Saturday, 15 February 2014

Zeiram Zone (Playstation)


So, this is a beat em up based on the excellent Zeiram movies (well, the first one is excellent, at least. I haven't seen the second one yet, or the spin-off animated series.) In it, the main protagonist of those movies, Iria, goes to various planets to apprehend evil-doers and space criminals and the like, by defeating them in battle and trapping them in crystals, just like she does in the movies.
The controls are more like a fighting game than a beat em up, with up being jump and the four face buttons assigned to LP, HP, LK and HK. There are even special moves, the three I've managed to figure out are:
Quarter Circle Foward + Punch to do a swipe with a lightsabre-type weapon
Quarter Circle Back + Kick to do a big flippy kick thing that can attack enemies in front of and behind you,
and
Dragon Punch Motion + Kick for a quick kick combo.
The game mostly plays like any other regular beat em up, walking along and beating up monsters and robots and other weird things as you go, though rather than the typical belt scroller movement, the game uses L2 and R2 to allow you to jump between planes, Guardian Heroes-style. The boss fights are slightly different, being more like a primitive 3D fighting game, and the plane-switch buttons become left and right sidestep buttons.
The game is pretty fun to play, as simple and clunky as it is, and though the graphics are pretty poor even by the standards of 1996 3D games (and on a related note, the CGI cutscenes between stages look awful), the enemy's designs do look pretty cool and original, my favourite being the robot cranes that attack at the start of the "Ghost Castle" stage.
There is a big problem with the game, though. A few stages in, you'll reach the "Bio-Ship" stage, which is full of huge moving traps that drain your health on contact, and the game's control scheme doesn't really equip you well enough to effectively avoid them. Getting past this area has been impossible for me so far, which really is a shame, as I was just getting to enjoy the fighting mechanics and figuring out the best strategy for different enemy types and so on. It's made even worse by the fact that the Bio-Ship stage itself also actually looks pretty cool.

Friday, 7 February 2014

Super Mad Champ (SNES)

According to legend, this game was originally planned to have been a racing spin-off from the Kunio-kun series, though the tie-in was ditched, the game lived on independently. Like Motor Raid and the Road Rash series, it's a motorbike racing game in which the competitors can attack each other as they pass by.
It definitely seems to be influence by the Road rash games, as it features a simple career system, in which the player must spend money to buy and repair bikes and to enter races, while winnig money by placing highly in races.
Although you'll win a prize no matter what place you finish the race in, only the top three prizes are actually more than the cost of entering. Furthermore, only by placing in the top three can the player advance to the next race, rather than repeating it (and paying the entry fee again). Winning isn't the only way to gain money: there are also small bonuses available for every time you hit an opponent, as well as for finishing a lap in a high position. As well as he five race participants, there are also a bunch of guys riding around the tracks in red jumpsuits. Passing or being passed by them doesn't effect your position, but they can be attacked for bonuses, and if they happen to ride by while you're walking around after falling off your bike, they'll dismount and attack you. When this happens, you can beat them up for a hefty bonus (though due to the time taken to
do this, you'll definitely win the race), or you can get on their bike and ride off on it (which is useful if your bike has been destroyed).
The weird thing about this game is something you won't notice until a few races in, once you start buying faster bikes: it's really hard to steer at high speeds! Rather than just taking a nice simple approach to steering, where going faster just means slowing down a little to stay on the road at corners, steering a fast bike in Super Mad Champ is a delicate affair, requiring pressing the accellerate button and the d-pad at just the right times, and holding them just long enough so that you don't skid and fall off your bike in the middle of the road.
Unfortunately, this ruins the game for me. That kind of finicky steering makes the game feel more like the controls are your opponent, rather than the other racers, and it's just not very fun. The first few races are nice, but once you get into the GP1 class races, it's best to just write the game off and start playing something else.