Saturday, 1 November 2014

Aurail (Arcade)


Aurail is an arcade shooting game made by Westone in 1990, with a bunch of interesting gimmicks. It also has a pretty interesting setting  and visual style, taking place in a world that seems to combine old-fashioned ornate design with futuristic technology, giving the game a slightly more unique look than the semi-steampunkish style usually used when a setting combines fantasy and sci-fi or the past and the future. A lot of love actually seems to gone into the game's visual design, with some nice big pieces of splash artwork use at various points, like the titles and continue screens. It's a shame there'll probably never be an artbook showing some more insight into it (although I'd love to be proven wrong on this. Even if someone just dug out a lavishly illustrated article from an old issue of Gamest or something, that would be nice!)

The easiest to explain out of the game's gimmicks is that there are two types of stages in the game: typical vertically-scrolling shooting game stages, and the less common first-person shooting stages, that take place in long, straight tunnels. A little more complicated, though more prevalent, since the first person stages are only occaisional distractions, are the control and power-up systems.

Along with the joystick, the player has three buttonswith which to control their walking tank. The first is a fairly traditional fire button, which when held locks the tank in place, allowing the player to shoot all around them. Before explaining the other two buttons, the power-up system must be explained: there's a power meter going up the left-hand side of the screen, which is filled a small amount when a "P" power-up is collected. There are also "D" power-ups that summon an attack drone that hovers around, following the player. The second button puts the drone into attack mode, causing it to fly around the screen, shooting enemies until the power meter is depleted. The third button activates a forcefield around the player, using a fairly hefty chunk of power. The player can have up to three forcefields active at once, each protecting from a single attack.

So it looks good, and has interesting controls, but it Aurail actually a good game? Well, it's alright. The pace is a lot slower than you might expect from an arcade shooting game, as there's no forced scrolling, and the player does need to be careful, almost tactical even, when approaching enemies, especially since the walking tank isn't really fast enough to quickly weave between oncoming bullets: it's more effective to seek positions where safety can be found for a second or two, shoot from there and then move again. It's also very, very hard. Those three shields can be worn down quicker than you might expect, and when death does come, the distance between checkpoints is truly punishing. There's harder games from this era, but Aurail is definitely not a forgiving game by a long, long way.

Monday, 27 October 2014

Sega Ages 2500 Series Vol. 2: Monaco GP

The Sega Ages series started out as a bunch of 3D remakes of old Sega games, later turning into compilations of often rarer, high-quality emulated titles with generous extras. Obviously, being only volume number 2, Monaco GP is of the first variety. These early titles were almost universally lambasted by all and sundry when they came out, with the remakes of Golden Axe and Space Harrier drawing particular ire. Monaco GP was mostly ignored, though, probably because the original is a lot older than most of the other games, and was only previously ported to a home system once, to the SG-1000 all the way back in 1983.

The original (or rather, the SG1000 port, since the original is not yet emulated in MAME, so I haven't been able to play it) is a pretty great game: the player drives down an endless road avoiding other cars, scoring more points the faster they go. The Sega Ages 2500 remakes has three different modes: arcade classic, arcade original and grand prix.

Arcade classic is pretty much just like the orignal game: go fast and survive as long as you can. Arcade original takes that concept, with several additions: a selection of different tracks, corners (which are tackled with the shoulder buttons), power-ups that offer things like speed boosts, a temporarily giant car, temporary invincibility and so on, and lines of stars on the track that, when collected, give the player points and extra speed. Grand Prix takes the extra elements from arcade original mode, and removes the endless score-run structure (and with it, limited lives), instead having the player race against time around sets of five tracks.

Arcade original is the worst of the three, since it eschews the one-hit kills of classic mode, it takes ages to actually die, taking the player long past the point at which the game stops being fun. Grand Prix is a lot better, though, taking the updated mechanics and putting them in a structure that never lasts longer than 15-20 minutes, though the time limits are a little too generous on the easy and normal courses. An interesting thing that's shared by both the arcade modes is that the player doesn't start any lives, though extra lives are dealt out at every 20000 points scored, and during the first 60 seconds of a run, the player can die as many times as they like without penalty, allowing players to build up at least one or two lives before the game begins proper.

This game was relased in the west along with a bunch of other early Sega Ages 2500 entries on a single disc as "Sega Classics Collection", which is something I definitely recommend getting hold of.