To most of us in the west, pachinko is hated and feared: a graveyard where once-beloved franchises and publishers go when they die. But there is also movement in the other direction, that is, videogames that are themselves based on pachinko machines (though it seems to me that the genre's heyday was in the late 80s on the Famicom and PC Engine, I'm far from an expert on the genre, so I could be wrong.). Pachinko! might be the very first pachinko videogame, and it's a western-developed game, too!
I say "might be" for two reasons, though: the first being that I can't rule out some unknown pachinko game existing on some Japanese hobbyist computer, lost to the mists of time, and the second being the fact that it's a very loose interpretation of the concept. For those of you that don't know, in pachinko, the player controls the speed of many balls being fired into a vaguely pinball-esque table in the hopes that they enter various holes and activate various gimmicks (like slot machines and so on) on their way down.
Pachinko! works very differently, changing the game and turning it into a strange 2-player psuedo-sport. How it works is that there are two players at the bottom of the screen, armed with sticks and seperated by a small green pyramid. Above them are five bucket-like things with numbers between zero and ten in them, as well as a small blue interloper who catches any balls they come across and throws them downwards at a random angle. There's two balls, and they bounce around and get hit by the players' sticks. When a ball is hit by a player's stick, it changes to match the colour of that player, and when a ball goes in one of the buckets, the matching player gains as many points as the number in the bucket. If a ball hits the small green pyramid, all the numbers in the buckets randomise. Unfortunately, it never feels like you have any real control over where the balls go, or pretty much anything that happens in the game. After either player reaches a multiple of 100 points, the screen flashes different colours or a few seconds, before resuming. It doesn't actually end until you stop playing.
Pachinko! really can't be recommended as anything other than a historical curiosity. It's boring, completely random and very basic.
Sunday, 8 November 2015
Wednesday, 4 November 2015
Socket (Mega Drive)
So, if you only know one thing about this game, you'll know that it's a blatant Sonic clone, to an extent that no other game before it had been. Every other review I've read of this game, whether it was in a magazine at the time of its release, or on the internet many years later, has focussed entirely on that fact, and then descended into tedious hyperbole about how terrible and unplayable the game is. The fact is, Socket is a very flawed game, and a very unoriginal game, but it does have a few ideas of its own, and it is a fun game to play.
The eponymous character is a weird kind of time-travelling electric duck from the future, who has to stop an evil time-travelling winged fox called Time Dominator from doing evil stuff throughout history. Socket can run, jump and kick, and has an energy meter that serves as a combined time limit and health bar, something usually only seen in games where the player controls a vehicle of some kind.
But the stage themes tread the familiar platform game ground of grassy place, lava caves, factory, futuristic city, and so on. Stages come in sets of three, though each stage of the three fills an explicit role: The first stage will be a "High Speed Zone", which always takes place in an amazing-looking future city, and is what it sounds like: go really really fast util you get to the end. It's not challenging, but there is a good sensation of speed as you whizz around. The second will be Athletic, a pretty traditional action-platform stage, with a focus on running and jumping and so on. The third part of each set of stages is the "Labyrinth", a huge, sprawling stage with puzzles and traps and so on, with the emphasis being on actually finding your way to the end of the stage.
As for how Socket plays, it's mostly pretty good. Definitely leagues ahead of the other "poor man's Sonic", Bubsy, at least. There's a few moments where the cracks begin to show: for example, there are lots of very Sonic-esque places in stages that use ramps and momentum and even running up walls, but they're just a little bit too stiff and unco-operative, and jumping from non-flat surfaces can sometimes feel strange an unpredictable. Another problem is that it's incredibly easy, even compared to the Sonic games, which themselves aren't incredibly challenging. Socket's massive heath bar, means there's very little consequence to getting hit, so you can just speed your way through stages, ignoring enemies, spikes, lava pits, and so on. You're likely to complete it on your first or second attempt.
If I were to compare Socket to any game, I would actually choose the Playstation 3D action game Speed Power Gunbike. Though SPGB hides it better, there's a shared thread between the two games of being Sonic-inspired attempts at high-speed action games that are just almost great, being held back by a few small, but damning flaws. Also like SPGB, I'd recommend Socket to anyone who has an interest in a kind of alternate interpretation of the Sonic games' ideas.
This game is also known as Time Dominator 1st
The eponymous character is a weird kind of time-travelling electric duck from the future, who has to stop an evil time-travelling winged fox called Time Dominator from doing evil stuff throughout history. Socket can run, jump and kick, and has an energy meter that serves as a combined time limit and health bar, something usually only seen in games where the player controls a vehicle of some kind.
But the stage themes tread the familiar platform game ground of grassy place, lava caves, factory, futuristic city, and so on. Stages come in sets of three, though each stage of the three fills an explicit role: The first stage will be a "High Speed Zone", which always takes place in an amazing-looking future city, and is what it sounds like: go really really fast util you get to the end. It's not challenging, but there is a good sensation of speed as you whizz around. The second will be Athletic, a pretty traditional action-platform stage, with a focus on running and jumping and so on. The third part of each set of stages is the "Labyrinth", a huge, sprawling stage with puzzles and traps and so on, with the emphasis being on actually finding your way to the end of the stage.
As for how Socket plays, it's mostly pretty good. Definitely leagues ahead of the other "poor man's Sonic", Bubsy, at least. There's a few moments where the cracks begin to show: for example, there are lots of very Sonic-esque places in stages that use ramps and momentum and even running up walls, but they're just a little bit too stiff and unco-operative, and jumping from non-flat surfaces can sometimes feel strange an unpredictable. Another problem is that it's incredibly easy, even compared to the Sonic games, which themselves aren't incredibly challenging. Socket's massive heath bar, means there's very little consequence to getting hit, so you can just speed your way through stages, ignoring enemies, spikes, lava pits, and so on. You're likely to complete it on your first or second attempt.
If I were to compare Socket to any game, I would actually choose the Playstation 3D action game Speed Power Gunbike. Though SPGB hides it better, there's a shared thread between the two games of being Sonic-inspired attempts at high-speed action games that are just almost great, being held back by a few small, but damning flaws. Also like SPGB, I'd recommend Socket to anyone who has an interest in a kind of alternate interpretation of the Sonic games' ideas.
This game is also known as Time Dominator 1st
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