Friday, 10 April 2015

Running Battle (Master System)

You probably already know this, but the Master System in the 90s was in an unusual position. It was long dead in Japan, and never really took off at all in North America, but in Europe, South America and Australia, it still had enough of an established userbase that it was still getting games released in those territories. While many of those games were made in those territories, there were still games in the strange position of being made in Japan but never sold there, mainly by one of SEGA's subsidiaries SIMS. Running Battle is one of these, as was Masters of Combat, which I've previously covered.

Anyway, Running Battle is a single-plane beat em up about a guy named Gray  seeking out the killers of his partner (and possibly brother?) Brody. It's pretty standard and generic: walk from left to right, kill lots of the same enemy, then do it again. It sometimes throws in an extra element, like wall-mounted guns (that seem to hold an oddly generous amount of extra lives if you destroy them). There's also some power-ups like guns and super strength and a very rare power up that allows Gray to run forward at high speed, ignoring obstacles and pits and killing enemies on contact for five seconds. The most interesting thing about Running Battle, however, is that it feels like an unfinished mish-mash of assets the devs just had lying around.

The game starts in a typical beat em up ghetto stage, though all the stages after it take place inside sci-fi enemy bases. The first few bosses ignore this sci-fi theme, being a dwarf pirate, a cowboy, and a Samurai, each with their own individually themed room. The last two bosses fit better, though: a psychic super-villain and some kind of giant tank thing that's so big, the health bars have to become numbers at the bottom of the screen to make room for it.

So, that thematic jumble explains the "mish mash", but as for the game feeling unfinished? It's not massively glitchy, but rather there's a few little things that imply that the game wasn't tested or balanced as much as it could have been. For example, throughout most of the game, there are doors at the end of the stages. To go through them, the player stands in front and presses up on the d-pad, like a million other games. At the end of the first stage, there's a door, but to finish the stage, the player just walks past it and off the edge of the screen.

There's also the issue of balance. Like I said earlier, the game is really generous with the extra lives once the wall-mounted guns show up, and this seems to be because the last two bosses take very little damage from the player's attacks, but also deal massive amounts of damage with hard to avoid attacks. So the extra lives seem to be a sort of half-solution to this problem, turning te final boss battles into battles of attrition, in which the player has to hope they've saved up enough lives to survive and gradually wear down the bosses.

In conclusion, I don't recommend Running Battle at all. It's not painful to play, there just isn't really anything interesting about it, and it generally feels like it was quickly knocked out on the cheap.

Monday, 6 April 2015

Itazura Tenshi (Arcade)

I've said before about how sometimes, when looking through lists of games, certain titles seem to jump out at you for no obvious reason. Itazura Tenshi is one of those games, and I'm glad it did. In the early 1980s, most games set in outer space would be sci-fi themed shooting games about spaceships, with maybe some greek mythological imagery thrown in, if the designers were fans of Saint Seiya or Ulysess 31. Itazura Tenshi takes a different route, being themed around a cosmic fantasy romance, and starring an angel instead of a spaceship.

The angel in question endeavours to win the heart of his celestial love by touching the stars in the sky and turning them into constellations. He doesn't perform this task unopposed, however, as various obstacles stand in his way. There's UFOs flying around randomly shooting, other angels who not only chase our hero around, but also try to undo his hard work, and for some reason there's also crabs casually wandering about and getting in the way. Oh, and every now and then, a wizard in a green robe will give chase, shooting bolts of magic along the way.

The game only uses the joystick and one button. The button does serve two purposes, however: most of the time it just makes the angel flap his wings and fly faster, but on collection of a bow, it also shoots arrows for a limited time. The bow power-ups work slightly oddly though, as picking one up while you already have one won't extend the time it lasts, so for more shots, you have to wait until your current bow runs out before collecting another.

There's also at least two bonus sections in the game, too. The first happens when the player completes half of the constellations in a stage, and compares the number of stars still unmarked to those the player has touched, and offers a bonus if the player has done more. This is a bonus the player really has to work for, since getting more than half the stars in this way means deliberately ignoring the simpler constellations, and also partially completing some, all while avoiding the various things out to kill them (which is hard enough already). The other happens after a whole stage has been completed and is a lot easier, simply having the player guide the angel into the arms of his love as they run towards each other from across the screen. Success sees the two embrace, with a points bonus and the message "I LOVE YOU FOREVER!", failure awards no points, and "A BROKEN HEART!".

Itazura Tenshi is a game I recommend giving a go, as it's very pretty and has a nice theme that was fairly unusual at the time, and still pretty unusual today. I do warn though, that the difficulty level is merciless right from the start, and the experience of playing it is a mix of fascination and frustration. There's an idea that I've seen attributed to Yu Suzuki (though I don't know how legitimate that attribution is) that while great console games are like classic novels, great arcade games are like works of poetry, and I think Itazura Tenshi is a great example of that idea.