Tuesday, 24 July 2012

Disc Station #11 (PC98)

This volume is the final Disc Station to be released for the PC98. But, Compile did at least let the system go out with a bang, as this disc is packed full of stuff!
Firstly, there's Jump Hero Gaiden, which is a turn-based strategy game starring characters from Compile's Jump Hero series of platform games. I didn't play much of this, since as regular readers will be aware, I often have very little patience for stumbling through text heavy games that are all in Japanese.I'm sure it's probably fine, though. Similarly, there's also a demo (or is it a full game?) for some RPG, called Melpool Land Stories, that I also didn't play.
There's another Apple Sauce Room-style clicking game thing, too. It's called Tanken, and it takes place in a jungle. It seems a bit more complex than previous games of this type, as there are parts of the image that, when clicked on, open up another, smaller area with stuff to click on! Plus, there seems to be an actual objective: to find three objects that will open the pyramid on the horizon.
Next up is Tanukids, which is basically a top-down version of the old SEGA arcade game Flicky. You play as a dad tanuki (who wears a tie!) who goes around the various stages gathering his many kids to fetch back home, and avoiding the various other animals of the forest who want to stop this from happening for some reason. While there's nothing terribly wrong with Tanukids, it is a little bit boring. You'll probably only play it once or twice.
The fifth game on here is Karakuri, and it's a lot better. It's another top-down action game, but this time you play as a teenage girl with a rocket launcher charged with the task of riddeing a large Japanese mansion of clockwork robots. The rockets you shoot create fairly big explosions, as do shot enemies.So, you can create chain reactions and kill multiple enemies with a single shot, and in grand old arcade traditions, your score increases exponentially the more enemies you kill in one go. The only complaint I have about this game is that it is really, really short and a little too generous with the extra lives.
The sixth (!) game is Firelive, a card game that's worth playing for the awesome character art alone! In it, you play as a guy who wants to form a band, and decides to recruit band members by beating them at a simple card game. The cards are numbered one to five, plus there are joker cards. There's three cards to choose from at a time, and two dice are rolled each turn to decide who picks first. The object is to get a hand of five cards worth more points than your opponent. Obviously, the cards are each worth the number they have on them, but you can also make poker-style hands like two pairs, full house, et cetera to score massive bonus points. The player with the lowest scoring hand has the difference deducted from their life poins, and the game ends when one player runs out of life points.
I really enjoyed playing this game, and like I said, the character art is really excellent too. Definitely my highlight for this volume of Disc Station. THe only downside is that sometimes the game randomly decides to add fifty points to one player's card, which seems pointless and unfair.
Like the previous volume, there were various promotional videos on the disc, the highlights this time being a really cool advert for the Mega CD game Shadowrun, and coverage of what appears to be a pro-Puyo Puyo tournament event.

Saturday, 21 July 2012

Brave Prove (Playstation)

One thing I've noticed about the Playstation's library over time is that there's quite a few games (often by smaller developers) that seem to be heavily inspired by games that were, at the time, exclusive to SEGA consoles. The most well-known examples being Gunner's Heaven/Rapid Reload and Panzer Bandit, which pay "homage" to Gunstar Heroes and Guardian Heroes, respectively. Gamera 2000 and to a lesser extent Omega Boost are very similar to the Panzer Dragoon games, and there are a whole bunch of Virtual On imitators (including Reverthion). Brave Prove is another one of those games, with the inspiration in this case being the Story of Thor games (called Beyond Oasis in America, for some reason).
Not that being an imitator is a bad thing, Gunner's Heaven and Panzer Bandit are both great games! Brave Prove is, too.
Most of the game is spent fighting enemies and exploring dungeons (or exploring the countryside between towns). Like in the Thor games, you fight with a short sword, and have a few special moves that are done with combinations of the d-pad and attack button. Also like Thor, you gradually meet and recruit various elemental spirits who allow you to use magic. There's even a type of enemy that's almost exactly like an enemy you fight in the Thor games.
I've enjoyed playing this game a lot, and it's often hard to get me to like RPGs. Where Brave Prove succeeds is that there's very little in the way of dialogue and cut scenes. Of the five hours I've played so far, I estimate that less than 10 minutes has been spent skipping through boring text boxes. The lack of text also makes the game accessible, despite being untranslated. Although there is one guide for the game on GameFAQs (amazingly, written all the way back in 1998, only a month after the game's release!), I've only had to consult it once or twice, and those times were just when I'd gotten lost. You aren't missing anything from being unable to read the text (except the plot, but that's almost definitely boring cliched tripe anyway).
There's not really much else to say, really. It's an action RPG. It looks and sounds really nice. It's fun to play. It's very similar to the Story of Thor games. There's practically no language barrier. The End!

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.

Tuesday, 10 July 2012

Disc Station #10 (PC98)

Another Disc Station post, this time being the first DS to come with videos on the disc! Videos that came in a convenient .avi format so they can easily be uploaded to Youtube! How exciting!
But before all that, the important part: the games.
First up is Rude Breaker, a decent shooter that's highly reminiscent of the later games in Hudson's Star Soldier series. I think given the popularity of that series in Japan, it's safe to say that this game was probably a homage to them, rather than a rip off. Unfortunately, I'm not really a big fan of that series, and some of the things I dislike about them are present here: the stages feel like they're really, really long, and though you might die a lot, it also seems to take a really long time to get game over. I guess if you do like the SS games, you'll probably like this too, though. It has really nice high resolution graphics like you'd expect from a PC98 shooter, too.
The second game on the disc is Runner's High, about which I have already written. I guess the last part of that old post looks kind of silly now, as it seems that it actually was published on a Disc Station. Hmm.
Third up is Matsuri, which isn't really a game, but an interactive thing like the Apple Sauce Room things that were on the early DS98 discs. But! instead of a room, you have a whole festival of things that do weird stuff when you click them! Literally minutes of fun to be had!
Also on the disc are Kirifuda, a very very Japanese card game that seems to be based on hanafuda, and which is completely incomprehensible to me, and another set of Nazo Puyo puzzles, if you like that sort of thing. What a long sentence.
The videos include ads for the Mega Drive port of Madou Monogatari and the SNES Port of Puyo Puyo 2, a video of what appears to be some kind of compile promotional event, and, most interesting of all: a Compile recruitment ad! I've uploaded the Puyo ad and the Recruitment ad for your enjoyment:

Friday, 6 July 2012

XESS - The New Revolution (Arcade)

This is a Korean arcade game, that's actually a compilation of three games, two of which had been previously released seperately. Okay, then.
So, the first game is Cookie and Bibi. It's Puzzle Bobble. It has puzzle and versus modes like Puzzle Bobble, the same mechanics as Puzzle Bobble, it is Puzzle Bobble, but with different graphics. I guess the fact that it has different sport-related balls instead of different coloured bubbles is a nice touch, though? It's also a part of a series of three games, all of which appear to be Puzzle Bobble clones. I suspect it might be the second in the series, but I have no idea why.
The next game is Hyper Man, which was originally called Hyper Pac-Man. It's a Pac-Man ripoff, of course. A really good one, though! It seems like the makers wanted to rip off Pac-Man, but then they had a bunch of other ideas and stuck them all in, too. There's different kinds of enemies, boss fights, destructible walls and a bunch of power-ups including (but not limited to) jump shoes, speed-up shoes and a helmet that shoots lasers! Also, unlike the original Pac-Man, each stage has a different layout, and there's room in there for odd gimmicky stages, like a stage that is just dots and ghosts, with no walls. I seem to remember there being a homebrew amiga game, also called Hyper Pac-Man, that also featured the addition of a bunch of power ups and gimmicks. I doubt the two are related, though.
The final game, and the only one that is completely new for this compilation is New Hyper Man! It re-uses a lot of sprites from Hyper Man, but it isn't a Pac-Man clone, it's a single screen top down shooter! On each stage, kill all the blue enemies to go on to the next stage. Dead enemies constantly respawn after death as red enemies, though you only have to kill all the blue ones to advance. There are items strewn about the stages, too, including the points-giving food items from Hyper Man, as well some of the power ups from Hyper Man. Getting points is very important in this game, since your score also acts as an RPG-esque experience system, with your weapon becoming more powerful as your score increases. New Hyper Man is a really fun and fast game, and could really have been released on its own, especially since the other two, weaker games already had been. Maybe they though such a move would be too cheeky, considering all the re-used graphics in NHM? Never stopped bigger, more "legitimate" companies, though, did it?

Monday, 2 July 2012

Disc Station MSX #03

I'm running out of ways to start these DS posts. Never mind, I'm sure nobody will notice. Let's just get on with it, eh?
The first disk this time around is a bit weak, containing a small game, and another playable demo of Golvellius. The Golvellius demo features a forced scrolling top-down dungeon, that I can't get very far in at all. It's really really hard!
The game, oddly enough, is by Namco, not Compile, and claims on the title screen to be a Disc Station original! It's a really simple baseball game, in which you only play as the guy with the bat, trying to hit the ball out of the arena. There's a bunch of guys to choose from, but I can't tell any difference between any of them. It's a lot like the baseball mini-game that's in the Playstation version of Rival Schools, actually. Anyway, after a certain amount of balls have been thrown, the game ends, and you seem to get the same screen no matter how well you did. It's a bit rubbish, actually. If you'e emulating, be sure to put your emulator into MSX2+ mode for this one game.
Disc 2 has some more interesting wares to offer: two animations and a full game!
The first animation is completely bizarre, and features a photo of some guy (who I assume was an employee at Compile at the time) spinning around in front of some squiggles to classical music. The second animation is a very short, simple tale of a girl giving her boyfriend some chocolate on Valentine's Day. It's also more of a comic than an animation, to be honest.
The full game is Godzilla-kun, a platform/puzzle game inwhich you play as Godzilla, who has to shove around a bunch of rocks and smash them with his fists, while a bunch of other monsters try to stop him. The monster sprites are all small, and kind of Tamagotchi-looking, and while some of them are very easily identifiable (Rodan, Anguiras, Hedorah), others look like crap generic monsters (Varan, Baragon). That could be down to bad sprites, or it could be that some monsters just happen to be more iconic and identifiable than others. The game itself is fairly amusing, though not great. The biggest problem being that it seems to give out an extra life every time you complete a stage, which can make the game seem easy to the point of boredom. Apparently, there's a Game Boy game entitled simple "Godzilla" that's very similar to this.

Thursday, 28 June 2012

Lucifer Ring (Playstation)

You may have gathered this from how often they're featured herre, but i really love beat em ups. They're a great, under-appreciated genre, and one which I honestly believe still has a lot of unexplored potential. Here is a post about yet another one of them.
It's on the Playstation, which is nice, since the 32-bit era was something of a dry patch for the genre. It's also got a pretty generic fantasy setting, but let's not hold that against it. The setting does have an advantage, in that it means the game has tons of different enemies, to the point that I really think it could have benefitted from an in-game bestiary (two points, though: this game was Japan-only, so an in-game bestiary would probably have been of no use to me, and also, I think most games would be vastly improved by the inclusion of a bestiary. I love bestiaries.). The usual problem of pallette swapped enemies doesn't even rear its head until the third stage, and even then, it's done quite well, with the "new" re-used enemies having different weapons and attacks than their predecessors.
So anyway, you play as a guy named Nash, and you go from one end of a generic fantasy location (forests, temples, caves, etc.) to the other, beating up every monster you meet. It all looks very nice, if you like low poly models and the like (and if you don't, what's wrong with you? weirdo.). There's a few power-ups to get, including the usual health refills and extra lives, plus the less common magic swords. There are at least two kinds of magic sword (though there might be others later in the game, maybe?): fire and ice. There doesn't seem to be any kind of elemental weakness/resistance system going on, but the ice sword has the advantage of being able to randomly freeze enemies for a few seconds. But oddly, the enemies are invincible while frozen, making it slightly less useful than it first seems. There's also a normal sword anti-power up that you should avoid.
The game is mostly linear, though once or twice each stage you'll find yourself at a branching path, and usually the most difficult path (or the one with bottomless pits on it) will be the one that leads to magic swords and extra lives. There's four action buttons: jump, normal and strong attacks, and the usual "damage everything emergency magic" button. You charge your magic by taking or causing damage, like the power bar in a fighting game.
It's a fairly fun game, the only big faults being the difficulty, which is a bit too high for my liking, and the lack of a co-op mode, an omission that is always baffling in beat em ups. Really, who makes a single player-only beat em up? Tsk.

Friday, 22 June 2012

Manpuku (PC98)

I promised a post about this game, and here it is! Manpuku could pretty easily be played as a card game with real people, and it'd be pretty fun. As it is, a single player videogame, it's fun too. Well done, Manpuku.
Anyway, the idea of the game is that you're one of four chefs who take turns feeding the king. Each kind of food is worth an amount of points, and the king's stomach can hold exactly 1000 points worth of food. If he eats over 1000 points, he gets very upset and fires the chef who made him cross the line. So, if you survive 3 rounds, you are the winner. Food isn't the only kind of card you get, though: there are pills that reduce the king's fullness by 100 points, glasses of water that are worth 0 points, cocktails that reverse the turn order, and explosion-things that force the next player to play two cards.
The explosion-things can be especially evil, since if a player plays one of them, then the next player does, too, then the curse moves on to the next player after that, who has to play 4 cards! The special cards appear randomly, but you can guarantee getting one by ensuring the king's fullness reaches a certain number (displayed in a box next to the king) exactly on your turn.
After a couple of games, you'll be working out little strategies and tactics to enable you to win, but this being a cardgame, sometimes you're just unlucky and have to take a loss.
Manpuku is a really, really fun game, though being a free giveaway game on a disc with a bunch of others, it is very short, with only 2 sets of opponents to fight before the credits roll. Even worse is that as far as I can tell, there's no versus mode. Unless this is just a demo, though I haven't been able to find any evidence of a full standalone version.
Sorry about the short post, the next one'll be better, promise. Plus, it'll be a playstation game. Those are always crowdpleasers, right?

Monday, 18 June 2012

Disc Station #09 (PC98)

So, after skipping the Disc Station 98 series, as well as the floppy volumes of the relaunched Disc Station series, we arrive at the first Disc Station to come on a CD! And Compile definitely weren't shy about making good use of the massively increased storage space, since this volume contains SEVEN full games! First, I'll tell you that the positions of the screenshots in this post don't necessarily coincide with which game is being talked about. Sorry!
The first of which is Madou 456. Not, as you mgiht assume part of the Madou Monogatari series of dungeon crawlers, but an RPG/board game hybrid thing, similar to the Rune Master series of games that Compile released on the MSX, but with Puyo Puyo characters as the players. I didn't get far into this, because of all the Japanese text. It has a nice looking intro, though!
Next on the list is Devil Force II, which sounds like a shooting game, but is actually a Shining Force-esque turn-based strategy game. Although there is a lot of Japanese text in this game, a lot of the commands are represented by little icons with obvious meanings, so I actually managed to get a few battles into this before I got bored and moved on to the next game. I might even go back to it at some point!
The third game, Imahori 2 is a card game that appears to be some kind of Uno variant. Not very interesting, although the cards have some nice little pixel arts of the Puyo Puyo characters on them.
Next up is Ceramic Ball, a really fun action/puzzle game. You control a very fast-moving, incredibly bouncy ball, and you have to get it to the small blue blocks to finish the stage. The game is very, very fast paced, to the point where each stage has a time limit of less than ten seconds! Not a classic for the ages, but worth a look.
Game Number 5 is a top-down action game entitled GaGaGa Sprint. In it, you run around the stages drawing lines on the ground. When the enemies touch your lines, they get stuck for a few seconds. Touch an already drawn line to create a loop, and all the enemies stuck on the looped bit of line get killed. Of course, you get more points for killing more enemies in one go. Again, not a great game, but not a particularly bad one, either. Unfortunately, the PC98 emulator I use (Anex86) has an ugly graphic glitch when running this game, though it doesn't get in the way of playing.
The sixth game on the disc is Manpuku, a strategy/card game about feeding a king that I liked so much, I'm going to give it a post of its own (eventually)!
Finally, there is Nazo Puyo Vol. 9. If you don't know, Nazo Puyo is a spin-off of Puyo Puyo, though rather being a Vs. puzzle game or an endless survial-type puzzle game, it uses the rules of Puyo Puyo in a different way.
Each stage already has some Puyos set up, and you have to arrange pre-determined falling Puyos to get rid of them all within a certain number of moves. It's okay if you like that sort of thing, I guess. I don't see why it gets to be its own series of games, rather than an extra mode in the Puyo Puyo games, though.

Friday, 15 June 2012

Fatal Fantasy VII in English! (And Portuguese!)

I'm sure you remember the previous two times I posted about the strange Net Yaroze oddity that is Fatal Fantasy VII. Well a helpful guy named E. Shiroma has kindly translated the text in the video into both English and Portuguese!



He also added these comments:

* * *

In the first screen of the video there are some words that I didn't mention in the captions.
● "Terra Incognita" is the first game that appears on the list;
● Below the words "Fatal Fantasy VII Playable demo" (フェイタルファンタジーⅦ体験版 Feitaru Fantajī VII Taikenban) there are the following sentences: "You can play only a little!" (少しだけ遊べちゃう! Sukoshi dake asobechau!) and "Final Fantasy VII Original Soundtrack - Please insert Disc 1" (フェイタルファンタジーⅦ オリジナル・サウンド・トラック Disc1を入れて下さいFainaru Fantajī VII Originaru saundo torakku - Disc 1 o irete kudasai).

Besides the images are clearly related to Final Fantasy VII, some passages of the text also refers to the game. The "Nude Company" (全裸カンパニー Zenra Kanpanī) makes mention of the "Shinra Company" (神羅カンパニー Shinra Kanpanī).

I translated the compound word makōshū (魔公衆) as "public devil", but I think it could have been better (I'll end up changing the translation later…). Ma (魔) means several things: "devil", "evil spirit", "danger", "temptation", "disaster", etc. As I don't know exactly what the word means in this case, I used the most common meaning. Kōshū (公衆) means "public". Makōshū is a pun on the words Makōro (魔晄炉), which was translated into Final Fantasy VII as "mako reactor", and kōshū benjo (公衆便所), that means "public toilet". As you may have noticed, "mako" is composed of the kanji ma (魔) and (晄). means light, shine.

Tuesday, 12 June 2012

Disc Station MSX #02

Time for another DS post! It's been a while since the last proper one, thanks to the crapness of the DS98 series. Let's get on with it, then!
Disk one contains demos. First up is a strange playable demo of Xevious: Fardraut saga. Strange because although it's a playable demo, if you don't press anything for more than a second, the ship will start moving and firing on its own. I wonder if this was so that players could play the demo, and shop owners could have a rolling demo to put on display, without having to use up space on two seperate demos? That's the only explanation I can come up with, anyway.
Then again, the other two demos on the disk are a playable demo of the action RPG Golvellious, plus another non-interactive advert for Golvellious. The playable demo contains the opening dungeon up to the top-down boss fight. Oddly, the advert doesn't loop, so the previous "shop display" theory is out of the window.
Disk two only has two items of interest, along with the usual magzine text features. The first is a short christmas themed animation. Santa Claus is decorating a giant christmas tree while also preventing a bearded character from chopping it down. Not particularly entertaining or impressive, but it's nice, I guess.
The second item is a full game (yaay!). It's called Swing, and in it, you play the part of a guy who crawls over the sides of tall buildings, cleaning windows and avoiding the various weird creatures that are also crawling all over the buildings. Except for the creatures that are flashing different colours, collect hem for points, and also temporary invincibility and enemy-smiting power for every third one you collect. It's a fairly amusing and inoffensive game from that long-forgotten era when regular jobs could be made into videogames.
All in all, this is a pretty good volume of Disc Station MSX, though of course it doesn't meet the crazy generosity of the introductory volumes.