old computer game in a
number of ways. The first and most obvious way is that the game's
protagonist is the female driver of a futuristic tank, and that the game
contains various (clean) pictures of her looking cute. (The pictures
themselves are also fairly cute, being limited to the colour palette and
very low resolution of the host hardware. The second computer-like
trait might not sink in immediately while playing, but it is the most
important and is the trait around which the entire game is built: the
stages were clearly constructed using some kind of simple level editor
program (which, unfortunately, has no in-game version).
The game sees the player controlling their futuristic tank around various stages, with the aim of each stage being to destroy a stationary device, kind of like the Cores that appear in the Bangai-O games. The stages also contain various obstacles: breakable and unbreakable blocks, arrows that push the tank in the direction they point, triangular blocks that change the trajectory of enemy and player shots (interestingly, the player and enemies fire the same kinds of shots and all shots are treated equally when it comes to destroying blocks, enemies, and the player's tank), and several kinds of enemies who all have their own distinct patterns of behaviour.
Pop Breaker plays something like a hybrid of a shooting game and old-school tile-based action-puzzle games, Because of this play style, on first glance, movement and scrolling will seem jerky and awkward, but this is a necessary part of the design: everything in-game is measured in tiles, and a lot of the game is about being in the exact right position to shoot something or avoid shots or trick enemies into shooting each other. Most enemies are two by two tiles, the player's tank is three by three, while walls, shots and most other objects take up the space of a single tile.
The fact that the player's tank is three tiles wide ties into another odd quirk: before starting a new game, the player chooses whether shots will be fired from the middle, left or right tile. I strongly recommend against choosing the middle tile, though I don't see any specific advantage that left or right might have over each other.
Yeah, Pop Breaker is an interesting game. It's far from being essential,
but it's one of a few slightly quirky Game Gear games from smaller
developers, and it's definitely not a bad game.
As a little extra note, I've recently started a Patreon! If you pledge two American dollars a month, you get to see all new posts two days before they appear here, and I'd really appreciate the support!
The game sees the player controlling their futuristic tank around various stages, with the aim of each stage being to destroy a stationary device, kind of like the Cores that appear in the Bangai-O games. The stages also contain various obstacles: breakable and unbreakable blocks, arrows that push the tank in the direction they point, triangular blocks that change the trajectory of enemy and player shots (interestingly, the player and enemies fire the same kinds of shots and all shots are treated equally when it comes to destroying blocks, enemies, and the player's tank), and several kinds of enemies who all have their own distinct patterns of behaviour.
Pop Breaker plays something like a hybrid of a shooting game and old-school tile-based action-puzzle games, Because of this play style, on first glance, movement and scrolling will seem jerky and awkward, but this is a necessary part of the design: everything in-game is measured in tiles, and a lot of the game is about being in the exact right position to shoot something or avoid shots or trick enemies into shooting each other. Most enemies are two by two tiles, the player's tank is three by three, while walls, shots and most other objects take up the space of a single tile.
The fact that the player's tank is three tiles wide ties into another odd quirk: before starting a new game, the player chooses whether shots will be fired from the middle, left or right tile. I strongly recommend against choosing the middle tile, though I don't see any specific advantage that left or right might have over each other.
As a little extra note, I've recently started a Patreon! If you pledge two American dollars a month, you get to see all new posts two days before they appear here, and I'd really appreciate the support!
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