Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

Sunday, 5 February 2012

Curiosities vol. 1 - X68000 Space Harrier Hacks

This post is a little different than the usual reviews, since all these games ar just hacks of Space Harrier, and everyone loves Space Harrier anyway, it'd be pointless reviewing them. I'm just posting about them because I think they're interesting and I want to share them with the world. I don't know when these hacks were made, but judging by the contents, I would guess they didn't come out too long after the X68000 version of the game itself, in the late 1980s. This also isn't a comprehensive guide: there are three other known hacks, two of them themed around Sailor Moon and Gundam, and another one, called "Pretty Harrier", about which I know very little. Unfortunately, I couldn't get them to run in XM6g. If anyone has got those to run in an emulator, please tell me how and which emulator! Also, special thanks for this post go to Dark Age Iron Savior, who managed to find the disc images for me. I apologise in advance for the layout of this post. There's a lot of images, and I'll try my best to arrange them nicely, but I make no promises it won't be an ugly mess at the end of it.

Harrier Desse

As far as I can tell, this hack doesn't really have any unifying theme to it. It's just strange. The sound effects have all been replaced with strange voice samples, and the enemies include slimes from Dragon Quest, hattifatteners from Moomin and Gamera, among other unconnected things.

Rumic Harrier


This one is a bit more palatable, you play as Lum from Urusei Yatsura, and fly around shooting characters from the various works of Rumiko Takahashi, including UY as well as Maison Ikkoku and Ranma 1/2




Street HarrierThis one is the coolest of the three I'm posting about. You play as Ryu from Street Fighter, flying and shooting hadokens, and the enemies are characters from a ton of different arcade games! The bonus stage has Ryu doing a handstand on top of the plane from Afterburner! The last boss is the guy from Space Harrier, come to reclaim his game! The only problem is that there's something wrong with the game (or possibly the emulation of it) that means the lives counter never goes down. On the other hand though, that means I got to play it all the way to the end and take lots of screenshots!








Saturday, 14 January 2012

Choro Q Jet: Rainbow Wings (Playstation)

I've been meaning to review this for well over a year now, but for some reason, I'm only just now getting round to it. Now that I've built it up like that, I'm sure you'll all be disappointed at how this isn't a classic masterpiece of games writing. Waah.
Obviously, it's a spin-off of the well known Choro Q series of racing games/ talking car RPGs (CaRPGs?), and it's about military aircraft in general, not just jets. Breaking from the usual Choro Q style, the aircraft actually have human pilots, too! There's a bunch of characters/aircraft to choose from, including a bunny-girl in an attack helicopter, a punk in a stealth bomber and a Sakura Wars knock-off in a cherry blossom painted plane. Other miscelleny includes the usual stuff you get in the Playstation games about which I write, like an animated intro, blue skies, and so on.
The game plays like a combination of the All-Range Mode stages from Lylat Wars, and the lock-on missiles from the Afterburner games. You fly around the smallish stages, shooting down enemies with either your lock-on missiles or your non-lock-on machine gun (which can also be used to shoot down enemy missiles, again like in Afterburner!) until you fulfill the target, at which point "WARNING!" will appear on the screen, and the boss fight will start. The boss doesn't just arrive in the stage, though, rather the game does a slightly awkward feeling thing of having the stage reset, but with the enemies all gone and the boss present.
The stage targets vary from destroying a particular building or all of a certain kind of enemy, to destroying all the enemies within a time limit, among other things.
The early boss fights are often very easy, since for a lot of them, as long as you can keep them in your sights, you can fire all your missiles as fast as you can push the button, making short work of their health bars. Of course, this changes as the game goes on, and later bosses are almost chellenging.
The game never seems to actually get hard, though. And though it's fun to play, eventually, the fact that the missions aren't very hard and, despite the variety of objectives, also play very similarly to each other, you'll probably get bored of the game before you complete it. It is fun for a while, though.

Sunday, 11 December 2011

Adventurous Boy (Mega Drive)

I really wanted this game to be good. I like pirate games, I like the Mega Drive, and I like shooting games.
You can probably tell from the screenshots that it's a blatant rip-off of Super Fantasy Zone, with similar stages, a similar visual style and music that sounds like weird cover versions of the music from SFZ. Unlike Super Fantasy Zone, though, Adventurous Boy is terrible.
It might lure you into thinking it might be a fun game, with its okay graphics, and its nice, easy-going first stage, but this game is evil!
The first hint of danger is your character's default flying speed: really really slow. Luckily, a shop will appear once you've collected some money (see? Super Fantasy Zone!), and you can buy some bigger wings to go faster. And by "can", I mean "must": the game is no fun at all to play with the default speed, and you'll probably die very quickly too. You should also buy the Track Missiles, since they also make things a lot easier.
Like in that other, more famous game, there are ten enemy generators in each stage, and when they've all been destroyed, the boss will appear.
This is where the game shows its true colours. If you manage to kill the boss without losing a life, then everything will be fine, you'll go onto the next stage and a good time will be had by all (except the boss, obviously). If you get killed during the boss fight, you'll then experience the harshest and most frustrating case of "Gradius Syndrome" I've ever seen. You'll be back to your default speed, which is a lot slower than the speed at which the bosses move. So slow is your default speed, that even though this game gives you a few hit-points per life, if you get touched by the boss, you won't be able to move fast enough to get away before losing a life. And when you respawn, the boss will likely still be near where you died, if not still right on top of that spot, and you'll die again.
By setting the difficulty level to easy and putting the amount of starting lives to the maximum, I've managed to get as far as the third boss. I won't be trying again to get any further.
I love hard shooting games, but this game isn't hard as much as it is broken and unfair. And the way in which this difficulty arises makes me think it wasn't even intentional, which seems like a real shame. Those chinese guys thought they were putting out a nice, fun (though unoriginal) shooter, but because of a couple of little flaws, it's completely ruined.

Friday, 4 November 2011

Simple 1500 Series Vol. 24 - The Gun Shooting (Playstation)

Judging by the title of this game, and the fact that it's a Simple 1500 budget release, you'd probably expect a bland, bare-bones target shooter, maybe like a less colourful version of Point Blank. Surprisingly, it's not like that at all: it has a plot, characters, and even an animated intro showing those characters getting aboard some kind of futuristic buggy thing! It also has some pretty cool artwork on the loading screens between stages. Of course, I can't tell you what the plot is about, or what the names of the characters are because all that stuff is in Japanese. Who cares anyway, though?
Anyway, the game is a typical lightgun shooter: you move slowly through the stages shooting at tanks, robots and other mechanical stuff that wants to kill you. The stages are fairly varied in their looks, though they all take place in some kind of exotic outdoors wilderness, there's forests and valleys and deserts and so on, so they aren't all the same. You do fight a lot of the same enemies on every stage, though, but that's one of the corners you expect to be cut in a budget game.
The only problem with the game is the difficulty: it is incredibly easy for most of the game. You can take at least thirty hits before getting a game over, and not only are the enemies not particularly enthusiastic about trying to kill you, but at least half of the time you get hit, you won't lose any health. Plus you're likely to get at least one extra life on each stage. I did say it was only incredibly easy for most of the game though, as once you get to the mid-boss of the last stage, and what I assume is the game's final boss, the difficulty takes a sudden and dramatic spike upwards. These two guys will hit you fast, and take off lots of health when they do. It's really cheap, and i would have preferred a harder game in general to a very easy game with really hard bosses at the end. Until you reach that point, it's a fairly fun, leisurely game and the surprisingly high production values make me wonder why it's a simple series game with a generic title, rather than being sold on it's own right with an actual name and such. I'm also slightly surprised that it wasn't one of the simple series games brought to the west under a different title by budget publishers late in the Playstation's lifespan.

Thursday, 15 September 2011

Arena (Game Gear)

This game is an isometric shooter, set in a dystopian future city. What's odd about this dystopia is that although the world is run by an evil TV station, the game isn't set in a deadly futuristic game show.
Arena came out fairly late in the Game Gear's life, and it shows in the graphics, which are of a much higher quality than you'd expect from the system. It's pretty fun, too. You run around the large stages, collecting keycards, killing enemies and trying to reach the exit. It actually feels a lot like an isometric version of one of the early first person shooters, like Wolfenstein 3D or Blake Stone.
The first few stages are set in and around a series of warehouses, and are fairly easy, though one strange thing is that the indoors areas are much bigger and more spacious than the outdoor ones. After you get through these, there's a stage set around a dirty polluted canal, and after this, more warehouses. Looking online, there does seem to be other settings for stages, but as the river stage takes a massive leap in difficulty, I always lose most of my lives there, and the remaining one or two a short way into the following stage. It's a shame, because until the game started sending enemies that took nearly 10 shots (with a powerful weapon, it would have been twice as many with the default gun) and can kill the player in two or three, I was really enjoying it.
So yeah, it starts off as a fun, nice looking game, but quickly gets killed by it's terrible difficulty curve.

Friday, 12 August 2011

Flame Zapper Kotsujin (PC-98)

Flame Zapper Kotsujin is an excellent game. I'm starting the review off with that statement, just because it's hard to know exactly where to start in singing this game's praises.
The most obvious things when you start playing are the graphics and sound, both of which are of a very high quality. The graphics are excellently drawn, making good use of the PC98's high resolution, as well as using some nice pallettes.
The music is excellent. That's all there is to say about it. It's just really good, catchy shooting game music.
Great presentation can't really standup on its own without a good game behind it, though. But like the opening sentence of this review says, Flame Zapper Kotsujin is an excellent game. I'd go as far as to say it's the best of all the PC98 games I've played (though admittedly, this isn't many. At a guess, I'd say about 20-ish) (And yes, I've played the Touhou games. They're just a bit better than mediocre, to be honest.).
You've probably already worked out that it's a shooting game, and it was made by a team called CO2-PRO, who made a few other PC98 shooters, including the Gradius fangame GARUDIUS 95 and the okay-but-nothing-special Last Breaker. Their body of work, as well as the quality of it suggests that CO2-PRO were big fans of the genre. And this love especially shows in FZK.
It plays fast, with lots of enemies and bullets constantly onscereen. There are three weapons to choose from, a red spread gun that's kind of weak and useless, blue bendy homing lasers, and a very powerful yellow gun that fires straight ahead. You also have the usual bullet-cancelling bombs, but in a nice touch, the bombs look different depending on which weapon you have at the time: red bombs release a bunch of toaplan-esque skull-shaped explosions up the screen, blue bombs summon four extra ships to shoot a giant screen-filling array of lasers, and the most spectacular bombs are the yellows, which summon a giant celestial hand to fill the screen with bolts of lightning.
The game also has a number of different scoring methods, ranging from the obvious (finish a stage without dying or using any bombs to add multipliers to your end of stage bonuses) to the obscure (at least three different techniques of getting big points from the Eighting/Raizing reminiscent medals that enemies often drop).
The only negative criticism I can give this game is that it is a little bit too easy. I'm not even very good at shooting games, and I can get pretty far into the final stage on a single credit. That's on the default settings, though, and you can always turn the difficulty up.
If you're at all interested in shooting games, I very much recommend you seek out and play Flame Zapper Kotsujin.

Friday, 6 May 2011

Wicked (Amiga)





It's nice to play a unique game, that doesn't have anything else like it. Wicked is a unique game, as far as I know. Even now, 22 years after its release, there doesn't seem to be any copycats or clones.
I should probably talk about it now, then.
The intro tells the tale of some guy (that's you) who has undergone a painful ritual to become a firey star thing to battle evil. The battle against evil is mainly about the cultivation of celestial mould.
The game's a single screen shooter, and each stage has various things in it. There's you, an enemy (just one), the sun/moon and lots of gold and grey mould. The gold mould is good, the grey mould is evil, and your job is to make each stage only have good, gold stuff in it. Among the mould are big pimple-looking pod things, which are what creates the mould. These things also create seeds at random, the good seeds you have to pick up and strategically drop on the good mould to encourage it's growth, and the evil seeds will sound an alarm, and you have to go over and kill them before they make another evil pod.
Shooting the evil mould turns it red for a few seconds, which kind of "fertilises" it, making it possible for the good mould to grow over it (though of course, evil can grow over good whenever it likes). You win the stage once all the evil pods are covered by good mould.
It's not completely simple, though! There are complications! The biggest being the previously mentioned enemy that's on each stage. These enemies take the form of various "evil" things: dragons, demons, spiders, etc. and the hover about shooting stuff at you and trying to kill you.
There's also the sun/moon thing in the centre of the screen. When it's showing the moon, you can't hurt the enemy (but you can still shoot the mould, or the game would be insanely hard). They can still hurt you when the sun's out though. Killing the enemy is only temporary, but it does make things a lot easier not having them around for a while.
Sometimes the face in the centre will open up, revealing a tarot card and releasing an orb. Collecting the orb has a different effect depending on the card shown. Some are helpful, others not. I won't list all of them, but make sure you never ever collect the moon or tower orbs, or they'll make things a lot more difficult for you.
The game is pretty well presented, having a generic occult/pagan/new agey theme, and the title screen music is very atmospheric, though it's a shame there isn't any music in-game. The stage selection screens are especially nice to look at.
I used to have this game when I was a kid and owner of an actual amiga. I liked it back then, and I still do now. It's unique, atmospheric and fun. Go and play it.

Thursday, 6 August 2009

Project: Horned Owl (Playstation)


Project: Horned Owl is a light gun shooter for Playstation released in 1995. It has mecha designs (and possibly character designs too?) by Masamune Shirow, and as such will probably light a little spark of nostalgia for cartoon nerds of a certain age, with it being slightly reminiscent of Dominion Tank Police.
As you might have worked out from the first paragraph, in this game you play as cops in giant(-ish) robots, and you shoot evil terrorist robots. Even though you're playing as cops, you get points for destoying the scenery. A subtle satire on the attitude and conduct of real police, or just the developers knowing that people like shooting things? Probably the second one. You get two and a half weapons: your normal gun, your grenade launcher, and when you hold the shoot buton for a second and let go, you shoot a weak scatter shot thing, the only use for which is shooting missiles without having to aim. But the time it takes to charge means you'd be better off just shooting them normally.
The graphics are nice to look at, a mix of 2D and 3D, with the stages themselves being made of polygons, and everything you can shoot (with a couple of exceptions like some of the bosses and such) being sprites. It works well. The 3D hasn't aged as badly as most 3D from 1995, with the only real eyesore being the plane in the background of stage 2.
"Satisfying" is the best way to describe how the game plays. There's just something that feels good and chunky about shooting the robots, and the robots exploding. You know, one of those strange unnamed feelings you get from games that aren't down to any specific thing like graphics or sound or whatever. It just feels right. The feeling of satisfaction is definately helped by the fact that the enemies don't disappear after you shoot them down, leaving you with nice piles of scrap after particularly busy segments. The only real problem is the fact that putting the cursor right at the edge of the screen reloads, which means you can't shoot enemies there. But even that's not too much of a problem, since enemies don't attack from there, you only be shooting them for a few extra points. I would say that the difficulty was a problem, were it not for the fact that although it is really hard, it never feels unfair.
Oh and there are animated cutscenes, if you like that sort of thing. They're not very exciting, but if there's exciting stuff happening in a game, it should really happen while you're actually playing.

Wednesday, 13 May 2009

Uzu Keobukseon (Mega Drive)

This is a korean vetical shooter. It's not very good, though. I'm only posting about it because of it's obscurity.

Here's an animated gif of the intro. I can't read korean, but going by the pictures it's obvious this game is about two midget spacemen on a flying viking ship going to space to fight a demonic PC.

Here's a picture of the first boss. The boss fights look nicer than the rest of the game, being in space. I guess a no-prize explanation for this could be that the bosses are too big to live in the atmosphere/gravitational pull of a planet, so they just float about space and attack you while you're... commuting from one planet to the next.
Most of the stuff at the side of the screen here is pretty obvious, but the number next to the red text is how many times you have to hit the boss until it dies, and the green text with the red speck thing next to it tells you which weapon you're using. The red speck represents the defalut weapon, which is a regular old 3-way shot, that turns into a 5-way, 6-way etc. shot when powered up, but pressing C lets you switch to a different shot, that shoots one bullet in front of you, and one bullet straight out to the left and right of you. This second weapon is weaker and slower than the default, which itself isn't all that great, either. The rubbish weak weapon, coupled with the really fast moving enemies make this game really hard. it took me a few attempts to get past the first stage, but then, that could just be me being bad at games. Either way, the challenge isn't worth persevering through; the game is slow, unoriginal, ugly and boring.
Ugly is especially true. Look at this screenshot from the second stage. It's very brown, isn't it? The first stage is too, with a lot of murky dark green thrown in too. In summary, don't play this game. It is bad.