Thursday, 8 October 2015

Pop'n Magic (PC Engine)

There are a lot of cute Japanse games with Pop and/or Magic in the title, usually platformers or colour-matching puzzle games. In this case, it's a platformer with a very mild element of colour matching thrown in as a gimmick. More specifically, it's a Bubble Bobble-esque single screen platformer with a heavy emphasis on finding the best ways to make points items appear  from killing enemies.

As usual with this subgenre, your main weapon doesn't directly kill the enemies, just puts them into a harmless, immoble state, in this case being a magic orb in one of three colours (depending on the enemy): orange, blue or yellow. These orbs can be picked up and thrown around by the player by holding down the fire button, and the idea is to throw them at other orbs. Then, if the two orbs are the same colour, they turn back into enemies, which yields no benefits to the player as far as I can tell. But if they're different colours, one of the orbs will bounce around dropping power ups and points items as it goes, before disappearing.

Which orb disappears depends on the colours involved, in a rock-paper-scissors arrangement: blue destroys orange, orange destroys yellow, and yellow destroys blue. If you're unable to make an orb (or orbs) disappear in this method, you can do it by shooting them a few times, but you only get one item out of it this way. So, the key to scoring high is defeating enemies and destroying their orbs in an order that only leaves you with one leftover at the end of the stage. The fact that you'll always be left with at least one leftover is a bit of a weakness to the system, as it makes the ends of stages a little bit awkward and unsatisfying, even when you've technically done as well as possible on the stage.

Putting mechanics to the side, the game's excellently presented, with full-screen animated cutscenes, lots of voice acting, and bright, colourful graphics throughout. Also, as you might expect, the stages are split into themed sets, with a bossfight at the end. What you might not expect, though, is that each stage has its own background, and each theme sort of has two sub-themes. For example, in the woods stages, the first half will be the woods during daylight, with the second half being the woods at sunset. The spooky stages start outside a haunted mansion, gradually getting closer and going inside. It's a nice little touch.

Pop'n Magic isn't a bad game, but it doesn't particularly stand out, either. If you really like Bubble Bobb-likes, there's no harm in giving it a try, but there are plenty of better ones too.

Saturday, 3 October 2015

Yuu Maze (Famicom Disk System)

Yuu Maze is the name it's known by in ROMsets and the like, but in-game, it also uses the name Youmais. It's also a port of the arcade game Raimais, so that makes three names. I'm sure many of you will be familiar with Raimais, since it appears in the excellent PS2 compilation Taito Legends Volume 2 (in my opinion, the greatest retro compilation ever released), but for those who aren't, it's like a very fast, futuristic version of Pac-Man, with various different kinds of enemies, a bunch of power-ups and lots of different mazes.

Yuu Maze is still worth talking about on its own though, since it's not a 100% straight port. Obviously, the graphics take a hit in the move from arcade to FDS, but there's also a few small design changes. The first you'll come across is that the stages now have two portals in each of them: you go into one, and emerge from the other. Then there's the fact that while Raimais had four different doors to go into between stages (each one leading to a different next stage, of course), Yuu Maze only has two. The third big difference is the hidden portals that are found in some stages.

In Raimais, it was pretty rare to find these hidden portals, and they led to secret boss stages. The problem with this, though, was that the bossfights were so tactically different to the regular stages that they were very difficult, and their sporadic nature made them hard to practice. In Yuu Maze, these hidden portals are a lot more common, and instead of leading to bossfights, they lead to timed bonus stages, giving the player sixty seconds to collect all the dots or kill all the enemies. Destroying enemies works in the same way as in Raimais though: there are power-ups that grant the player a laser or a temporary one-hit shield, so you can shoot the enemies or sacrifice the shield and ram them. There's also mines in some stages, which go off a few seconds after the player goes over them, killing anyone narby when they do.

There's also an edit mode, which allows you to make a little five stage course. It's about as complex as you'd expect from a console game released in 1988, but it's a nice little thing, that totally gels well with the simple structure of the game. Raimais is a criminally overlooked game in Taito's back catalogue, and Yuu Maze is a decent enough variant on it. I recommend playing either one of them, or both. Yuu Maze is a lot easier though, being very generous with the extra lives, compared to its inspiration.

Monday, 28 September 2015

Tyoushin Heiki Zeroigar (PC FX)

Ever since covering Kishin Douji Zenki FX all the way back in 2011, I've been meaning to get back to the PC FX, but as you probably already know, there's really not a lot to play on there if you can't read Japanese. But Zeroigar here is the console's one and only shooting game, and since a fan translation came out for it recently I thought I'd give it a go. Before I get on to the game itself, I have to say that the translation group did a really great job on it, not only is their script entertaining, but the yellow subs they used on the FMV cutscenes are a nice little nostalgic nod towards old subbed anime VHS tapes.

Now, as for the game itself, there's four different modes, all pretty different from each other. The main two are Anime Mode and Battle Mode. In both these modes, there's no scoring, with a system of EXP and levelling up instead. I don't really like this, as since levelling up only happens between stages or on continuing, it actually encourages continuing, when I'm more accustomed to (and in favour of) shooting games punishing continues. Levelling up in both modes increases the player's max HP and max ammo for their sub weapons (upon which I'll talk more later). Levelling up doesn't affect the main gun, which is powered up by collecting items in-game, and powered down by taking damage.

Anime mode is a typical story mode: you play through the stages, when bosses appear there's some dialogue, and between stages there's FMV cutscenes (of the high quality you'd expect from a console built specifically to deliver FMV cutscenes). Also, in this mode, sub-weapons are accumulated and powered up automatically as the player gains experience levels. Battle mode is structured differently, with players choosing one of three different robots and tackling stages individually. The levelling up system is still present, though in this mode, sub-weapons are acquired and powered up by spending money in the weapons shop between stages. You can also save your progress between stages in this mode.

The other two modes are Trail mode, which is a traditional Caravan-style 2-minute score attack, and Sakuraiger mode, which is a kind of alternative to anime mode, using the same levelling and power-up systems, though with different weapons. Sakuraiger mode presents a silly parody of the main story, told in childish crayon drawings, and in it, you play as the main character's sister piloting a giant robot version of herself. Despite the silly presentation, though, it's significantly harder than regular anime mode.

Zeroigar isn't a bad game, and it does have a ton of charm in its presentation (which is generally reminiscent of 90s OAV revivals of older properties, like the 1992-98 Giant Robo OAV series, for example), but it just didn't click with me. You should definitely give it a try, as it's a high quality game, and as I said, the fan translation is great, but it just didn't do it for me.
This game is also known as Choujin Heiki Zeroigar and God Fighter Zeroigar

Wednesday, 23 September 2015

Heisei Inu Monogatari Bow - Pop'n Smash (SNES)


You probably wouldn't pick it up from the title (it might not even be
immediately clear from the screenshots), but Heisei Inu Monogatari Bow -
Pop'n Smash is a tennis game, based on a comic of which I hadn't
previously heard. Well, it's kind of a mixture of tennis with various
other things, like there's elements of Arkanoid, a tiny pinch of pinball
and even a minor bit of RPG levelling up. Also, you (in single player,
at least) play as a dog, with a choice of rackets including an actual
tennis racket, a baseball bat, a mallet and a tree branch.

There's a lot to explain with this game, so I'll start with the most basic
difference it has compared to real tennis: the scoring. The scoring in
tennis has always, in my mind, been a problem in tennis videogames,
because the way it works means that a single game can potentially go on
for hours and hours before a victor is declared. HIMB-PnS simplifies it
by having the winner be the first player to score three points. There
are other, more drastic changes, too: there's a bunch of different
courts (I've played about twelve or thirteen matches into single player
mode, and every one had a different court), and they're all different
sizes and shapes, and they all also have different obstacles and
power-ups. The controls are pretty interesting too: you have seperate
buttons for hitting the ball to the left or right, another button to
slide along the ground and hit the ball in desperate circumstances, and
another to use your power shot (which is different for every character,
and is charged by holding down one of your regular hitting buttons).

Single player mode works like this: You face each opponent four times, each
time in a different court. After you've won all four matches, you play a
bonus game. The bonus games all use the same controls as the matches,
but they all also have you doing different things, whether it's catching
butterflies with nets or hitting baseballs or knocking baked goods into
air hockey goals. For every twenty points scored in these bonus games,
your power shot gets levelled up and improves a little bit.

Heisei Inu Monogatari Bow - Pop'n Smash is an okay game. It's not horribly
flawed in anyway, and it's an unusual spin on tennis, even among the
subgenre of deliberately unrealistic/videogamey sports games. It's
easily also available really cheap, if you want to take a risk on a real
copy.

Thursday, 17 September 2015

Curiosities Vol. 4 - Gambling!

Gambling games, especially ones that are played for real money are inherently bad. Not just from a moral standpoint, but also because they're entirely designed to drain money away from the player, rather than to be fun, well balanced games (the same applies to modern-day mobile phone games with real money currencies too, in my opinion.) But terrible games are still games, so lt's look at a few!

First up is Koro Koro Quest, by Takumi (who are better known for making various shooting games, including Gigawing, one of my all-time favourites). It's by far the simplest of the three games I'll be covering in this post, and it also feels like it's the least fair. On the plus side, it does look really nice, with big, colourful RPG/fantasy-themed graphics. After putting in your coins, you take part in a simple dice battle against a randomly selected monster, rolling two six-sided dice each, with the highest roller winning. You can tap your button to tamper with the dice in some way (it's not totally clear what it does, but you do seem to have a higher chance of winning doing this). If you win, you can either cash out or go on to the next, more chellenging battle. It looks nice, but like I said, there's not much to it and it's entirely based on luck.

Next is Crusher Mako-chan, also by Takumi, and also looking pretty nice. The premise here is a bit more silly: you play as Mako-chan, a superhumanly strong little girl, who has to punch various large objects to solve various problems (destroy a toppling skyscraper before it hits the ground, destroy a dam so the water can put out a fire, etc.). You do this by hammering on the button as quickly as possible, in a Track and Field sort of way. Even if you fail, sometimes you'll get a second chance to turn Mako-chan into a huge muscle-bound monster and win anyway. After stages, you get the same choice to cash out or carry on. It feels a lot fairer than Koro Koro Quest, and as a result, it's more fun to play too.

Finally, we have Witch, also known as Pinball Champ 95, by Vic Tokai. It;s totally different ot the other two games in this post, being an odd combination of pinball and bingo. After you put in your coins, you can then bet on lines on a bingo-style grid of numbers. Then, you play pinball! You have a time limit and only a single ball, and the aim is to hit the bumpers, which are randomly flashing numbers. Hit a bumper, and you cross off the number it was on on your bingo card. There's also Devil Crush-esque bonus screens hidden about the place, too. Although the strong gameplay element makes Witch feel like it's a pretty fair game, on all the times I've played it, I've never managed to fill a single line.

So that's gambling games, then! I might cover some more of these in the future, if I find out about any more that are interesting.

Saturday, 12 September 2015

Ijlimae-jeon: Manpa Skijeok-pyeon (PC)

I'm sure I've mentioned before how much I love sprite scaling as an aesthetic, and that's definitely helped by the fact that a lot of sprite scaling games are all-time classics like Space Harrier, Outrun, Night Striker, and so on. I should have known there'd be some terrible ones out there somewhere, though, and Iljimae-jeon is one of them.

You'll have guessed from the title (and the presence of Korean text on the title screen above) that it's a Korean game, and from what I've read online, the plot is about a character from ancient China finding themselves sent through time to futuristic Japan. Obviously, I don't know how accurate that is, as while there's a long text intro (thankfully skippable), I can't read Korean.

So, you pick one of three characters, and set out into a game that's kind of like a mix between Space Harrier and Cabal: your character is confined to moving left and right across the bottom of the screen, while aiming a crosshair all around it, but they're also constantly running forward while the enemies come running from the distance in the opposite direction. starting with the superficial complaints, it's probably the ugliest game of this type I've ever played, with the ground looking like the worst example of SNES Mode 7 graphics you can think of, and the enemy sprites looking small and undetailed even when they get up close.

The enemies definitely will get up close, too, as your feeble heroes takes several shots to defeat even the most common jobbers among the enemy force. Even the delivery boys carrying the power-ups take a fair few shots to take down. The bosses, as you can imagine, are even worse. There's no health ar given for them, and their attacks don't change as you fight them, so you just spend long, agonising minutes shooting them and avoiding their attacks (except for the ones that are unavoidable, like when the second boss swooces all the way across the bottom of the screen) until suddenly, they explode and the stage ends.

One final note, I've never been given as much trouble getting a PC game to run as I have with this one, not even other Korean DOS games, like Still Hunt. Part of that is down to the fact that I never owned a PC as a kid so I don't have any experience running DOS in general, though. I wouldn't normally bring this kind of thing up, but this game is so terrible, and it took such effort to be able to play it that it was just adding insult to injury.

Obviously, I don't recommend this game at all.

Saturday, 5 September 2015

Sumo Fighter Tokaido Basho (Game Boy)

Beat em ups are a genre conspicuous by their (relative) absence on the original Game Boy, which seems especially odd, when you consider how many fighting games there are on there (and you'd think fighting games would be both harder to pull off on such weak hardware, and scuppered by the hassle one had to go through to play GB games against another player). Sumo Fighter is one of the proud and the few, however, and it bucks the usual trend of having beat em ups starring slender martial artists or gritty thugs by starring a mawashi-clad, muscle-bound sumo.

The plot isn't anything special, however, he's just journeying across Japan to save a damsel in distress. The setting is very stereotypically Japanese, though, with stages featuring Mt. Fuji, bamboo forests, and Japanese-style castles. The enemies keep in line with this too, with ninjas and geishas and so on. One of the ninja enemies actually bears in incredible likeness to Ryu Hayabusa from the Ninja Gaiden/Ryukenden series, oddly enough.

Anyway, the game itself: you travel across (or sometimes up or down) the stages, jumping on platforms, and beating up enemies as you'd expect. As well as the typical slapping and throwing, you can also perform a running headbutt, and a big dramatic stomping move that damages everything onscreen. Unusually, in beat em up terms, the big stomp attack doesn't come with a limited amount of uses, nor does it deplete the player's health, but instead it just takes a few seconds to perform, and while doing so, leaves the player vulnerable to attack. There's also an experience/levelling up mechanic, that allows you to gradually increase your attack, speed and max health. Experience isn't gained from beating enemies, though, but from collecting mushrooms and gunbai, and from completing bonus stages. There's a few kinds of bonus stages: thumb wrestling, which I was terrible at, arm wrestling, which was a lot easier, and at least one more that I didn't encounter (since bonus stages are chosen at random when you find the gate to enter them). They're the quickest way to build up a lot of experience points, though they don't appear often.

There's a few small problems with the game, and they mostly stem from the stage design. Firstly, the game's sprites are huge and detailed and they look great. Unfortunately, the stage design doesn't cater to them very well, and there's often very little room to safely fight, which can end up in you taking a hit or two through no fault of your own (which is a big deal early one, when you can only take three hits). Secondly, there's some inconsistency regarding the bottom of the screen: on one stage, you'll be climbing ever upwards, and the bottom of the screen will always be a bottomless pit, even if you know there's a platform literally one pixel below it. The next stage, you'll be going down and not only are you expected to constantly be falling off the edge of the screen, you're often making blind leaps of faith and just hoping there isn't going to be an enemy or some spikes when you land.

These little problems aside, though, Sumo Fighter's a pretty good game. It looks great and it's definitely one of the better Game Boy beat em ups (in a totally different league to the likes of WWF Betrayal, for example).

Thursday, 27 August 2015

Thunder Hoop (Arcade)

Thunder Hoop's an arcade platform game by a Spanish company called Gaelco, who have a few games I hope to cover in the future, mainly because unlike a lot of European arcade manufacturers, they did/do seem to actually care about making good games, rather than just makng money (even if they aren't always 100% successful in their endeavours). In fact, they're probably best known for releasing the ROMs for their game World Rally for free and even assisting in it being added to MAME.

But anyway, Thunder Hoop. It feels quite Amiga-esque, in two ways: mechanically, it's obviously inspired by Japanese arcade games, as a lot of the better Amiga games were, and aesthetically it has a kind of particularly European psuedo-anime look to it. The main character even looks kind of like a bootleg Son Goku. Otherwise, it's a fairly typical action-heavy platform game, and a fairly well made one, from a purely mechanical and technical standpoint. There's no wrestling with bad controls, or poor collision detection or anything like that, it all works fine.

The problem is the stage designs. Firstly, though they are at least interesting to navigate (ie. you're always climbing ladders and jumping platforms and so on, rather than just walking across vast flat plains), the stages are also far too long. I haven't timed any of my plays, but they feel like they're around 5 minutes long each, which seems a bit of a slog. Secondly, there are lots of places where enemies just suddenly appear right next to the player literally out of nowhere, giving them almost no time to react. Obviously, these enemies will only get you the first time you reach their spawning point, but it feels cheap and Rick Dangerous-esque, which is bad enough for home games but even worse in an Arcade game.

Though it does have some good points, and it is an admirable effort, I don't really recommend playin Thunder Hoop. Apparently it has two sequels that aren't yet emulated in MAME. I'd definitely be interested in playing them, as TH does show potential, and it'd be nice to see if it was ever realised.

Saturday, 22 August 2015

Simple DS Series vol. 39: The Shouboutai (DS)

Time for another Tamsoft game, and I don't think I've mentioned this before, but despite most of their DS output being in the Simple Series, Tamsoft seemed to have an uncanny nack for making polygon graphics on the system. The Shouboutai is no exception to this, bringing some non-violent third person shooting action to the table.

I remember one of the advertising taglines for Sonic Team's Burning Rangers stating that it had "Thrills without the kills", as it was a 3D action game about rescuing people and fighting fires, and The Shouboutai treads similar ground, though in present day Japan, rather than the futuristic labs and space stations of Burning Rangers.

As well as having great graphics, The Shouboutai also manages to simulate the dual analogue-based controls of console third person shooters, with the d-pad or face buttons being used to move around, and the touchscreen being used to turn you character, as well as to aim and shoot. Obviously, since this is a game about firefighting, different kinds of water hoses take the place of guns, and fire takes the place of enemies. Though the first few stages feature normal fire, that mostly just stays still and slowly grows if you don't put it out, you'll soon be up against fires that move around and even shoot smaller fires at the player. There's even boss fights, against such foes as giant angry chemical fires, and burning out cars that are somehow driving up and down the street.

There's some downsides to this game, though they're not big ones. The main one is an issue that crops up in a lot of Japanese budget games, even the big names like Oneechanbara and Earth Defence Force: There are a lot of stages, but not so many maps. So you have stages that just take place in different areas of the same map, with the rest blocked off. There only seems to be three maps in The Shouboutai: a suburban street, the corridors of a hotel, and a factory/warehouse type place. There's also the fact that the game can get a little repetitive, even though there are a few different mission objectives that crop up, from simply putting out every fire, to rescuing civilians. These are the only real faults, and neither of them are significant problems.

I definitely recommend giving The Shouboutai a look, even though there are plenty of 3D shooters on more modern handhelds, it's always nice to see something like this squeezed on to low-powered hardware. And if you want more violence in your TPS, there are a couple of alternative options that I'll cover at some point in the future (and if i remember rightly, they're also developed by Tamsoft).

Friday, 14 August 2015

Robbeary (Amiga)

I recently had a minor revelation regarding this game: for years, I'd assumed the title was pronounced like "Robb-ear-y", which is meaningless and makes no sense, but the player's character is a teddy bar, so obviously, it's meant to be "Rob-bear-y", which is still pretty stupid, but at least makes a little sense. Anyway, it's a single screen platformer about collecting stuff and scoring points.

Yeah, your bear goes around these pretty simply laid out stages and collects every giants fruit they contain before going on to the next stage. Obviously, there's also a bunch of enemies running around trying to stop you, and one touch from them kills you. Unusually, and more typical of "collect everything" maze games than platformers, you have no reliable means of defence against the enemies. Other than randomly appearing power ups that turn them into points items, all you can do is try your best to avoid them. To make this even harder, there's a timer, and when it runs out, all the enemies go into cocoons and hatch out twice as fast as they were before. If you take too long finishing a stage, this can even happen more than once!

Not only are the items that appear random, but so are the movements of the enemies: they just randomly walk back and forth, sometimes stopping for a second or walking off the edge of platforms. These things make the game not only hard, but dependent almost entirely on luck. You can't form  a strategy to make sure you get a power up in the nick of time, because you don't know when or where the power ups will appear, and you can't learn the enemy patterns to work out the best way around them because the enemies don't have any patterns. It's only when one of the random items (a green key, not to be confused with the gold key that appears at the end of the stage or the silver key which apparently does nothing at all) opened a door to a bonus stage that I realised that there's a chance that the developer had misinterpreted Bubble Bobble's elaborate system of secret items, room and stages as being random and tried to copy it.

Now I know that there have been a few games covered on this very blog where I've said that randomness has ruined them, but I should clarify that randomness isn't an inherently bad thing. Some of my favourite games use a lot of it: Shiren the Wanderer, One-Way Heroics and Minecraft being but three. But you'll notice that none of those games are arcade (or arcade-style) score-based action http://games.In games like this, scoring and progress should always be as close as possible to 100% about skill, knowledge and understanding of the game mechanics on the part of the player, and random elements totally ruin that.

Though it holds a little bit of nostalgia value for me (it was in a huge box of pirated games that came with the pre-owned Amiga I got for Christmas as a kid one year), I definitey can't recommend that you bother playing Robbeary.

Friday, 7 August 2015

Bullfight (Arcade)

The first thing I should mention here is that the title of this game isn't any kind of metaphor, it's literally about bulfighting, and it's pretty grisly, so if you that might upset you, you should probably skip this post. It's a top-down single screen game, it's pretty fun, atmospheric enough, but also quite flawed.

You play as a torero in the bullring, and the controls comprise a joystick and two buttons. Obviously, the joystick moves you around, while the buttons are for cape moving and stabbing, respectively. You score points for leading the bull with your cape, stabbing the bull, leading it into a wall, opening a wound on its back and killing it. Upon killing the bull, you go onto the next stage, with progressively fiercer bulls, and eventually, a second bull gets added to the mix.

The bull can trample you, which temporarily immobilises you, he can knock your sword out of your hand and even sometimes break it (if this happens a guy at ringside will throw another one into the ring after a couple of seconds) and he can gore you with his horns, resulting in a lost life. Since your torero wears a different-coloured outfit for each life, does that mean that they're literally being killed in the ring and it's a different guy each time? Who knows?

As for the flaws, there are two main ones. The first is that cape movement is kind of awkward and stiff. I think the direction in which the cape rotates is determined by the relative positions and movements of you and the bull, but I'm not entirely sure about that. The second is that the bull's movement can sometimes feels erratic and random, even when you're leading it with your cape. I guess this adds a little realism, since a bull is a huge, angry wild animal and should be a little unpredictable, but it can also make the game feel unfair.

If you can stomach it, though, I do think bullfight is a fun game, despite its flaws and the fact that it's pretty shallow in the long run. Interesting that other than this, the only other videogames based on real-life bloodsports that I can think of are those Cabela rifle animal hunting arcade games. I guess that's because of the unpleasant subject matter and the inherent unfairness in favour of the human participants that most of these sports hold. I'd also like to point out before I finish that I am totally against bloodsports of all kinds in real life.

Friday, 31 July 2015

Go! Go! Cosmo Cops! (DS)

So first you should know that I rotated all the screenshots for this post, as it's one of those rare DS games that's played with the console on its side. It also has a left-handed option, which a few games omit, making them a lot less comfortable to play (though it's been so long, I can't remember any of the offending games. I guess they can't be that good if I don't remember them and I haven't bothered to re-play them at any point). Go! Go! Cosmo Cops! is a game built around a gimmick, and that gimmick is pretty similar to the PS2 game Chaindive: your characters have grappling hooks which can be attached to dots around the stages (though in this game, the dots look different to match the theme of each set of stages, which is nice).

Unlike Chaindive, though, the game centres entirely around the hooking gimmick, with almost all of the player's movement throughout the stages being done in this manner, as well as all combat. There's other differences too, of course. The most obvious is that the game is completely controlled via touchscreen, in a manner so simple and obvious that you can probably work it out from looking at the screenshots. There's also the concept of slingshotting. Using the touchscreen, it's possible to hook onto one dot and then simultaneously onto a second, then pull your character back and let go to send them shooting off.

Skillful use of the slingshot move is something the game really wants you to learn: it's by far the fastest way to travel across the stages, and it's the way to defeat enemies and bosses. The developers really go to town with the basic concepts of the game as it goes on, too. It starts off easy and simple, but more and more obstacles get added as the game goes on, and by the end the player will be facing some sadistic tests of skill, timing and dexterity.

Pretty much every kind of trap related to the whole grabbing/climbing/slingshotting set of mechanics that you can think of will be thrown at you at some point. It starts out with lots of stationary dots with a few enemies here and there, and goes on to stages featuring shifting tides of deadly lava, looping spike-covered trains to maneuver between, and even things that are a lot more difficult than they sound, like sets of moving dots going very quickly between rows of spikes. There's also a couple of weak vehicle-based stages, one with a submarine, the other with some kind of futuristic space-hopper thing to break things up, but they're instantly forgettable. A nice little touch is that the game allows a choice between a male and female character, and the choice is entirely aesthetic.

Go! Go! Cosmo Cops! is an okay little game, it's worth picking up if you see it cheap, but don't go out of your way to find it or anything. Also, a little bit of trivia: though it's a Japanese-developed game, it only saw release in Europe, though all the text and graphics for the Japanese version are hidden away in the ROM, and I believe there's a hack available to make them usable (though since I was playing on a real cartridge, I haven't tried this).

Friday, 24 July 2015

Kenyuu Densetsu Yaiba (SNES)

While the Mega Drive catered to arcade nerds with its many ports and original shooting games, the SNES/Super Famicom sought to draw in the anime nerds, with masses of licenced games and RPGs (I have a theory that the decline in RPG popularity is linked with the rise of very cheaply available anime, especially in the west. Back in the 90s, it was a lot more expensive, space-consuming and generally difficult to watch an entire anime series, but RPGs offered a full-length animesque storyline contained in a single cartridge or later on, a few CDs.).

Yaiba is both an anime licenced game and an RPG. I don't know anything about the source material, but it looks to be a pretty generic early 90s shonen series, though the creator went on to create the absurdly long-running Detective Conan juggernaut. As for the game itself, it's an action RPG, with the emphasis placed heavily on the action. Interacting with other characters is mostly confined to linear dialogues before and after bossfights, as well as token conversations related to mechanical things like saving and buying items.

The vast majority of the player's time is spent roaming topdown stages killing constantly spawning enemies, until they find the spot where the next story event or bossfight is triggered. It's better than I'm making it sound, but it's also very simple. In fact, the simplicity is actually part of the game's appeal. There's some nice streamlining in the mechanics that I really like. For example, rather than receiving experience points in set amounts upon defeating enemies, whenever the player hits an enemy, they receive experience equal to the amount of damage they inflicted. Level ups are simple, too: every level up you recieve adds 10 to your maximum HP, 1 to the amount of damage you inflict with a normal attack and reduces the amount of damage you take from enemy attacks by one.

The fact that the game is so simple means that Japanese literacy is not at all required to enjoy it, I managed to get a fair few stages in so far with no troubles, at the most you'll probably just need to look up the controls and the basics of how the game works: saving, travelling between stages, that kind of thing.

Kenyuu Densetsu Yaiba isn't anything particularly special, but it's a fun game, it feels rewarding to play, and it doesn't require knowledge of Japanese language. I don't think you'd regret giving it a try.