Showing posts with label sport. Show all posts
Showing posts with label sport. Show all posts

Wednesday, 6 June 2018

Simple 1500 Series Vol. 30: The 1 on 1 Basketball (Playstation)

When you look at a list of arcade games, there's one name near the top that always sticks out, to me at least: 1 on 1 Government. I always notice it, because it's close to the top of an alphabetically ordered list, and it's such a strange title that gives nothing away about what kind of game it is. What it is, though, is a port to arcades of this, more sensibly titled Playstation game.

It's surprising that it was a Playstation game before it was an arcade game, as it's structured very much like an arcade game, and, like Lethal Crash Race tried to apply the Street Fighter II formula to racing games, The 1 on 1 Basketball tries to do that for Basketball. You pick a character from a pretty big selection (that includes, aong a few regular people, a monkey, an angel, and some kind of childish cartoon drawing of a person), and you go on to face the other characters in a series of basketball games. By default, the games last ninety seconds, or until someone scores eleven points. Also, I don't know if this is an actual basketball rule, but if the time ends on a draw, the game carries on for another twenty seconds. This didn't strike me as odd, but it'll keep doing that until there's a winner, one way or another.

It should be mentioned that as well a the 1 on 1 mode, there's also a 2 on 2 mode, though as far as I can tell, there's no "canon" teams, so you just throw any two characters together, and your CPU opponents will do the same, and it otherwise plays out the same as the main mode, except the stages are a little too small for it, so there's a lot of bumping into each other. Anyway, this game plays pretty well! The controls are simple enough to pick up: you move left or right across the court, with up and down moving you left or right in relation to your oppnent's position. There's also a button each for shooting, getting in your opponent's way, and trying to steal the ball. Like the fighting games it's trying to emulate structurally, it's fast paced, and easy to start playing straight away.

Anyway, yeah, I recommend playing this (or the arcade version, since as far as I can tell, there aren't really any differences between them). For various reasons, I keep getting more curious about arcade sports games these days, and it seems like a lot of them are pretty good (this one being no exception).

Thursday, 26 April 2018

Sports Jam (Dreamcast)


You'd think, even as late as 2001, something with the mainstream appeal of a sports game would still be guaranteed to get a worldwide release on the Dreamcast, but Sports Jam oddly never made it to european shores. Though if you look at it another way, it makes more sense: like the PS Vita is now, by 2001, the Dreamcast was a niche console, and most people still buying games for it were arcade nerds and anime fans, and with the arcade scene in the K at least being so poor, they would have had no prior knowledge of this game, nor would they be naturally inclined to give a sports game a chance. And from the other side of it, Sports Jam is such an oddity of a sports game, that would have put off a lot of mainstream players anyway.

What it is is a variant on a format as old as time: it's a Track and Field-type game, in which you play various short events, trying to get the fastest time or the highest score. The game's big hook, though, is that rather than the traditional athletic events, you're instead playing various minigames based on isolated aspects of sports that would ordinarily have their own videogames. For example, there's two American football games, one where you're running and bashing down sandbags to score a touchdown, and another that relies on perfect timing to kick a field goal. There's also games representing aspects of tennis, golf, basketball, bicycle racing, soccer, baseball and ice hockey.

There's a few different modes to pick from: DC Original and Arcade are both pretty much the same: you play four events, each picked as you go. The difficulty of the events depends on how late in the game you're playing them, and this is a real bit of strategy you should pay attention to: some games are easy enough whenever you play them, some are near-impossible on later levels, but incredibly simple early on. There's also a mode called Your Original, in which you play all twelve events, choosing their order before you play. It seems like a strange omission to me that there's no mode in which you play a single event, or even a practice mode, but it's no big deal, I guess.

Whether you like this game pretty much lies entirely on how much you like multi-event sports games. If you don't at all, it's probably not going to do anything to change your mind. But if you do, then it's an excellent example of one, with varied and fun events, as well as the kind of lavish presentation and production values you'd expect from a SEGA arcade game of this era. Like I said earlier, though, its not a surprise that it fell through the gaps and got forgotten.

Wednesday, 28 February 2018

Cardcaptor Sakura - Tomoeda Shougakkou Daiundokai (Game Boy Color)

Around the turn of the twenty-first century, Cardcaptor Sakura was a very popular show in Japan and around the world. Being a popular kids anime meant that obviously, it got a bunch of videogame adaptations, too, though since it's a cartoon with a female lead, and western companies inexplicably hate cartoons with female leads, none of them got released outside of Japan (in fact, there was barely any western merchandise in general). Testament to exactly how popular the show was is the fact that though it only ran for a little under a hundred episodes, it got ten games across six formats in that shot time. And while most of them were as you'd expect: games about magic and action and so on, this one more than any of the others, I think, shows just how popular the series was: it's a game about Sakura and her classmates participating in a school sports day.

A fantasy-action show getting a videogame that totally eschews both of those in favour of the characters having some light-hearted fun seems like a big risk to me, especially releasing it on a cartridge-based console in 2000, rather than as a simple download in 2018. But anyway, it exists, and it's a Track and Field-style button-annihilation game in which you pick either the pink or blue team and take part in various events. There's normal sports, like the 100m dash and the relay race, there's sports you only see in school sports days, like the three-legged race and the "assault course" that ends in sack racing, there's sports you only see in Japanese school sports days, like the one where teams of three kids carry around a fourth kid, and the kids on top have to steal each other's hats, and there's some slightly weird stuff, like a colour matching puzzle game and a thing where you race over bumpy ground, running behind a giant ball.

As for how it plays, it's alright. A lot of the events are about pressing A and B as fast as you can, with a few extra little twists for each one too, like handing the baton in the relay, or crawling under obstacles in the assault course. The hat-stealing game is the most fun, as it sees you trying to knock your opponents off their balance to so you can easily grab their hat, while also trying to avoid your own hat getting taken as you lean in to do the pushing. Of course, like all TaF-style games, I'm completely terrible at every event, and in a couple of hours' play, haven't managed to win a single one. But that's where the game's secret weapon kicks in: the license.

Of course, Cardcaptor Sakura is an all-time classic show, that doesn't get quite as much recognition in the west as it should, for aforementioned reasons, and this game captures (ho-ho!) a lot of its charm. The actual in-game character sprites are pretty nice, and between events, there's lots of big, luxurious pixel art of the characters, and it all looks excellent, brightly coloured, and super-cute. Though it's clearly a case of just applying a license to a generic game, it's still very effective and adds a ton of charm.

If you're a fan of the show, I'd definitely recommend tracking this game down, as it's pretty fun, really captures the show's feel against all odds, and would generally be a cute addition to your collection. If you're a fan of the genre, I'm not really sure what might make a good or a bad Track and Field game, and there's probably plenty of others that are a lot more easily available for you to get your hands on, and provide just as much of that arm-tiring action you crave.

Thursday, 8 February 2018

Jerry Glanville's Pigskin Footbrawl (Mega Drive)

Before I actually start talking about this game, I want to talk about its title. Say it out loud: "Jerry Glanville's Pigskin Footbrawl", and there's something somewhat satisfying in the way it flows. So much so, that for years, I'd assumed that Jerry Glanville was a fictional character, invented purely for the sound of his name, but apparently, he's some kind of sporting multiclasser, having been an American football player as well as a driver in two kinds of car racing. Anyway, it's a port of an arcade game that didn't feature any license, but getting sportsmen's names in titles was a big strategy for early Mega Drive games in the US, so I guess Jerry was the only player they could get who would put his name on this incredibly tenuous adaptataion of the sport.

It's played in a vaguely belt scrolly kind of way, on pitches littered with various objects and hazards. An odd quirk compared to most team sport games is that you control the same player for the entire match, which, since the camera follows the balls, means that you spend a lot of the time offscreen trying to catch up. You do have one little sliver of control over your teammates, however: when you press the punch button, everyone on your team throws a punch at once. Obviously, the main aim is to get the ball to your opponent's end of the pitch, scoring seven points when you do. There's also a "possession" meter that slowly fills while a member of your team has the ball, and if it's full when you score, you get an extra point.

Mostly, this is a pretty fun game to play, with only two major problems: there is both too much and too little of it. Too much because the shortest a single match can be is ten minutes, plus all the intermissions and so on whenever anyone scores and at the end of each quarter. Too little because it's incredibly bare bones: there are only two teams, "Red" and "Blue", and single player mode consists of playing one game as the blue team against the red team. There's no season or career or anything to be found here. There are two pitches, though: the first half of the game takes place in a field, and the second half in a dungeon.

Pigskin Footbrawl is an okay game, but it's really only worth your time if you have at least one friend who's very enthusiastic about playing lots of long matches in a sports game where every match features the exact same teams playing in the exact same venue, forever.

Thursday, 28 December 2017

Hajime no Ippo: The Fighting (DS)

Hajime no Ippo is a comic about boxing that's been running (and continues to run) since 1989, and it's had a few videogame adaptations in that time, too, some of which got brought to the west (presumably after being de-Japanified) as the "Victorious Boxers" seres. Hajime no Ippo: The Fighting wasn't brought over, but there is a partial translation patch out there for it, and, to be honest, even without the patch it's probably pretty easy to figure out.

As you'd expect, it's a boxing game. There aren't really any special gimmicks or anything, just regular old punching. You do havce a super meter, but all it enables are really powerful punches, no special powers or anything. Some mention should be made of the controls: the default scheme is a touchscreen affair, that has you poking and swiping in a bunch of boxes on the bottom screen to do different punchs. Like most touchscreen gimmicks, it doesn't really work, and you'll quickly be using the pause menu to change to some proper button-based controls, which work much better, having left punches mapped to Y and B, right punches mapped to X and A and special punches performed by pressing both button for one hand.

Though I'm not a fan of the old cliche that handheld games are best when they're playable in short bursts (because I personally like to play long handheld games while watching TV), I have to say that Hajime no Ippo really excels at that sort of thing. Obviously, each bout is a few minutes long at the most, and the game saves automatically after each one. So even if you just played one fight everytime you sat on the toilet, you'd still be making a little progress each time. The fights themselves are enjoyable enough, too. It never feels like there's as much precision or as many options available to you as in a fighting game, but punching is very satisfying, and not only does the game never seem unfair, but there difficulty curve is smooth too, and your opponents not only get harder very gradually, but they also each seem to have their own fighting style and tactics.

Between fights, you can also participate in little touchscreen "training" minigames. Your trainer will tell you that these increase your stats, but I can't actually find any mention of these stats anywhere else, and I think he might be lying just to shoehorn in another touchscreen gimmick, as developers were wont to do on DS games, especially licensed ones. I still attempt one before every fight though, because what if he's not lying.

There's not much more I have to say about this game other than to describe the cool little touches there are, like how your face gets swollen as it receieves punches, which manifests-ingame as the edges of the screen getting slightly darker, and you can have your trainer put an icepack on it between rounds to lessen the swelling. Also between rounds is the only time you get to see your own face, and just how lumpy your opponent's made it, which is cool too. Anyway, I have to admit that I haven't played a lot of boxing games in my time, but this is probably my favourite of the ones I have played, and that includes Super Punch Out.

Monday, 27 November 2017

Heavy Smash (Arcade)

Other than a few remaining outliers like the Everybody's Golf series, sports games that aren't staid, po-faced "simulations" starring real life players are a pretty rare thing nowadays, and sci-fi/fantasy-themed games about fictional sports even moreso. And that's a shame, because those games are usually pretty great, Heavy Smash included.

What it is is a lot like a simplified, horizontally-scrolling version of the Speedball, where armoured players carry the ball and try to throw it into the goals at either ends of the pitch. This being an arcade game rather than a computer game, Heavy Smash does everything in a much louder, more colourful and generally more flamboyant manner than the Speedball games, though. There's also the addition of a power bar, whose main function is to determine how powerful you shots at the enemy's goal are, with the most powerful being like special attacks from a shonen anime, and being able to blast the opponent's goalie into the goal along with the ball at close nough range. The controls are pretty simple, and perfectly suited to a Mega Drive port that never happened: you have three buttons, the middle one is jump, and the other two each have two different functions, depending on which team has the ball. One of them is for taking shots at the opponent's goal, or attempting to tackle a ball-holding member of the opponent's team, while the other either passes the ball to one of your teammates, or, when your power bar is full, shoots a projectile at your nearest opponent.

Interestingly, the game has two scores. There's the number of goals you've scored in the current match, of course, but there's also a regular old arcade game score, too. This latter score goes up when you score goals, tackle enemy players and pick up the ball, and there's also end of match bonuses for things like scoring hat tricks and so on. Another little quirk is that though the standard length of a match is ninety seconds, if you get six points ahead of your opponents, the match is called off and you're declared the winner outright, so it is theoretically possible to attempt a speedrun of this game. Less cool is the fact that if the scores are tied when time runs out, the game goes into sudden death, and if no-one scores before that time runs out, the CPU player wins.

All the teams except one are nationally themed, and true to form for a Japanese arcade game, there's plenty of stereotypes. The Japan team are samurai, the Italy team are gladiators, and so on. But there's also some non-stereotypical teams in there too: Spain are also represented by a team of samurai, and Brazil are represented by a team of guys with electric superpowers? Also, at first glance, Australia's team are the only women in the game, but when the usually-masked Japan team score a goal, the bare-faced portrait that comes up appears to be a short-haired woman, which is interesting, I guess?

In summary, Heavy Smash is a game that's a lot of fun to play, and it looks awesome, too. Plus, it's yet another game you can look at and ask "why did this never get a home port?" So go and do both those things!

Wednesday, 11 October 2017

Penguin-kun Wars 2 (MSX)

There's a chance you might have played the first Penguin-kun Wars game, which was ported to the NES and Game Boy and released in the west as King of the Zoo, but in case you haven't, it was about a fictional sport played by cute animals.

The sport itself (which doesn't have a name, as far as I can tell) is a kind of combination of bowling and dodgeball: the participants stand at either end of a flat plain, each starting with five balls. The aim is to roll the balls over to your opponent's side, with the winner being either the first to get all ten balls on their opponent's side, or the one with the least balls on their side when time runs out. Furthermore, if you hit your opponent with a ball, they're stunned for a few seconds (or vice versa, obviously).

In the first game, this was all there was to it. It had a sports tournament setting, and you simple faced off against increasingly skilled opponents as you advanced. The second game, however, has a (very simple) plot: you go to  the house of your friend to play, only to see them getting kidnapped! So you go off to rescue them. An additional cute touch is that you can pick a male or female penguin to play as, and the one you don't pick is who gets kidnapped. As you're not participating in a sports tournament this time, your opponents don't play fair. There are multiple areas (Mammal World, Insect World, Reptile World, etc.), each with a few opponents to beat. Most of your opponents have some kind of special ability that they have no qualms about abusing, such as the shark, who can't be stunned, instead turning red and ramping up the aggression if you hit him, or the ants, who's special ability is that there are two of them, so if you stun one, the other can still move. The exception is Mammal World, where the locals just seem to be mediocre players that you won't have too much trouble beating.

After you've beaten three opponents in an area, you fight that area's boss, who has even more unfair abilities. For example, the boss of Insect World is a centipede, who takes up his entire side of the field, can throw every ball he has at once and takes multiple hits before getting stunned. There's no versus mode, and I think that's probably for the best: though it's a kind of sports game at its core, Penguin-kun Wars 2 is structured more like a single player action game, with stages and boss fights and so on, and as such is balanced heavily against the player.

Before the review ends, it would be remiss to allow the presentation to go unmentioned, as it's pretty nice for a 1988 MSX game. Each stage has its own background, with an audience of whatever animals live there. One stage, Antarctic World, has a few humans in the crowd, which is odd. Another cool touch is that each stage has unique game over and stage complete screens. It really feels like the developers were enthusiastic about making this game, but unfortunately, that enthusiasm has mainly gone into including as many ideas and variations on the core mechanics as possible, with little regard as to how balanced it all is.

If you're a particularly big fan of the original, and you're desperately clamouring for more, then that's exactly what you'll get from this sequel. I can't help but feel that that's an incredibly tiny niche, though, even by the standards of this blog.

Sunday, 16 April 2017

Toughman Contest (32X)

I never thought there'd be an EA Sports game on this blog, but it's game that's long forgotten, on a console that no-one cares about, featuring a sport that wasn't really popular for very long (and even when it was, it was never massive). Toughman Contest is an amateur boxing tournament that's been going since the late 1970s, but the only time I've ever heard of it was in the late 90s, though it apparently continues to this day. This game is vaguely based on that competition, though all the boxers in it are fictional caricatures with silly names.

Presentation-wise, it's a bit of a mixed bag in many ways: though the graphics are all competently drawn, the game has an ugly pseudo-realistic aesthetic, and the menus look cheap and low-rent compared to the game itself. The character sprites are all massive, taking up most of the screen, though whoever you pick will always be represented by a green outline. A nice touch is that there are four tounaments in which you can compete: North America, South America, Europe/Middle East and Asia/Australasia, and each of them has their own (heavily stereotyped, in a Street Fighter kind of way) arena.  As for how it plays, it's kind of like Super Punch-Out, but worse in every possible way.

Like Super Punch-Out, you view your boxer from behind, and you've got to dodge your opponent's punches and hit them back with the right timing. Unfortunately, it doesn't work as well as Nintendo's game, since in the name of realism, there's no tells when any of your opponents are going to attack or dodge or block, and it just feels like everything happens at random. Sometimes you won't get a single hit on your opponent the whole match, other times, you'll pummel their face in by simply holding up and C. There's also times when your opponent's health will just randomly drop to nothing, a mechanic which I assume is supposed to represent a lucky suckerpunch? Another problem is that I've played plenty of matches, and have never won nor lost by knock-out. Every match has been decided by judge's decision, which also feels slightly random. The final result usually makes sense, and the most successful boxer will win, but it could be a fight where you didn't get a single hit in, and you'll just barely lose by one or two points. Conversely, you could batter your opponent into paste, and just barely scrape a couple of points ahead of them.

I saw screenshots of this game, and gave it a shot, hoping it might be a diamond hidden in the substantial rough that is the 32X library. But it's just another ugly, boring game that's outshined by better titles on less powerful hardware. Oh well, never mind.

Sunday, 27 November 2016

Musashi no Ken - Tadaima Shugyou Chuu (NES)

Based on an 80s anime of which I'd never heard prior to playing the game, Musashi no Ken has one of the most wholesome and innocent premises for a platform game I've ever seen. The protagonist has a big kendo tournament coming up, so he takes to the wilderness to go and train, by hitting inanimate objects with his shinai. Obviously, we can't expect too much deviation or innovation from an 80s licensed platformer, so there are still enemies to kill in the stages, though they're mostly either indistinct blobs, or random objects like maid dolls or walking bowls.

Your journey through the platform stage actually does act as a kind of training, as when you hit platforms, wooden posts, tires and other stuff strewn about the stages, little tiny shinai items pop out of them. These items come in three flavours: high, middle and low, and they're also floating around in the stages in the traditional platform game item fashion. These items don't actually do anything during the platform stages, but after three such stages, it's time for the big tournament!

But before I get onto that, I have more things to say about the platform stages. Firstly, there's an added complication in that as well as avoiding all the hazards, traps and enemies, you're also racing your dog to the end of the stage. This isn't really a big deal though, as he's so slow that he's usually only halfway through the stage by the time you reach the end. Secondly, the game uses a kind of rudimentary HP system: you start with fifty HP, and getting hit causes you to lose twenty-five of them, and should you happen across any riceballs along the way, they'll restore 10 each. At the end of the stage, you'll get 100 points for each HP you have left. What I find interesting about this system is that if you've been hit once, finding a riceball will allow you to survive one more hit before losing a life, but after that hit, you'll need to find two of them to get another hit. Obviously, this also means that the best scoring strategy is to avoid hits and find riceballs, so you have the maximum number of HP to turn into points at the end.

The platform stages are so absurdly difficult that, though I'm ashamed to admit it, I actually had to abuse save states to reach the tournament, because I really wanted to see it and screenshot it for my beloved readers. It was totally worth the effort, though, as it's good enough to have been a game on its own. What happenis is that you fight five sequential opponents in traditional first-to-two-points kendo matches. The items you collected during your training come into play here, as each 10 you have in each category allow you to use a powerful strike once. These strikes are almost guaranteed to win you a point when you use them, but you still need to be careful with tham, as the amount of items you have going into the tournament is what you're stuck with: they don't replenish between rounds, or when you lose a life (by losing a round).

Musashi no Ken is a pretty good game, with a lot of cool ideas. If they could flesh it out about, and come up wwith a replacement for the item-limited power strikes, the kendo tournament is good enough to be its own standalone game. I've said it before, and I'll say it again: kendo is a sport that should work well in videogame form, and it's totally bizarre that over almost forty years, there's less than ten kendo games in existence.

Wednesday, 27 April 2016

Cyber Dodge (PC Engine)

It's an odd title, Cyber Dodge, as though it's definitely a dodgeball game, the "Cyber" part isn't as apt. I guess it's meant to imply that it's a futuristic, cyberpunk kind of dodgeball game (and or some unknown reason, GameFAQs lists the name literally as "Cyberpunk Dodgeball", which sounds like the kind of re-naming the game might have got if it had had a westrn Turbografx-16 release. Except it didn't as far as I can tell, so I guess GameFAQs pulled that name out of the ether?

Rather than a specific cyberpunk theme, the theming in Cyber Dodge is a random mishmash of various sci-fi and fantasy archetypes. There's the protagonist team for single player mode, who are generic guys in futuristic american football armour, and their opponents include teams of gladiators, skeletons, aliens (sadly not Giger knock-offs, despite what their team logo would have you believe), robots, ninja, and long-bearded levitating wizards. Each team also has its own themed arena, and each arena has its own themed ball! For example, the skeleton team plays in a museum full of dinosaur bones, where they throw a skull around, while the ninja team makes its home in one of those Japanese gardens with the big rocks and meticulously raked sand, with a moss-covered spherical rock as their ball. It's a nice little touch.

But is the game any good? Kind of. As dodgeball games go, they're pretty much all the same, mechanically: you throw the ball at the other team, they throw it at you, with good timing you can catch a thrown ball, and there's also running and jumping too.  There's also the usual special power shots, unique to each team, though I've yet to figure out how to consistently pull any of them off. There is, however, one big flaw in Cyber Dodge: it's totally unbalanced. In single player mode, you fight all the opponent teams in the same order every time, and as well as getting better at playing dodgeball as you go through them, the later teams also have more health and do more damage. The problem with this is that it carries through to the free play modes. So no two teams are on equal footing, and the wizards team have a distinct and significant advantage over all the others, being the last team faced in single player mode.

So in summary, Cyber Dodge has inconsistent, nonsensical theming, it's brutally difficult in single player mode, and it's unfair to the degree of being totally pointless in two player mode. But it does look pretty nice! So make your own mind up whetheror not you want to play it. But remember, the PC Engine also has a Kunio-Kun dodgeball game, and a game based on the anime Honoo no Toukyuuji@ Dodge Danpei, and while I've yet to play either of them, it's a pretty safe bet to say that at least the Kuino game will be better than this one.

Sunday, 8 November 2015

Pachinko! (Odyssey2)

To most of us in the west, pachinko is hated and feared: a graveyard where once-beloved franchises and publishers go when they die.  But there is also movement in the other direction, that is, videogames that are themselves based on pachinko machines (though it seems to me that the genre's heyday was in the late 80s on the Famicom and PC Engine, I'm far from an expert on the genre, so I could be wrong.). Pachinko! might be the very first pachinko videogame, and it's a western-developed game, too!

I say "might be" for two reasons, though: the first being that I can't rule out some unknown pachinko game existing on some Japanese hobbyist computer, lost to the mists of time, and the second being the fact that it's a very loose interpretation of the concept. For those of you that don't know, in pachinko, the player controls the speed of many balls being fired into a vaguely pinball-esque table in the hopes that they enter various holes and activate various gimmicks (like slot machines and so on) on their way down.

Pachinko! works very differently, changing the game and turning it into a strange 2-player psuedo-sport. How it works is that there are two players at the bottom of the screen, armed with sticks and seperated by a small green pyramid. Above them are five bucket-like things with numbers between zero and ten in them, as well as a small blue interloper who catches any balls they come across and throws them downwards at a random angle. There's two balls, and they bounce around and get hit by the players' sticks. When a ball is hit by a player's stick, it changes to match the colour of that player, and when a ball goes in one of the buckets, the matching player gains as many points as the number in the bucket. If a ball hits the small green pyramid, all the numbers in the buckets randomise. Unfortunately, it never feels like you have any real control over where the balls go, or pretty much anything that happens in the game. After either player reaches a multiple of 100 points, the screen flashes different colours or a few seconds, before resuming. It doesn't actually end until you stop playing.

Pachinko! really can't be recommended as anything other than a historical curiosity. It's boring, completely random and very basic.

Wednesday, 23 September 2015

Heisei Inu Monogatari Bow - Pop'n Smash (SNES)


You probably wouldn't pick it up from the title (it might not even be
immediately clear from the screenshots), but Heisei Inu Monogatari Bow -
Pop'n Smash is a tennis game, based on a comic of which I hadn't
previously heard. Well, it's kind of a mixture of tennis with various
other things, like there's elements of Arkanoid, a tiny pinch of pinball
and even a minor bit of RPG levelling up. Also, you (in single player,
at least) play as a dog, with a choice of rackets including an actual
tennis racket, a baseball bat, a mallet and a tree branch.

There's a lot to explain with this game, so I'll start with the most basic
difference it has compared to real tennis: the scoring. The scoring in
tennis has always, in my mind, been a problem in tennis videogames,
because the way it works means that a single game can potentially go on
for hours and hours before a victor is declared. HIMB-PnS simplifies it
by having the winner be the first player to score three points. There
are other, more drastic changes, too: there's a bunch of different
courts (I've played about twelve or thirteen matches into single player
mode, and every one had a different court), and they're all different
sizes and shapes, and they all also have different obstacles and
power-ups. The controls are pretty interesting too: you have seperate
buttons for hitting the ball to the left or right, another button to
slide along the ground and hit the ball in desperate circumstances, and
another to use your power shot (which is different for every character,
and is charged by holding down one of your regular hitting buttons).

Single player mode works like this: You face each opponent four times, each
time in a different court. After you've won all four matches, you play a
bonus game. The bonus games all use the same controls as the matches,
but they all also have you doing different things, whether it's catching
butterflies with nets or hitting baseballs or knocking baked goods into
air hockey goals. For every twenty points scored in these bonus games,
your power shot gets levelled up and improves a little bit.

Heisei Inu Monogatari Bow - Pop'n Smash is an okay game. It's not horribly
flawed in anyway, and it's an unusual spin on tennis, even among the
subgenre of deliberately unrealistic/videogamey sports games. It's
easily also available really cheap, if you want to take a risk on a real
copy.