Spark Man is a Rolling Thunder-esque walking shooter from South Korea, with a few of its own eccentricities, both mechanically and aesthetically.
It begins before a coin is even inserted, with the title screen depicting the hand of god bestowing electric life unto an androgynous cyborg. Androgynous apparently being a very apt word in this case, as between coin insertion and the start of the first stage, the player is treated to a profile of the game's protagonist, including their country of origin (Republic of Korea), date of birth (1994, which along with the given age of 16 sets the game in 2010/11), parents (Electroman and Fire Lady) and then sex, for which both male and female symbols are listed. Does Spark Man identify him/herself as being somewhere on a gender spectrum, rather than a binary male or female? Amazingly progressive for a game from 1989!
Most of the game doesn't do anything particularly exciting or innovative, having the player saunter from left to right shooting awkward-looking guys dressed in red (with the odd guy in green and every now and then, a panther or two), occasionally picking up a temporary weapon power up (which last for far too short a time).
There are a few interesting ideas in there, though. Roughly once a stage, a (somewhat stupid-looking) flying platform, allowing the player to fly around the screen dropping bombs on enemies. The bosses have another nice little quirk: they're all (as far as I've seen) giant robots (including what I assume is an unlicenced cameo from a Star Wars AT-ST), and rather than having health bars, they have visible crew members on board, a certain number of whom must be shot before the robot dies.
"Somewhat stupid-looking" is a phrase that can be used to describe a lot of things about Spark Man. The enemies and protagonist have an awkward, uncomfortable way of standing and walking, the flying platform, and the way Sparky sits on it look bizarre, and the stages, apparently set in America and the USSR both look like they were drawn by someone who had only the flimsiest knowledge of the countries. I'm not saying any of the art in the game is bad or poorly-drawn, there's just some kind of vague offness about how it all looks.
For all it's faults, Spark Man isn't a terrible game, if you're curious, there's no reason not to check it out, but if you don't you're definately not missing out on a classic or anything.
Wednesday, 30 July 2014
Wednesday, 23 July 2014
Net Yaroze Round-Up Volume 2!
Decaying Orbit (Scott Cartier, David Dewitt, 1999)
This was a game I loved back when Yaroze games were being given away with magazine demo discs. In it,
the player controls a tiny spaceship, flying from planet to planet, shooting enemy turrets and activating beacons. The interesting part, however, is the psuedo-realistic physics engine. Every planet has gravity, and not only will larger planets try to pull your ship into orbit, but you can also "slingshot" around planets to travel at super-high speeds. Unfortunately, the game doesn't really want to put up with these kinds of shenanigans, and travelling at extreme velocities will usually result in either flying off the map or smashing violently into a planet. There is, however, an edit mode, allowing players to create their own maps, and play with the engine to their heart's content.
Hover Racing (Tomukazu Sato, 1997)
People talk a lot about Terra Incognita being a yaroze game of particularly high production values, and though it's not very well known, Hover Racing is another one that with a bit of polish could at least pass for a Simple 1500 Series game. In essence, it's a blatant F-Zero knock-off, with low-poly hovering vehicles
speeding around floating racetracks. It's of a high quality, and there's lots of tracks, but it is brutally hard, both by design and by virtue of its bizarre controls. Left and right on the d-pad are used to go left and right on the track, to avoid walls and the like, but to actually turn corners requires an unusual combination of shoulder buttons: to turn left, the player must hold L2 and R1 together (and vice versa). If you have the patience to learn it, it'd probably be very satisfying to play.
Bouncer 2 (Scott Evans, 1998)
It's an Arkanoid clone with a gimmick! A pretty interesting gimmick at that: instead of a ball and a bat, the player controls a small see-saw, with two men bouncing on it taking the place the place of the ball. Although
the gimmick is interesting, unfortunately, it doesn't save the game. The problem the game has is that the stages are enormous, and it feels like it takes forever to get through them. It's a shame really, as I do enjoy a good Arkanoid clone.
Clone (Stuart Ashley, 1997)
A first person shooter that places the player in dark, gloomy mazes inhabited by strange zombie-like monsters with transparent skin and targets on their chests. It's definitely atmospheric, and there's a simple charm to the way it plays. There's nothing particularly wrong with the game, it's just that all the stages look
the same and there's only one kind of enemy, so it struggles to hold my attention for long. But still, it is a little bit charming too, and despite the primitive visuals, it does manage to maintain a sliver of tension and atmosphere.
Psychon (Ben James, 1998)
A top-down shooter that's obviously heavily inspired by the Alien Breed series on the Amiga. The player controls a space marine-looking guy around a dirty, cramped spaceship/futuristic slum/place, shooting everyone one they meet and collecting bullets, keys and healing items. There's also four glowing things that need to be found and switched off on each stage before the exit will open. The game looks great, in a grimy, British sci-fi kind of way, and it plays pretty well too, though it's a lot harder than I remember it being.
Psychon's another one that was a favourite back in the days of yore, especially thanks to it having a 2-player co-op mode.
This was a game I loved back when Yaroze games were being given away with magazine demo discs. In it,
the player controls a tiny spaceship, flying from planet to planet, shooting enemy turrets and activating beacons. The interesting part, however, is the psuedo-realistic physics engine. Every planet has gravity, and not only will larger planets try to pull your ship into orbit, but you can also "slingshot" around planets to travel at super-high speeds. Unfortunately, the game doesn't really want to put up with these kinds of shenanigans, and travelling at extreme velocities will usually result in either flying off the map or smashing violently into a planet. There is, however, an edit mode, allowing players to create their own maps, and play with the engine to their heart's content.
Hover Racing (Tomukazu Sato, 1997)
People talk a lot about Terra Incognita being a yaroze game of particularly high production values, and though it's not very well known, Hover Racing is another one that with a bit of polish could at least pass for a Simple 1500 Series game. In essence, it's a blatant F-Zero knock-off, with low-poly hovering vehicles speeding around floating racetracks. It's of a high quality, and there's lots of tracks, but it is brutally hard, both by design and by virtue of its bizarre controls. Left and right on the d-pad are used to go left and right on the track, to avoid walls and the like, but to actually turn corners requires an unusual combination of shoulder buttons: to turn left, the player must hold L2 and R1 together (and vice versa). If you have the patience to learn it, it'd probably be very satisfying to play.
Bouncer 2 (Scott Evans, 1998)
It's an Arkanoid clone with a gimmick! A pretty interesting gimmick at that: instead of a ball and a bat, the player controls a small see-saw, with two men bouncing on it taking the place the place of the ball. Although the gimmick is interesting, unfortunately, it doesn't save the game. The problem the game has is that the stages are enormous, and it feels like it takes forever to get through them. It's a shame really, as I do enjoy a good Arkanoid clone.
Clone (Stuart Ashley, 1997)
A first person shooter that places the player in dark, gloomy mazes inhabited by strange zombie-like monsters with transparent skin and targets on their chests. It's definitely atmospheric, and there's a simple charm to the way it plays. There's nothing particularly wrong with the game, it's just that all the stages look the same and there's only one kind of enemy, so it struggles to hold my attention for long. But still, it is a little bit charming too, and despite the primitive visuals, it does manage to maintain a sliver of tension and atmosphere.
Psychon (Ben James, 1998)
A top-down shooter that's obviously heavily inspired by the Alien Breed series on the Amiga. The player controls a space marine-looking guy around a dirty, cramped spaceship/futuristic slum/place, shooting everyone one they meet and collecting bullets, keys and healing items. There's also four glowing things that need to be found and switched off on each stage before the exit will open. The game looks great, in a grimy, British sci-fi kind of way, and it plays pretty well too, though it's a lot harder than I remember it being. Psychon's another one that was a favourite back in the days of yore, especially thanks to it having a 2-player co-op mode.
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