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

Thursday, 2 January 2020

Curiosities Vol. 16 - Zero no Tsukaima Fantasy Force

This post is also about that game's sequel, Zero no Tsukaima Fantasy Force 2nd Impact, since they're both a little off the beaten track, but I didn't think they were interesting enough to warrant a whole post each. The most interesting thing about them really is their method of distribution: they were never actually available to buy, but were extras included with the limited editions of the PS2 visual novels Zero no Tsukaima: Muma ga Tsumugu Yokaze no Nocturne and Zero no Tsukaima: Maigo no Period to Ikusen no Symphony, respectively. Because they were limited edition extras, that means they have their own discs and PS2 game ID numbers, so they can be counted as games in their own right, and not the kind of thing I covered all the way back in Curiosities Vol. 8.

Are they any good, though? Well, they're alright. The first game is a horizontal scroller that's easy enough that I one credit cleared the first loop on my second attempt. It's got some cute little touches, though, like how your charge attack extends a line of text from your character's mouth that damages enemies, in a nice little homage to the Parodius games. The second loop is a lot tougher, too, with a greater number of enemies acting more aggressively and even shooting revenge bullets right from the start. Maybe they should have included the option to start there as a hard mode?

The second game is a vertical scroller, and it takes a big step up in quality. There's two characters to choose from, each with their own sets of weapons, and there's even a two-player co-op option! The RPG-like backdrops and the fact that one of the characters rides a dragon really bring to mind Namco's Dragon Spirit/Saber duology, which is definitely no bad thing. Again, it's a little easy, though I only got as far as what appears to be the final boss this time round. One weird thing they included is a bad powerup that reduces your bomb stock by one. I don't understand that at all.

Both games are pretty fun diversions, but not much more than that, and definitely not worth tracking down what are probably now rare and valuable Japan-only visual novels from over a decade ago. There's no real scoring systems in them, which is fair enough, since they're deliberately evoking an oldschool feel, but I think what really kills them for me is that they don't save high scores, which was an annoyingly common problem with PS2 shooting games, as I remember. In summary, emulate them if you're curious, but otherwise you're not missing out on anything special.

Thursday, 12 December 2019

Reinforcer (X68000)

The first thing I though when I loaded up Reinforcer is that it looked a lot like SEGA's arcade game Crack Down, and the first two stages even have you locating and defusing bombs, which is kind of the opposite of what you do in Crack Down, even though in top-down videogame form, the two activities are identical. It only takes a little more inspection to see that Reinforcer is definitely its own game with a lot to offer, though.

Possibly because of the resemblence to Crack Down, I first approached the game with an approach that was both methodical and thorough: killing every enemy, searching every room and path for items, and so on. Then I got to the first boss and had sixteen seconds to try and fight it. It seems that the actual way to play the game is a lot more exciting! I found a lot more success in running through each room, killing only the enemies that were directly in my path or otherwise especially threatening. You can absorb plenty of damage too, which also encourages this kind of madcap, rampaging playstyle.

But let's take a break from talking about how the game plays to highlight the presentation. Though it's a top-down shooter, everything looks as detailed as it can, with some of the sprites looking better than those in the first two Grand Theft Auto games. The menus, cutscenes, dialogue boxes also look great: detailed and stylish. There's a lengthy intro that you thankfully don't have to watch, but it's worth a look at least once, for some excellent pixel art, and top-quality music (though the game has great music generally, to be honest). On top of all this, there's some nice little touches here and there, like the text on the title screen that states emphatically that "THIS GAME IS CYBER PUNK ACTION". It all looks and feels so cool!

Getting into specifics, each character has a selection of four weapons, though you'll mostly be using the machine gun (because it has infinite ammo), and the hand grenades (because you can throw them over walls to kill enemies a room over). Though you don't get to pick which character you use to play each mission, unfortunately. Also of interest is your characters' damage system. You have damage counters for armour and health that start at zero and go up when you get hit. You don't lose any health until your armour is at 100% damage, and in the few stages I've played, there are no items for refilling your health, only your armour (though you can still collect these when your armour is 100% damaged, and it'll still go back down).

Reinforcer is definitely a game I recommend you try out. Among the X68000 action games that aren't arcade ports, it's definitely one of the most high quality, in terms of both presentation, and just as a fun, exciting game! Finally, if you try it out in xm6g, it might not be immediately obvious how to get it running so here's some help: put the System Disk in the first drive, then wait for it to start loading. Then, into the second drive, insert Disk A to watch the intro, or Disk B to go straight to the game. For some reason, the game won't load if you don't wait for the system disk to start loading before inserting one of the others.

Tuesday, 20 August 2019

Mahou City (PC)

So, like a previous game I've covered here, Panic in Nakayoshi Land, Mahou City is a magical girl-themed Battle City clone. Though as far as I can tell, the magical girls in this case aren't from any existing property (though there's homages to a few existing magical girls in the very silly 2001 A Space Odyssey-homaging intro). You play as a girl with a cannon-lance weapon, and you go around mazes shooting other, similarly armed girls. Also, you've got a base to protect, and the game instantly ends if it gets shot. Instead of the militaristic eagle emblem of Battle City, it's a big fat yellow bird sitting on a nest.

All the Battle City hallmarks are present: destructible walls, enemies without AI that move and act completely randomly, power-ups that also appear at random, and most importantly: fun, simple action that manages to be compelling despite the heavy reliance on randomness. It even adds a few elements, like power-ups that give you a four-way shot, or shrink you down so you're harder to hit.

There's also some presentational changes, though they range from pointless to being of an actual detriment to the game. The pointless includes the addition of two extra camera angles: on low down, close to your character, and a first person view, which also changes the controls to a swivel-and-move arrangement. Unfortunately, they're both much worse for playing than the default bird's eye view camera, though they can make for some nice screenshots. The cosmetic change that's of active detriment to the game is that the Bomb Attack power up, that kills all enemies present in a stage when you pick it up, is now preceded by an unskippable animation of an airship flying in to carpet bomb the area. Actually, there is one bit of flair I feel ads to the game: the big explosions every shot creates are very satisfying.

There's also a few technical problems this game has, like the aforementioned intro being unskippable every time you load the game, or the fact that it doesn't save high scores after you close the program. All in all, though, if you like Battle City and clones thereof, this is one of those, and it's as addictive as any other. Even if it's also the hardest Battle City clone I've ever played, and I can only get 5 stages into it. Anyway, it's available from the dev's website for free, so you might as well give it a try, right?

Tuesday, 9 July 2019

Off-World Interceptor Extreme (Saturn)

This is a game that got a lot of coverage around the time of the Saturn's European launch, though I don't remember ever hearing of anyone actually owning or even playing it. There's a few reviews on GameFAQs, that are all well over a decade old and incredibly poorly written, even by GameFAQs standards, and they all absolutely hate the game and everything about it. Which strikes me as odd, since the game isn't terrible by any degree, nor is it even well-known enough for any supposed low quality to be received opinion, either. But one review even went as far as to say that Off-World Interceptor Extreme was so bad that Superman 64 looked good next to it.

It's not like this is some great forgotten classic, either, of course. But it is pretty good. You play as a "trash man", which is a kind of futuristic bounty hunter, employed by some military-looking people to chase down and kill space-criminals, and if you happen to also kill tons of space-cops along the way, that's fine too. Yeah, I'm not sure what kind of organisation is employing you, except maybe some kind of incredibly well-funded space-anarchist vigilante group? But anyway, you go to various planets in your futuristic gun-car and kill lots of space-cops and occasionally a space criminal, then spending your bounty on new cars and upgrades.

"Pretty good" is a perfect assessment of this game, in fact: driving isn't perfect but it's fun enough and goes at a decent speed. Shooting enemies and seeing them explode is kind of satisfying, et cetera. It wouldn't have been a wise purchase at full price even in 1995, but if you pick up a copy cheap in 2019, you'll get an hour or two's worth of fun out of it. (I did check ebay, and the prices for this game vary wildly: from £2 up to £50!)

Of course, it's a western-developed game from the early days of CD consoles, so there's the obligatory live action cutscenes between each stage, during which you're given your missions and the higher-ranked officers gradually warm up to you and so on. It all looks like a very low budget TV show, like most live action FMV did, bet there is one small difference that makes OWIE's cutscenes stand out: self-awareness. I don't know if it was the intention to do this from the start, or if the developers saw the footage and took and instant dislike to it, but all the cutscenes has imposed onto them the silhouettes of two guys in armchairs, watching the proceedings and making jokes at the game's expense, in a manner obviously inspired by Mystery Science Theatre 3000. Occasionally, they do even get some actual funny lines, too!

Off-World Interceptor Extreme is really the kind of game that natually gravitates towards being forgotten: it's nothing special, but it's not really a bad game, either. It feels a lot older than it is, too, despite the stages being made of texture-mapped polygons, too (though all the things in the stages are sprites): replace them with a good-old stripey road like you'd see in a typical sprite scaling game and take out the cutscenes, and this is a game that could totally have appeared on consoles five years prior, or in arcades ten years prior. That's not to say it's bad, but at the launch of a shiny new console generation, it probably got buried under all the games that were offering something genuiniely new.

Friday, 28 June 2019

Boukyaku no Senritsu (Game Boy Advance)

I don't know what made this game's title stand out to me while I was perusing a list of GBA games, but it did, and I'm glad I decided to investigate for myself then and there instead of going online and looking it up first. Because what this game is is a pretty fun Kiki Kaikai-alike, and what GameFAQs inexplicably lists it as is an adventure game. If i'd have seen that listing before playing, I would have just assumed it was completely unplayable without Japanese literacy and ignored it. So the moral is not to trust crowd-sourced info when it comes to lesser-known games, I guess?

So yeah, Boukyaku no Senritsu (also known as The Melody of Oblivion) is a top-down shooting game based on a 2004 anime I've never seen,, and in it, you pick from one of three characters and go trough five stages fighting against strange monsters, like robot cows, monkeys and babies, a bull/buss hybrid thing, and so on. Once per stage there's also a non-shooting section where you're riding on a jetbike and you just have to avoid stuff until it's over. I was pleasantly surprised in a number of wats playing this game, too: not only is it a really fun game to play, but it also has an amazing soundtrack, reminiscent of PC98 shooting games. The GBA doesn't have a great reputation regarding music, but it is possible to eke a good soundtrack from it.

With two exceptions, the presentation is a good job all-round, in fact. The first exception is that the sprites are in that ugly, blobby pre-rendered that was popular for some reason in the GBA's heyday (though the backgrounds are still nice enough). The other is that a few times per stage, and between the stages, there's lengthy dialogue scenes that you can't just skip in one go with the start button or anything: you have to sit there hammering the A button until the characters stop their yammering and let you go back to shooting stuff. There is one really nice bit of aesthetic flourish that almost makes up for those things, in that when you use your bomb attack, you get a few seconds of full screen animation that not only looks great, but is also pretty impressive for a GBA game. Off the top of my head, I can't think of any others that do that. And again, the music really is great.

There's not much more to be said about this game, to be honest: it's another, heretofore unsung high quality action game that manages to be worthwhile on a system that already has a generous supply of better-known high quality action games. It's a little easy, since I got to the final boss on my first attempt on default settings, but there are higher difficulties, including one that has to be unlocked by completing with every character. It's also pretty cheap to get a legit copy of, which is probably thanks to its relatively unknown status. I recommend it! One final word: apologies for this shorter-than-usual, slightly thrown-together post, but a combination of being busy with some other writing, Bloodstained: Ritual of the Night getting released last week, and some bad mental health days have all hit at once, taking away the time and energy I need to research a few posts in advance like usual.

Wednesday, 30 January 2019

Sol Negro (Amiga)

I decided to play this game based entirely on the boxart, which featured the hero and heroine looking like they were from some cool european sci-fi action comic. Though the cover wasn't a total bait-and-switch, as those two characters are actually the protagonists, the world they inhabit is more like an uglier, more luridly coloured version of a nineties platformer world. More interesting is the story, which is a rip-off of the story from the 1985 fantasy movie Ladyhawke. Ladyhawke, if you don't know, is about a warrior and a lady who love each other, but are kept apart by a curse that means when he's a human, she's a hawk, and when she's a human he's a wolf. The main characters in Sol Negro have a similar dilemma, except that the guy in this case turns into a fish. Also they'e both rifle-toting post-apocalyptic soldiers.

So, at the start of the game, you pick one of the characters, who you play as in human form, while rescuing/protecting the other, who obviously appears in their animal form. The most interesting thing about this is that it means each character has different stages: the male character starts the game in a surreal place with mountains and giant mushrooms and flowers, while the female character starts under the sea. Beyond that, however, I can't tell you any more, since this is yet another Amiga game, that's absurdly difficult, and after many attempts, I never made it past either character's first stages.

The game's mechanics are as much of a rip-off as its story, as it sees you walking and flying along narrow horizontally-scrolling stages shooting groups of small enemies, a lot like the arcade game Atomic Robo-Kid (in the interests of fairness, it should be mentioned that Atomic Robo-Kid and Sol Negro were released in the same year, and the Amiga version of ARK didn't even come out until two years later, so the similarities might just be a coincidence). Though obviously, Atomic Robo-Kid is a lot better than this in pretty much every way. Sol Negro has terrible collision detection, pointless non-enemy characters that do nothing but float around making you wonder what you're supposed to shoot, and various other problems. The most hateful of all, I think, is the dolphin that appears in the female character's underwater stage: it can't hurt you, but unlike all the other peaceful characters, if you accidentally shoot it, a bunch of tridents fly in from off screen and kill you as punishment.

In summary, Sol Negro is a bad game, despite having unique presentation and an endearingly shameless/bizarre plot. Just play Atomic Robo-Kid instead, to be honest.

Tuesday, 15 January 2019

Mo Jie Qibing (GBA)

I'm not the biggest fan of the Lord of the Rings trilogy, in fact, my main exposure to it was watching the first movie at a friend's house on DVD many years ago, and being left with no desire to ever watch the other two. What I do like, though, is the KiKi KaiKai games, also known as Pocky and Rocky. They a great bunch of Commando-style shooting games, but they're about a shrine maiden shooting ghosts instead of an army guy shooting other army guys. Mo Jie Qibang is an unofficial, unlicensed Lord of the Rings game that's also an unofficial, unlicenced KiKi KaiKai game.

You play as Legolas, Gimli, Aragorn, Gandalf, or Frodo, and you set out on an adventure that's a very, very loose interpretation of the original story. Like how the first stage is a north american-style desert full of cacti and bleach-white cow skeletons, culminating in a boss battle against a giant scorpion. Like the KiKi KaiKai games, you can shoot enemies from a distance, or you can bat them away with a risky, very short range melee attack. You've also got a limited-use bomb (represented by a gold ring) that instantly clears the screen of enemies. There's not need to save your bomb for the bosses, either, as both it and your melee attack are disabled during boss fights. I wonder if this is because the developers couldn't come up with a way of making those weapons do normal damage, rather than having them insantly kill enemies? We'll probably never know.

Anyway, though it's a terrible LotR adaptation, it is a pretty decent KKKK knock-off, so it's a lot of fun to play. There's only two real problems I've encountered. The first is that power-up distribution is totally random: every enemy seems to have an equal chance of dropping any power-up, or nothing at all. So on some runs you'll get lots of health items, extra lives, and so on, and on other runs you'll get nothing. The other big problem is the first boss: it's so much harder than the stages and bosses that follow it, and again, there's a bit of luck involved in beating it. Basically, there's a safe spot just in front of its face and to the side a little, and if you stand there, it'll stay still, fruitlessly trying to attack you while you safely shoot it in the face. Sometimes, though, it'll just move straight away and go back to attacking you.

Other than those faults, Mo Jie Qibang is still a pretty good game, though: it looks great, and it's a lot of fun when things go your way. It's easily one of the best pirate originals I've ever played, and I like it more than any official Lord of the Rings-based media I've encountered, too. Totally worth playing, though not as much as the actual KiKi KaiKai games are. Play those first, obviously.

Thursday, 27 December 2018

Buddhagillie (MSX)

In the US and UK, at least, Wisdom Tree's selection of platformers about biblical figures carrying things on top of their heads are what we mostly think of, when we think of religious videogames. They also have a reputation (that they totally, one hundred percent deserve) for being awful to the point of near-unplayability. But of course, there are videogames with religious themes other than those relating to Christianity in the world, such as the 2006 Judaism-themed adventure game The Shivah, and though I can't remember the name, I definitely remember seeing a video of an Islamic-themed Tomb Raider-like a few years ago. And more infamously there's a game about (possibly even by?) the Aum Shinrikyo sect on PC88. But, as you might have gathered from the title, Buddhagillie is a game about Buddhism.

You play as the Buddha, with the aim of making all sentient beings your equal. This is done by going into hell and fighting the four sufferings (birth, aging, sickness and death), and absorbing the karma they spit out to power your mantra. You can only fly around the left half of the screen, you see, and the beings you hope to free from the circle of reincarnation: demons, asura, humans, gods and so on, all appear on the right side of the screen. So you have to use you sword to absorb karma, to power your mantra nad fire it at them. In gameplay terms, you slash small enemies with your sword by tapping the attack button. Holding the attack button lets you block their bullets, and absorb them. After you've absorbed bullets, you'll shoot your own on the last attack of your three-slash sword attack chain.

So, this is basically a decently-designed shooting game, with a few interesting ideas, and even a proper scoring system. Though those aren't surprising, since it's a homebrew game from 2018 released for free on the internet, and not actually a commercial MSX game from the 1980s. Whether you interpret it as an actual work of religious devotion, or you just see the Buddhist content as a bit of aesthetic flavour, it can't be denied that it does make the game stand out: there's not many games that look like this in the world, or that have selected quotes from the Buddha onscreen at all times.

But is it actually good? Yes! Like I said, it's got interesting ideas, and a proper, functional scoring system (that mainly centers around killing multiple small enemies with one three-hit chain), and it's pretty addictive, too. The only real complaint I have is the fault of the host hardware, rather than the game itself, and it's that there's quite a bit of sprite flicker, and it's very frustrating getting killed by a temporarily-invisible bullet.

Wednesday, 28 November 2018

Hellraider (Amiga)

The most interesting thing about this game is that it turned out to be a totally different kind of game than I thought it was when I started playing. When I started playing, I thought it was an incredibly difficult Bosconian knockoff with some weird quirks, where you were supposed to fly around an eight-way scrolling world and destroy every enemy base. Turns out I was totally wrong: it's an incredibly difficult (but kind of original) shooting/escort type thing!

As the HMS Hellraider, you're tasked with collecting gems from the surface of the planet Hell (nothing to do with the Ngihtwish song though, as far as I can tell), where the intense heat and pressure cause the local volcanos to just spit them out like nobody's business. Though for most of the game, you don't actually control the Hellraider itself, but its four little scouting/escort ships, called Orbitals. The Hellraider will float around slowly, seemingly at random, picking up gems as it flies over them. When its hold is full of gems, the stage is over and you go onto the next one. The problem of course being that not only is Hell a hazardous planet to begin with, being peppered with volcanos, lava lakes, and  big rocks to crash into, but there are also apparantly rival mining interests already here, who are far more organised than you and not willing to share. So the main point of your mission is to pilot an Orbital escorting the Hellraider, and protect it from any enemy ships, turrets or mines that want to destroy it. If the Hellraider gets destroyed, you do get to fly around shooting enemies until your Orbital goes down, but you can't actually finish the stage. If all four Orbitals get destroyed, you can then control the Hellraider directly. It moves very slowly, but it can take a lot of hits (assuming it hasn't already been shot to near destruction, anyway), and can shoot in seven directions.

You might notice that all the screenshots I've taken are of the first stage. This is because, despite playing for over two hours, I never managed to complete it (though I did come close once or twice). I only know there even are more stages because I looked it up on youtube! I think there are two main problems that make this game such a chore. The first is that there's no radar, so you never know when enemies are going to suddenly fly in and start shooting your mothership to bits, or when you're about to stumble upon a nest of enemy turrets. Also, if you do chase an enemy ship and end up away from the Hellraider, there's no way of knowing how to get back to it.  The second is that the Hellraider itself just seems to move around at random, often just flying straight past convenient clumps of gems all stuck together. The stage would be over much quicker, and you wouldn't have to protect it for as long (the stages can go on for over five minutes!) if it had some kind of gem-seeking AI (apparently, you can play a kind of co-op game, with player one controlling the Orbitals and player two controlling the Hellraider, but I haven't been able to try it. If so, that sounds like a much less stressful game).

Hellraider is interesting: it's a game that I initially thought was a low-quality knockoff of an arcade classic, but it turned out to be an interesting and original game, ruined by a couple of huge flaws. I've said in the past that people's nostalgia for the Amiga keeps them from admitting that most of its games looked amazing, but played like garbage, but I have to admit that the low barrier for entry does result in a lot of experimentation in design that can result in games that, even if they aren't actually fun to play, are at least different and cool conceptually.

Monday, 12 November 2018

Genji Tsuushin Agedama (PC Engine)

This is an anime licensed game, based on an anime that, as far as I can tell has never been translated into English. So I can't really tell you anything about it, other than it ran for 51 episodes, and didn't have any other videogames. I can guess that it wasn't massively popular, then, since a fair few kids anime from the early 90s had a game each for PC Engine, SNES, Mega Drive, Game Boy, and sometimes even Game Gear, too!

Unusually for a licensed game, this one is a fairly original concept. Well, original might not be the right word, but it's not well-worn territory, at least. Genji Tsuushin Agedama is what might be the first and only Atomic Runner Chelnov-alike, being as it is, a platform/shooting game hybrid with a player character that can't stop running forwards. Obviously, that means that there's no exploration or anything, and the platform elements are mainly limited to trying not to fall into pits while simultaneously fighting off enemies.

So you run, jump, and shoot, and you've also got magic attacks performed by holding and releasing the fire button. As you hold it, a meter at the top of the screen fills up. The meter's split into differently coloured sections, each colour is a different attack, more powerful than the last. The longer you hold the button, the more powerful the magic you cast, though also, all the magics after the first are unavailable until you collect items to unlock them one by one, though this doesn't take long or force you to go out of your way. Another ability you've got is that you can do a quick roll along the ground by pressing down on the d-pad. You're invincible during this roll, and it can do a lot of damage, but it's very quick, so you're at risk of getting hurt as soon as it ends.

Though getting hurt isn't itself that big a risk, either, since you can take eight hits from the start, and there's plenty of healing items to pick up, too. In fact, though this is a fun, cute, and charming game, the one big criticism that can be levelled at it is that it's very easy. On my first play, I managed to get pretty far into stage four, and there are only six in total. Despite that, it is still a lot of fun, and definitely worth playing. I'd recommend buying a real copy, but I feel like I got lucky with mine: I got it for about a third of the usual price, since the ebay seller clearly didn't know the game's name, or how to look it up, and had it listed as just "Japanese PC Engine Game". But still, it's pretty fun, though maybe not be £30+ worth of fun.

Sunday, 28 October 2018

Monster Hearts R (PC)

Once again, I've been able to get ahold of a game released at a recent Comiket, and once again, it's a shooting game. This time, it's a shooting game about three monster maids: a vampire maid who is just that, a werewolf maid who is also a ninja, and a Frankenstein's monster maid who can summon a giant robot. Though there are obviously a few common systems no matter who you pick, their weapons and playstyles are all so different, they could almost have come from different games. But first, we'll get to those elements that are the same whoever you play.

Firstly, there's the power-up system. There's various differently coloured kanji that might appear while you play, but the two most important ones are the orange ones, that power you up, and the purple ones, which power you down. The orange ones gradually fill up an experience meter, until your weapon reaches level 5. You can keep collecting them once you're at level 5, but now every time the meter fills, it makes three big bonus coins appear on screen. These coins are worth so many points, that, should you be playing for score, this is the main thing on wich you should concentrate. The purple ones are fired in patterns by certain enemies like bullets, and obviously should be avoided like they are bullets.

As for the differences in characters, obviously, there's the differences you'd expect between their normal shots: the vampire has a regular spreading vulcan shot, the werewolf has a shot that just goes straight ahead, but is a lot weaker than you'd expect from a weapon of this type (due to this, she requires a slightly non-traditional, counter-intuitive playstyle that I'll get into shortly), and the Frankenstein's monster slowly fires powerful drill-shaped rockets, with faster lasers accompanying them as she powers up. The real differences between the three come from their super attacks, which all work differently, and require very different tactics.

We'll start again with the vampire, whose super weapon surrounds her with a bullet-absorbing forcefield for a few seconds, after which a bunch of familiars will storm across the screen, their number and the power of their attacks being determined in correlation with the amount of bullets absorbed. After about 10-20 seconds, it will have recharged, and can be used again. The werewolf's super has two different forms: tapping the button will simply make her release shurikens in a circle outwards, using up a third of the power meter. Holding the button while the meter's full, though, will make a bunch of shadow copies appear all over the screen, before they start shooting shurikens in every direction for a couple of seconds. This is the quickest super to recharge, taking only a few seconds to come back, which, along with her almost useless normal shots, so playing as the werewolf means relying on your super as your main form of attack.

The Frankenstein's monster's super is the coolest, but also the hardest to really use effectively: it summons a giant robot, vastly increasing your firepower, and also letting you absorb a bunch of hits, until it's had enough and goes away. How long you get to use it depends on how much it gets hit, though obviously, it's hitbox is huge, and it's pretty hard to avoid bullets in this form. What makes it hard to use, though, is that it takes several minutes to recharge after you summon it, so you're left betting on your own skills: can you survive until the boss without the robot, or alternatively, do you want to uuse it to storm through the stage, and hope it doesn't take too many hits and can get you through at least some of the boss fight too?

With all this in mind, is the game actually any good though? Well, it has a lot of problems, like how every time you get a game over, the time it takes and the amount of stuff you have to skip through to start a new game is way too long. Also, as a result of the three characters being so completely different in playstyle, the initial learning curve is pretty brutal, even for an STG. On the other hand, though, despite the minor problems it has, and how frustrating it can be in general, it's a game that once you start playing, it can be hard to stop. You can easily while away the hours without even realising. Maybe it's wasted on PC with this strong a hook, it could probably rake in the coins in an arcade setting! Anyway, if you're ordering a copy from Japan, there are probably way better games you could buy before it, but if it ever gets a nice convenient download release, then I definitely recommend picking it up.

Wednesday, 12 September 2018

Advanced Spanner-X -Endless Fire- (X68000)

The title might be bizarre, but unfortunately, the setting of this game is fairly standard, old-fashioned space shooter stuff. You're a spaceship, you shoot other spaceships. Luckily, however, it is a bit more interesting from a mechanical standpoint, and though it's a Japanese game on a system that was only ever released in Japan, it does make me wonder if the developers were fans of European-developed shooting games, like Xenon 2 et al.

There's a couple of reasons I say this. The first is that the game does suffer from that most stereotypical EuroSTG bugbear, lots and lots of bulletsponge enemies. The second, and most interesting, is that rather than your ship having one weapon that gradually powers up, or the ability to change weapons by collecting different items, you instead select your weapon before each stage. A lot of European shooting games have weapon shops for changing and upgrading one's weapon, though Spanner-X's system is a little different from that, too: you're given a selection of weapons from which to choose at the start of each stage, and the twist is that each can only be chosen once.

I guess the point of this is that there's a weapon that best matches each stage, and the player discovers the best order to use them through trial and error. I'm putting a lot of faith in the design skills of the developers with this theory, but I think it works out. There's definitely weapons that seem perfect for the first few stages, at least. It's not a system I like, but at least they're trying something different, I guess? And really, the biggest problem with this game is that first point: the enemies can all take a fair few shots, and they're mostly really small sprites too, so you constantly feel underpowered, which isn't a lot of fun, to be honest.

There is another, more interesting mechanical idiosyncracy in there too, though! Rather than giving you a health bar or a set number of lives, you're given a number of energy units, which not only act as hitpoints, but also temporary power-ups. You lose a unit of energy if you get hit, and you can also press the second button on your controller to expend a unit to power up your weapon for five seconds. Either way, when there's no energy left, it's game over. It's an interesting and unusual system, but even your powered up weapons still feel weak, so making the sacrifice never really feels worthwhile.

There's some other little notes to say about this game, like how the music is excellent (though this being both a shooting game and on the X68000, you could probably have predicted that), and the weird practice of how by default, the score's only displayed between stages, and you have to go into the options screen to turn on score display during play. Though it's an interesting and fairly original game, I can't really recommend Advanced Spanner X Endless Fire, as playing it just isn't fun or exciting. A disappointment.