Wednesday, 18 July 2012

Disc Station MSX #06

Sorry if anyone's disappointed by this, but I've skipped a couple of DSMSX volumes, simply because they have nothing interesting enough for me to write about on them. Volume 6 isn't exactly packed, either, but it'll do.
Disk one is where most of the action is for this volume. The first interesting thing is a "Kids" minigame, which has you trying to put facial features on a face. The catch is that you can't see the face or the features you've already put down. You won't get hours of fun out of this, but you will get at least a minutes or two of childish amusement when you make a horribly disfigured face.
The sole full game on this volume is Taito's Xyzolog. I really, really like this game. You control a red ball that rolls around single screen stages avoiding enemies and turning off red lights by touching them. Once all the red lights are off, you go to the next stage. Your only means of defence is to self destruct, releasing a bunch of smaller balls that destroy any enemies they hit. This takes one of your lives away, but it's better than dying by touching an enemy because you score points for the enemies you take out, the red lights don't get reset like they do when you die normally, and it gives you a few seconds until the enemies respawn. To balance things out, you get an extra life for every stage you complete. The movement of your red ball is pretty great, too: there's hills and pits in the stages, and the way you have to build up momentum to climb steeper hills feels perfect.
Another thing I like about this game is the way it looks. It has incredibly striking visuals mostly using just a few shades of blue and grey for the backgrounds. There's a nice, clean 1970s sci-fi feel to it all.
There's also the usual pixel animation, albeit an incredibly boring one this volume round: there's some fish swimming in the ocean, like a mid-90s screensaver.
Disk 2 is a bit of a wasteland, mainly containing all the magazine-related content. The only remotely interesting thing in here is a demo for some kind of Gundam strategy game. Though I couldn' even work out how to start playing, it did have some nice artwork.

Sunday, 15 July 2012

Seikima II Special: Akuma no Gyakushuu! (MSX)

You might (but probably won't) have guessed from the title that this game stars the 80s-90s metal band Seikima II. I hadn't actually heard of them before playing the game either, so don't feel too ashamed. As it turns out, they're pretty good. A bit of backstory that's (sort of) relevant to the game: the band is a group of high ranking demons sent to earth by Satan to spread his worship and also to conquer the earth through the medium of heavy metal. This is relevant to the game, as the game's villain is Zeus, king of the gods and enemy of Satan, who has kidnapped four of the band members of Seikima II, leaving only the singer, Demon Kogure to save them.
He saves them by jumping around various locations collecting stuff. Stuff like heads, ku klux klan dolls, apples and so on. The basic idea of the game reminds me of old british computer games, like Bruce Lee and Jet Set Willy, in which the goal was to explore large maps and collect all of a certain kind of item. This game doesn't have one large map, though; each missing band member is trapped in a different stage, and each stage is split into eight areas, each a few screens wide. As well as the items needed to complete the stages, there's also health increasing blood potions and money. The money is used in the shops (represented by big eyeballs) to buy extra blood potions (which should only be done in emergencies, dues to the scarcity of money), weapon upgrades and musical instruments (one per stage, they have no in-game use, but are necessary to get the best ending).
The "special" part of the game's title alludes to the fact that it's an upgraded port of a Famicom game, the most obvious changes being improved graphics and different jump physics. In the original version, there were two kinds of jump available: high jumps, done by pressing the jump button then left or right, and long jumps, done by pressing jump and left or right together. That system felt stiff and strange, and the more traditional jumping that replaces it in "special" is much preferred. Pointless semi-related trivia: I first heard of this game when I saw Arino buy a copy of the Famicom version in an episode of Game Center CX.
In conclusion, this is a pretty good game. It's nothing special (aaaahhh!), but it is definitely an improvement over the Famicom original. Plus, Seikima II are cool, so that's a bonus.