Katapila (Ben James, 2003)
This is a really simple game, you play as a bouncing ball and you jump onto ever-higher plaftorms, while trying not to fall off the bottom of the screen. It's the opposite of the games that were pretty commonly found on pre-smartphones in which the player's character had to fall onto platforms as the screen descends. There's also difficulty levels, which affect the speed of the screen scrolling, the speed of the ball's movement, and whether or not platforms disappear fter having been jumped on. It's an okay game, but nothing really special in any department.
Manic X (Tuna Technologies, 1997)
Another simple one, and an idea that's seemingly as old as homebrew games and romhacking itself: it's Pac-Man with some variations. Those variations in this case being different mazes for each stage, and the fact that the food items have been replaced with randomly appearing power-ups such as invisibility potions, dynamite that instantly kills all the ghosts, and so on. It's also pretty nice looking, it looks just like an Amiga game! The only real problem with it is that it seems to be a little unfinished: there's no music or sound, and once the player runs out of lives, the game just quits back to the Yaroze main menu.
Terra Incognita (Mitsuru Kamiyama, Shintaro Tajima, Kunikatsu Tachi, 1998)
Terra Incognita is a game that doesn't really fit on an obscure games blog, as it's by far the most well-known Net Yaroze game, but it is so well-known that it's monolithic and almost synonymous with the system. For those who don't know it, there's two main reasons it's so well-remembered: the first is the legendary English translation of the script, and the second is the fact that the production values are so far beyond anything else done on the Yaroze system. It's an action RPG about a guy going to a monster-infested island to seek out treasure. It's just typical action RPG stuff: hitting monsters and finding keys and so on, but obviously, the way it looks and sounds makes it something of a spectacle. Also of interest to long-time readers of this blog is that the makers of Terra Incognita (collectively known as Team Fatal) also made the weird Fatal Fantasy VII demo.
Super Mansion/Yakata Plus (Tomukazu Sato, 1997)
So, this is apparently a port of a game from the FM Towns Marty, and it's kind of like Resident Evil, but without any monsters or combat, just puzzles and keys and the like. Unfortunately, it's all in Japanese, and I don't have the patience to stumble through an action-free adventure game like this. It all seems competently made, though, so the Japanese-literate and the patient might want to give it a look. Otherwise, there are also a few playthroughs on Youtube. While I was playing it to put it in this post, I noticed a poster on a wall in one of the rooms, which caught my interest.
Unfortunately, I was unable to find any information on it, though luckily, selectbutton forum members Dark Age Iron Savior and Takashi (who have both also helped researching stuff for posts on this blog in the past) were able to dig up more: The artist of the Brainax poster was a friend of the game's programmer, who, in times long since past, had a website, which is archived here, which contains more Brainax art, as well as other art for projects that unfortunately don't seem to have gone anywhere.
Monday, 8 December 2014
Thursday, 4 December 2014
Winged Gear (PC)
So, Winged Gear is a freeware shooting game, made by a guy named ZAP back in 2006. Unlike most doujin shooting games, it isn't a bullet hell-style game, nor does it feature any little girls. It's actually a very old-fashions single-screen shooter with elements of various games such as Smash TV and Raimais (though, the similarities with Raimais are pretty much entirely aesthetic), as well as a few modern twists, mainly in the fact that it has a scoring system, life system and weapon system tied to the same high concept.
That high concept is that bullets, whether they came from the player or an enemy, shrink as they get further from the source, becoming less powerful. The bullets have three sizes, and the player has three hitpoints for each life. Bullets at their largest are instant death, medium bullets take two HP away, and small bullets one. This ties into the scoring system, through use of a multiplier applied to destoryed enemies based on what kind of bullet was the last to hit them: x4 for a large bullet, x2 for medium and x1 for enemies killed by small bullets or bombs. It's nice how all these things tie together into a single system, isn't it? There's also yellow triangles dropped by destroyed enemies which are worth points, but aren't specifically tied into the bullet-shrinking system. They do, however, lose value the longer they're on-screen, though, so you're more likely to get more points from them if you were near the enemy when it died.
Aesthetically, the game is okay. It's very functional in its looks, with very little flair, though everything about those looks, from the sprites to the backgrounds to the colour palettes used would allow it to fit in perfectly among similar games from the late 1980s, with a lot more authenticity than most modern games claiming to have a "retro" aesthetic. There's also something about it, possibly the designs of the enemies, that makes it really feel like an Amiga game, in fact, when I said earlier that it had a similar look to Raimais, it looks like an Amiga port of Raimais might have looked (though obiously, this is also if Raimais was a shooting game rather than a maze game).
Winged Gear isn't anything amazing or special, but it is a fun game that's fairly addictive, and the aesthetic authenticity it displays is pretty admirable, too. Also, it's free so it's not like you have anything to lose by trying it.
That high concept is that bullets, whether they came from the player or an enemy, shrink as they get further from the source, becoming less powerful. The bullets have three sizes, and the player has three hitpoints for each life. Bullets at their largest are instant death, medium bullets take two HP away, and small bullets one. This ties into the scoring system, through use of a multiplier applied to destoryed enemies based on what kind of bullet was the last to hit them: x4 for a large bullet, x2 for medium and x1 for enemies killed by small bullets or bombs. It's nice how all these things tie together into a single system, isn't it? There's also yellow triangles dropped by destroyed enemies which are worth points, but aren't specifically tied into the bullet-shrinking system. They do, however, lose value the longer they're on-screen, though, so you're more likely to get more points from them if you were near the enemy when it died.
Aesthetically, the game is okay. It's very functional in its looks, with very little flair, though everything about those looks, from the sprites to the backgrounds to the colour palettes used would allow it to fit in perfectly among similar games from the late 1980s, with a lot more authenticity than most modern games claiming to have a "retro" aesthetic. There's also something about it, possibly the designs of the enemies, that makes it really feel like an Amiga game, in fact, when I said earlier that it had a similar look to Raimais, it looks like an Amiga port of Raimais might have looked (though obiously, this is also if Raimais was a shooting game rather than a maze game).
Winged Gear isn't anything amazing or special, but it is a fun game that's fairly addictive, and the aesthetic authenticity it displays is pretty admirable, too. Also, it's free so it's not like you have anything to lose by trying it.
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