Spark Man is a Rolling Thunder-esque walking shooter from South Korea, with a few of its own eccentricities, both mechanically and aesthetically.
It begins before a coin is even inserted, with the title screen depicting the hand of god bestowing electric life unto an androgynous cyborg. Androgynous apparently being a very apt word in this case, as between coin insertion and the start of the first stage, the player is treated to a profile of the game's protagonist, including their country of origin (Republic of Korea), date of birth (1994, which along with the given age of 16 sets the game in 2010/11), parents (Electroman and Fire Lady) and then sex, for which both male and female symbols are listed. Does Spark Man identify him/herself as being somewhere on a gender spectrum, rather than a binary male or female? Amazingly progressive for a game from 1989!
Most of the game doesn't do anything particularly exciting or innovative, having the player saunter from left to right shooting awkward-looking guys dressed in red (with the odd guy in green and every now and then, a panther or two), occasionally picking up a temporary weapon power up (which last for far too short a time).
There are a few interesting ideas in there, though. Roughly once a stage, a (somewhat stupid-looking) flying platform, allowing the player to fly around the screen dropping bombs on enemies. The bosses have another nice little quirk: they're all (as far as I've seen) giant robots (including what I assume is an unlicenced cameo from a Star Wars AT-ST), and rather than having health bars, they have visible crew members on board, a certain number of whom must be shot before the robot dies.
"Somewhat stupid-looking" is a phrase that can be used to describe a lot of things about Spark Man. The enemies and protagonist have an awkward, uncomfortable way of standing and walking, the flying platform, and the way Sparky sits on it look bizarre, and the stages, apparently set in America and the USSR both look like they were drawn by someone who had only the flimsiest knowledge of the countries. I'm not saying any of the art in the game is bad or poorly-drawn, there's just some kind of vague offness about how it all looks.
For all it's faults, Spark Man isn't a terrible game, if you're curious, there's no reason not to check it out, but if you don't you're definately not missing out on a classic or anything.
Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts
Wednesday, 30 July 2014
Tuesday, 10 June 2014
Express Raider (Arcade)
Hello! Remember me? It's been a while since I last posted, sorry! I've been busy with things like re-learning how to 3D model and other miscellany.
Anyway, Express Raider is an arcade game released by Data East in 1986, and it's a pretty early example of a game in which the player is the bad guy. I won't say first, because even if there's no earlier villain arcade games (which there might be, I haven't checked), there's probably something from the 80s british computer scene that features a playable bad guy.
The specific knave over whom your control will be exerted in this game is a nameless train robber/mass murderer in the old west. There's two types of robberies this no-good scoundrel commits: ones where he
boards the train, and ones where he rides horseback alongside it. Yes, it's not "one big score" he's after, he's a career criminal.
The two types of robbery are represented by two types of play. The on-foot robberies see the player walking across the tops of the train carraiges, each of which is protected by a different guardian. This might sound like a beat em up setup, but as the enemies are fought one at a time, in fixed spaces, it's more along the lines of something like Karateka, a strictly Player-Vs-AI fighting game with a single playable character, but multiple opponents, a genre that was pretty much killed by Street Fighter II, and then buried by Rise of the Robots.
Other than the generic tough guy you'll encounter a few times on each fighting stage, there's also riflemen, big guys who try to shove you off the train with a wall of boxes, and the coal-shovelling guy who, on your arrival, diverts his attention from fuelling the train to ending your life. An interesting part of these sections is your health bar, which obviously get depleted via enemy attacks, but also gets restored through your successful attacks, making it something more of a momentum meter than a traditional health bar.
The other bits, the ones that take place on horseback, aren't nearly as interesting as the fighting bits, though they're not the chore I'd originally assumed them to be when I saw them in the game's attract demo. The
easiest way to describe it would be as a kind of horseback cabal-esque shooting gallery. The bottom part of the screen is your moving area, in which you must dodge the enemy bullets, and the top has the train carraiges. Enemies pop up to take shots at the player through windows or from behind walls or whatever, and sometimes a woman will appear with a bag of points for you too (you lose a life if you shoot her, which is really easy to do, considering how frantic these sections are). After you kill a certain amount of enemies at a carraige, you move on to the next until you finally reach the engine, which plays host to a mildly bizarre bonus stage, in which you have the remaining time from the rest of the stage to shoot as manically as possible to find invisible targets while a guy on board the train randomly gives you big sacks of points.
Express Raider is a fun, fairly unique game that definitely meets my recommendation. You should totally play it!
Anyway, Express Raider is an arcade game released by Data East in 1986, and it's a pretty early example of a game in which the player is the bad guy. I won't say first, because even if there's no earlier villain arcade games (which there might be, I haven't checked), there's probably something from the 80s british computer scene that features a playable bad guy.
The specific knave over whom your control will be exerted in this game is a nameless train robber/mass murderer in the old west. There's two types of robberies this no-good scoundrel commits: ones where he
boards the train, and ones where he rides horseback alongside it. Yes, it's not "one big score" he's after, he's a career criminal.
The two types of robbery are represented by two types of play. The on-foot robberies see the player walking across the tops of the train carraiges, each of which is protected by a different guardian. This might sound like a beat em up setup, but as the enemies are fought one at a time, in fixed spaces, it's more along the lines of something like Karateka, a strictly Player-Vs-AI fighting game with a single playable character, but multiple opponents, a genre that was pretty much killed by Street Fighter II, and then buried by Rise of the Robots.
Other than the generic tough guy you'll encounter a few times on each fighting stage, there's also riflemen, big guys who try to shove you off the train with a wall of boxes, and the coal-shovelling guy who, on your arrival, diverts his attention from fuelling the train to ending your life. An interesting part of these sections is your health bar, which obviously get depleted via enemy attacks, but also gets restored through your successful attacks, making it something more of a momentum meter than a traditional health bar.
The other bits, the ones that take place on horseback, aren't nearly as interesting as the fighting bits, though they're not the chore I'd originally assumed them to be when I saw them in the game's attract demo. The
easiest way to describe it would be as a kind of horseback cabal-esque shooting gallery. The bottom part of the screen is your moving area, in which you must dodge the enemy bullets, and the top has the train carraiges. Enemies pop up to take shots at the player through windows or from behind walls or whatever, and sometimes a woman will appear with a bag of points for you too (you lose a life if you shoot her, which is really easy to do, considering how frantic these sections are). After you kill a certain amount of enemies at a carraige, you move on to the next until you finally reach the engine, which plays host to a mildly bizarre bonus stage, in which you have the remaining time from the rest of the stage to shoot as manically as possible to find invisible targets while a guy on board the train randomly gives you big sacks of points.
Express Raider is a fun, fairly unique game that definitely meets my recommendation. You should totally play it!
Wednesday, 21 May 2014
Exelinya Burst (Xbox 360)
It's time for another Japanese Xbox Live Indie Game, and in it, the player controls a tiny sukumizu-clad girl who flies aroun d with a big grabby-arm device. Using said device, they must grab and throw enemies, who come in the form of crudely drawn vegetables. Though the game bears some superficial similarities to Bangai-O, as well as a shared obsession with explosions, the way it plays makes it a pretty unique game.
You character is unkillable, with the only real foe being the time limit. Before time runs out, the player has to score as many points as possible, by grab the enemies and throwing them into each other. Thrown enemies explode, and enemies caught in explosions will also explode, and so on. There's also bosses, who come in
the form of flans and milk cartons, who shoot streams of carrot and radish-shaped missiles (the carrots go in a straight line, the radishes are homing).
There's also a power bar at the bottom of the screen, which goes up and down depending on how many explosions are currently happening. The more full it gets, the larger the explosions get. When it's completely full, large red explosions will occur, that also slightly increase the amoumnt of remaining time. So obviously, the game revolves entirely around creating more, bigger explosions, to score points, to regain time, and to cause more explosions.
Obviously, the time lmit and constant explosions give the game a manic pace, and this is also aided by the
music. There's a few different tracks, and the game seems to switch between in a semi-dynamic way. I'm not sure exactly how it chooses which track to play at a given time, whether it's based on the current amount of enemies or explosions on-screen, or maybe the remaining time or some other myserious algorhythm, but it always fits.
Though it's not a must-buy like Chieri no Doki Doki Yukemori Burari Tabi, I still totally recommend Exelinya Burst. It's only 69p, and the nature of the game means you can probably easily fit a whole credit into the 8 minute default demo time that XBLIG games offer to see if it grabs you.
You character is unkillable, with the only real foe being the time limit. Before time runs out, the player has to score as many points as possible, by grab the enemies and throwing them into each other. Thrown enemies explode, and enemies caught in explosions will also explode, and so on. There's also bosses, who come in
the form of flans and milk cartons, who shoot streams of carrot and radish-shaped missiles (the carrots go in a straight line, the radishes are homing).
There's also a power bar at the bottom of the screen, which goes up and down depending on how many explosions are currently happening. The more full it gets, the larger the explosions get. When it's completely full, large red explosions will occur, that also slightly increase the amoumnt of remaining time. So obviously, the game revolves entirely around creating more, bigger explosions, to score points, to regain time, and to cause more explosions.
Obviously, the time lmit and constant explosions give the game a manic pace, and this is also aided by the
music. There's a few different tracks, and the game seems to switch between in a semi-dynamic way. I'm not sure exactly how it chooses which track to play at a given time, whether it's based on the current amount of enemies or explosions on-screen, or maybe the remaining time or some other myserious algorhythm, but it always fits.
Though it's not a must-buy like Chieri no Doki Doki Yukemori Burari Tabi, I still totally recommend Exelinya Burst. It's only 69p, and the nature of the game means you can probably easily fit a whole credit into the 8 minute default demo time that XBLIG games offer to see if it grabs you.
Friday, 14 March 2014
Chieri no Doki Doki Yukemuri Burari Tabi (X Box 360)
The X Box Live Indie Games marketplace has a pretty bad reputation, thanks to the millions of games about chatting up girls, and trillions of games with titles containing some combination of the words "zombie", "craft", "epic" and "pixel". But among all of those, there are a few gems to be sought out. I've probably made a bad decision by choosing this one to write about first, since it's definitely my favourite game on the entire XBLIG
marketplace.
In it, you play as a young girl who was enjoying a nice day at the hot springs with her dad, when suddenly, the bottom of the spring gives way, and dad's sucked down into a pit full of malicious ducks and monkeys. Obviously, Chieri is compelled to jump into the pit and save her dad, armed only with a squirt bottle and a rabbit. The least likely of these two weapons, the rabbit, is the gimmick on which the game hangs. All over the screen, there are flashing "hooks", similar to those seen in ChainDive, onto which the rabbit can grab (an action performed by the player pressing and holding A), with Chieri hanging on by a chain. While attatched to a hook (or even an enemy!), pushing the analogue stick will make Chieri lean in the direction pushed, shooting bullets from her squirt bottle in the opposite direction.
There's a few types of enemies in the game: Ducks, who paddle along the bottom of the screen in groups, monkeys, who float down from above in wooden buckets, and revolving turret-things that stay in one place. There's also bosses who appear every now and then, in the form of giant floating meatbuns with an increasing number of smaller meatbuns orbiting it. The bullets the enemies fight are turned into harmless fruit when they pass through the chain, and the fruit all instantly fly towards Chieri when the chain is released. Collecting a
certain amount of fruit earns an extra life, with the amount increasing everytime it's reached. But, as the game goes along, the enemies gradually get more enthusiastic in shooting larger amounts of bullets that be cancelled into fruit. So it all works out in the end, which is nice.
Anyway, I've already said that I love this game, so obviously I recommend it, especially since it's only about 70p. Searching for Japanese games on the XBLIG marketplace is a pain, tough, so just buy it on the xbox site here and have it appear on your console's download queue. The developers also have a website here, and it appears they mostly make fangames using characters from existing series, like Cardcaptor Sakura, Lilith from the Darkstalkers series.
marketplace.
In it, you play as a young girl who was enjoying a nice day at the hot springs with her dad, when suddenly, the bottom of the spring gives way, and dad's sucked down into a pit full of malicious ducks and monkeys. Obviously, Chieri is compelled to jump into the pit and save her dad, armed only with a squirt bottle and a rabbit. The least likely of these two weapons, the rabbit, is the gimmick on which the game hangs. All over the screen, there are flashing "hooks", similar to those seen in ChainDive, onto which the rabbit can grab (an action performed by the player pressing and holding A), with Chieri hanging on by a chain. While attatched to a hook (or even an enemy!), pushing the analogue stick will make Chieri lean in the direction pushed, shooting bullets from her squirt bottle in the opposite direction.
There's a few types of enemies in the game: Ducks, who paddle along the bottom of the screen in groups, monkeys, who float down from above in wooden buckets, and revolving turret-things that stay in one place. There's also bosses who appear every now and then, in the form of giant floating meatbuns with an increasing number of smaller meatbuns orbiting it. The bullets the enemies fight are turned into harmless fruit when they pass through the chain, and the fruit all instantly fly towards Chieri when the chain is released. Collecting a
certain amount of fruit earns an extra life, with the amount increasing everytime it's reached. But, as the game goes along, the enemies gradually get more enthusiastic in shooting larger amounts of bullets that be cancelled into fruit. So it all works out in the end, which is nice.
Anyway, I've already said that I love this game, so obviously I recommend it, especially since it's only about 70p. Searching for Japanese games on the XBLIG marketplace is a pain, tough, so just buy it on the xbox site here and have it appear on your console's download queue. The developers also have a website here, and it appears they mostly make fangames using characters from existing series, like Cardcaptor Sakura, Lilith from the Darkstalkers series.
Sunday, 12 January 2014
Bulk Slash (Saturn)
This is actually something of a filler post, having put myself in the unusual position of needing to put a gap between Champion Kendo and Maze Heroes and the RPG and sports game I plan on writing about in the near future. The game itself isn't filler material, though! It's excellent!
It's a 3D shooting game in which the player pilots a giant robot that can transform into a futuristic fighter jet.
The stages are set in the kinds of places that 90s robot anime were set: a city on the bay under a bright blue sky, a blasted desert battlefield, a fleet of big, battling spaceships and so on. While the graphics are generally amazing (definitely disproving the "recieved wisdom" that the Saturn couldn't do good-looking 3D, as if the Panzer Dragoon series, Burning Rangers and various others didn't already do that.), the second stage is especially beautiful, taking place in an amazing cyberpunk city at sunset, during the rain. And then it ends with a boss fight against an amazing looking giant mecha dragonfly with holographic wings! Easily one of the coolest sights of any 32-bit era game!
The great presentation carries on into the music. The title screen greets you with a short but incredible little
power metal riff, and the in-game music perfectly fits the 90s anime style of the game. There's also a cool animated intro to be seen if you don't press anything at the title screen for a minute or so.
Each of the stages takes place in a pretty big area, which you're free to navigate at will, carrying out your objective, which is different for each stage, including blowing up certain machines, finding ID cards, carrying bombs to the destination in your fighter mode and a dreaded escort mission (which really isn't that hard once you've got a hang of controlling your ship/robot).
The controls are simple, but as effective as they need to be. The d-pad moves, the shoulder buttons turn, A transforms, C either makes your robot jump or changes the speed of your ship, X, Y and Z all point you in the direction of your enemy during boss fights, and B is the attack button.
Using only the B button, the designers hae managed to give the player a wide range of attacks: not pressing it for a few seconds charges your heavy weapon, in robot mode a medium range grenade that causes a big explosion and in fighter mode, an array of homing missiles that seek their prey in a satisfying Itano Circus-esque manner. As for normal attacks, theship mode is simple: press B to shoot your machine guns. In
robot mode, there's a wider variety of options: tapping B when at close range to an enemy slashes with a sword, while holding B shoots your main gun (a machine gun by default, but in robot mode, three temporary power-ups are available: a flamethrower, a raiden-esque toothpaste laser and a short-range three-way gun), though whether you're moving or stationary when you hold the button gives you the Treasure-esque choice between fixed shooting (when stationary) or free shooting (while moving).
I could keep going on and on about how great this game is and other cool things in it like finding co-pilots and so on, but rather than spoiling everything, I'll just tell you to go and play it!
It's a 3D shooting game in which the player pilots a giant robot that can transform into a futuristic fighter jet.
The stages are set in the kinds of places that 90s robot anime were set: a city on the bay under a bright blue sky, a blasted desert battlefield, a fleet of big, battling spaceships and so on. While the graphics are generally amazing (definitely disproving the "recieved wisdom" that the Saturn couldn't do good-looking 3D, as if the Panzer Dragoon series, Burning Rangers and various others didn't already do that.), the second stage is especially beautiful, taking place in an amazing cyberpunk city at sunset, during the rain. And then it ends with a boss fight against an amazing looking giant mecha dragonfly with holographic wings! Easily one of the coolest sights of any 32-bit era game!
The great presentation carries on into the music. The title screen greets you with a short but incredible little
power metal riff, and the in-game music perfectly fits the 90s anime style of the game. There's also a cool animated intro to be seen if you don't press anything at the title screen for a minute or so.
Each of the stages takes place in a pretty big area, which you're free to navigate at will, carrying out your objective, which is different for each stage, including blowing up certain machines, finding ID cards, carrying bombs to the destination in your fighter mode and a dreaded escort mission (which really isn't that hard once you've got a hang of controlling your ship/robot).
The controls are simple, but as effective as they need to be. The d-pad moves, the shoulder buttons turn, A transforms, C either makes your robot jump or changes the speed of your ship, X, Y and Z all point you in the direction of your enemy during boss fights, and B is the attack button.
Using only the B button, the designers hae managed to give the player a wide range of attacks: not pressing it for a few seconds charges your heavy weapon, in robot mode a medium range grenade that causes a big explosion and in fighter mode, an array of homing missiles that seek their prey in a satisfying Itano Circus-esque manner. As for normal attacks, theship mode is simple: press B to shoot your machine guns. In
robot mode, there's a wider variety of options: tapping B when at close range to an enemy slashes with a sword, while holding B shoots your main gun (a machine gun by default, but in robot mode, three temporary power-ups are available: a flamethrower, a raiden-esque toothpaste laser and a short-range three-way gun), though whether you're moving or stationary when you hold the button gives you the Treasure-esque choice between fixed shooting (when stationary) or free shooting (while moving).
I could keep going on and on about how great this game is and other cool things in it like finding co-pilots and so on, but rather than spoiling everything, I'll just tell you to go and play it!
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