The Comedian Adventure (Taro Kamon, 1998)
A minimalist one-button platform game that seems to have "borrowed" its heroes from the scatological PC Engine game Kato-chan and Ken-chan (AKA JJ & Jeff). Pressing any button makes your guy jump forwards at an angle, releasing the button or hitting the top of the screen makes him fall forwards at a slightly steeper angle. You have sixty seconds to get as far as you can without falling into any holes. If you fall into a hole, you get a speech bubble with some sage advice like "Finish your homework!" or "Brush your teeth!". It's mildly amusing for a few minutes, until you manage to survive the full minute.
Anda (Makoto Okuzumi, 1997)
A very old-fashioned shooting game that's obviously very inspired by the likes of Xevious and Star Soldier. There's no sound, and it's generally not very exciting at all. The worst part, though, is that the enemy bullets are incredibly tiny and often blend into the background. It seems competently made, but not very well-designed.
Minic The Hedgehog (Kiyoshi Sakai, 1997)
This is apparently a port of an X68000 doujin game, though I haven't been able to find that version. It's more of a tech demo than an actual game, too, being as it is an attempt at making a semi-clone of the first Sonic The Hedgehog game. It's mostly impressive, too, as there's a decent attempt at replicating Sonic physics, though it just falls a tiny bit short . That tiny bit makes a lot of difference, though, and the result is that it's almost impossible to build up the momentum needed to run up even the shallowest of inclines. Another problem is that the screen is flanked on all sides by massive black borders (which I've cropped ouit of the screenshots for this post, to make things look a bit nicer).
Dance Of Death (Shigeaki Matsumoto, 1998)
This polygonal top-dpwn beat em up does performs a trick that many of the best games of the 32-bit era do: uses its low-poly models, short draw distance and small memory space for textures to create an atmosphere. You play as a lone samurai, beseiged on all sides by your enemies, who has to fight his way out. There's a timer and a number counting down the amount of remaining enemies, but the game's hard enough that I've not yet managed to survive long enough for either one to make it to zero. Like I said, it's an atmospheric game, and tense too, as you and your enemies can be taken out in only a couple of sword strokes, and there are far more of them than there are of you. Definitely worth a look.
My Flower (Makoto Okuzumi, 1997)
A brightly-dressed young girl on a series of floating islands inhabited by angry crabs and friendly chickens must make flowers grow, flags fly and eggs hatch by dancing around them. The colours and simple graphics remind me of early Namco games, like Toypop and Pac-Land. The main problem this game has is that it's not immediately obvious what the player is supposed to do or avoid. Though I managed to get a couple of stages in, I did so without ever figuring out the exact win conditions for each stage. Avoid this one, I say. (I feel like I'm being a little hard on ol' Makoto's games in this post. If you search your own name and find it, I'm really sorry!)
Wednesday, 9 December 2015
Friday, 4 December 2015
Koma (X68000)
Koma, or Beigoma, are a kind of traditional Japanese wooden spinning top. In this game, you play as one in the odd situation of having to collect exclamation marks while trying to stay to moving platforms above an endless black void. Each stage has a different set of platforms, and though they move in the same patterns every time, the exclamation marks appear in random positions.
The biggest strength of Koma is that the aesthetics and mechanics are inseperably intertwined: because anything that's not black is safe ground, the more complex and psychedelic a stage looks, generally the more difficult it'll be. The stages were each obviously designed with this in mind, each having both its own look and an individual set of challenges and tests of dexterity in navigating to different areas of the screen.
The thing you have to try and do is to stop seeing the different coloured platforms as seperate entities and instead to see the gaps between them as shifting and warping things to avoid. But then again, after a few stages, you'll start to be presented with very small platforms, and single pixel-width bridges, so that advice doesn't really hole up in those situations.
The old cliche "easy to play, difficult to master" definitely applies to Koma, and it's definitely worth playing, at least until the difficulty starts to try your patience.
The biggest strength of Koma is that the aesthetics and mechanics are inseperably intertwined: because anything that's not black is safe ground, the more complex and psychedelic a stage looks, generally the more difficult it'll be. The stages were each obviously designed with this in mind, each having both its own look and an individual set of challenges and tests of dexterity in navigating to different areas of the screen.
The thing you have to try and do is to stop seeing the different coloured platforms as seperate entities and instead to see the gaps between them as shifting and warping things to avoid. But then again, after a few stages, you'll start to be presented with very small platforms, and single pixel-width bridges, so that advice doesn't really hole up in those situations.
The old cliche "easy to play, difficult to master" definitely applies to Koma, and it's definitely worth playing, at least until the difficulty starts to try your patience.
Sunday, 29 November 2015
Pilot Kids (Arcade)
Pilot Kids is a third party game for SEGA's famous and beloved Model 2 arcade hardware, from Psikyo. Though it's a shooting game, as you'd expect of Psikyo, it's pretty different to most of Psikyo's shooters, in terms of both looks and mechanics. On both fronts, I'd say the Psikyo game it's closest to is their weird Space Invaders parody Space Bomber, with it's quirky looks and multi-kill based scoring system.
It's a horizontal shooter, about two kids who get shrunk down, and fly toy planes to fight off all the other toys, insects and other assorted household objects that have come to life in a hostile manner. The players have two weapons at their disposal: a normal machine gun and lock-on homing missiles. The machine gun is almost useless as an offensive weapon, though it does have the useful property of being able to destroy the orange bullets the enemies fire (which, for the first few stages, is all they fire. Towards the end of stage 4, indestructable blue bullets will also find their way into the enemy's patterns). The missiles, then, are your main method of attack, and they're slightly more complicated than most hoing weapons.
Pressing the second button fires a marker, and the player can mark three to six enemies at once (depending on how many power-ups you have). Pressing the main fire button when at least one enemy is marked fires a missile that'll pass through any marked enemies, as well as any others in its way. The missiles are also the key to the scoring system. The first enemy killed by a missile will award double points, the next quadruple, and so on, up to a multiplier of sixty-four.
Though it's not up there with the likes of Cave's games, or even Psikyo's best, Pilot Kids is pretty fun, and has a nice selection of gimmicks. If it had ever got a sequel that refined things a bit and had slightly more exciting stages, such a game would probably be a classic.
There is also an additional mystery connected to this game, though: after a game ends, and you've inputted your initials, there's a counter that starts at a billion points, and depletes by however many points you scored. It keeps track of this every time you play, and I've managed to hack away a little over twenty million points so far. I have no idea what happens when the counter reaches zero, and apparently, no-one else on the internet has tried to find out, either.
It's a horizontal shooter, about two kids who get shrunk down, and fly toy planes to fight off all the other toys, insects and other assorted household objects that have come to life in a hostile manner. The players have two weapons at their disposal: a normal machine gun and lock-on homing missiles. The machine gun is almost useless as an offensive weapon, though it does have the useful property of being able to destroy the orange bullets the enemies fire (which, for the first few stages, is all they fire. Towards the end of stage 4, indestructable blue bullets will also find their way into the enemy's patterns). The missiles, then, are your main method of attack, and they're slightly more complicated than most hoing weapons.
Pressing the second button fires a marker, and the player can mark three to six enemies at once (depending on how many power-ups you have). Pressing the main fire button when at least one enemy is marked fires a missile that'll pass through any marked enemies, as well as any others in its way. The missiles are also the key to the scoring system. The first enemy killed by a missile will award double points, the next quadruple, and so on, up to a multiplier of sixty-four.
Though it's not up there with the likes of Cave's games, or even Psikyo's best, Pilot Kids is pretty fun, and has a nice selection of gimmicks. If it had ever got a sequel that refined things a bit and had slightly more exciting stages, such a game would probably be a classic.
There is also an additional mystery connected to this game, though: after a game ends, and you've inputted your initials, there's a counter that starts at a billion points, and depletes by however many points you scored. It keeps track of this every time you play, and I've managed to hack away a little over twenty million points so far. I have no idea what happens when the counter reaches zero, and apparently, no-one else on the internet has tried to find out, either.
Tuesday, 24 November 2015
Hard Brain (Playstation)
This was just going to be part of another Net Yaroze round up (and I do still intend to do one of those in the near future), but I totally fell in love with this game and thought it deserved more than a single paragraph. It's a cyberpunk-themed turn-based strategy game, and though it's entirely in Japanese, it seems to be about a small gang of three guys either raiding some high-tech offices or escaping from some high-tech offices that are under siege.
Mechaically, it's pretty simple: to win, you pretty much just have to try and avoid letting any of your guys get surrounded by the enemy, and keep an eye on their HP so that you know when to heal (every one of your characters has one spell, which is for healing, and plenty of MP to use it whenever it's needed). It's also only a few stages long, which is a shame, as it has enough charm in its aesthetics alone, and it'd be nice to see more of the great sprites and character portraits.
It feels, however, that the creator had to cut a lot back in creating the game, since as I'm sure you're all aware, Net Yaroze games had to fit entirely into the Playstation's tiny RAM. There's a bunch of options that are never used, as well as spells for each character that are, as far as I can tell, permanently greyed-out and unusable. I managed to find the creator's website on the internet archive, in the hopes that they might have made a lengthier, more fleshed out version for PC or something, but all I found was the download for this version.
Hard Brain is a game that's definitely worth playing, especially since it'll only take up about 15 minutes of your time for a full playthrough (of which i've had a few at this point). People hold up Team Fatal's Terra Incognita as the Yaroze game that's closest to "commercial quality", but look at the screenshots for Hard Brain and you can't deny that at least in terms of presentation it could stand alongside the likes of Breath of Fire III or Persona and no-one could tell it was the work of a solitary hobbyist.
Mechaically, it's pretty simple: to win, you pretty much just have to try and avoid letting any of your guys get surrounded by the enemy, and keep an eye on their HP so that you know when to heal (every one of your characters has one spell, which is for healing, and plenty of MP to use it whenever it's needed). It's also only a few stages long, which is a shame, as it has enough charm in its aesthetics alone, and it'd be nice to see more of the great sprites and character portraits.
It feels, however, that the creator had to cut a lot back in creating the game, since as I'm sure you're all aware, Net Yaroze games had to fit entirely into the Playstation's tiny RAM. There's a bunch of options that are never used, as well as spells for each character that are, as far as I can tell, permanently greyed-out and unusable. I managed to find the creator's website on the internet archive, in the hopes that they might have made a lengthier, more fleshed out version for PC or something, but all I found was the download for this version.
Hard Brain is a game that's definitely worth playing, especially since it'll only take up about 15 minutes of your time for a full playthrough (of which i've had a few at this point). People hold up Team Fatal's Terra Incognita as the Yaroze game that's closest to "commercial quality", but look at the screenshots for Hard Brain and you can't deny that at least in terms of presentation it could stand alongside the likes of Breath of Fire III or Persona and no-one could tell it was the work of a solitary hobbyist.
Friday, 20 November 2015
Curiosities Vol. 5 - Yukawa Moto Senmu no Okatara Ikushi (Dreamcast)
This post can't really be called a review, sincwe to be honest, there's no good reason to play this game unless you're in Japan with an internet-connected Dreamcast during March and April 1999. That's because it was given away free with Dreamcasts back then (or sold for a low price), and it's part of a competition to win real prizes.
You play as the eponymous Mr. Moto, and you roam around a small island digging holes. In those holes, you find sixths of various photos of SEGA and Dreamcast-related items. You get 100 chances to dig, and as far as I can tell, the pieces you find are totally random. The point of the game is to take your 100 chances to dig and hope that you find the right pieces to make full pictures. Apparently, you could then go online to win the prizeswhose pictures you'd filled in.
You can play more than once, but the pieces you find don't carry over through multiple playthroughs. Apparently this was a pretty high-stakes game, since one of the pictures is of a car key, and I read online that there was also a large cash prize too. (Though, doesn't Japan have really strict anti-gambling laws that ban cash prizes? I don't know.)
Like I said, there's literally no reason to play this anymore, but it stands as a piece of SEGA ephemera, and yet another item of proof that for everything else you could accuse them of, you could never say they were ever short on ideas.
You play as the eponymous Mr. Moto, and you roam around a small island digging holes. In those holes, you find sixths of various photos of SEGA and Dreamcast-related items. You get 100 chances to dig, and as far as I can tell, the pieces you find are totally random. The point of the game is to take your 100 chances to dig and hope that you find the right pieces to make full pictures. Apparently, you could then go online to win the prizeswhose pictures you'd filled in.
You can play more than once, but the pieces you find don't carry over through multiple playthroughs. Apparently this was a pretty high-stakes game, since one of the pictures is of a car key, and I read online that there was also a large cash prize too. (Though, doesn't Japan have really strict anti-gambling laws that ban cash prizes? I don't know.)
Like I said, there's literally no reason to play this anymore, but it stands as a piece of SEGA ephemera, and yet another item of proof that for everything else you could accuse them of, you could never say they were ever short on ideas.
Saturday, 14 November 2015
Miracle! Panzou - 7-Tsu no Hoshi no Uchuu Kaizoku
I think that means "Space Pirates of the Seven Stars", but I could be wrong. Anyway, it's a combination shooting game and platformer, and though it looks and feels like it might be based on some anime aimed at little kids, I haven't found any actual evidence that it might be.
Anyway, each world has three parts. The first is flying to the world by spaceship, represented by a short and very easy vertical shooting section. Then, you land on the world, and walk around a top-down map with a vacuum cleaner sucking up little creatures and finding the entrances to the actual stages. The actual stages come in platform form. On the map, there are doors with orbs on them, with stages behind them. At the end of each stage there's an orb, and the doors open when you have as many orbs as they're displaying. So progression between stages is totally linear (not that that's a problem or anything, but the map sections add nothing else to the game). The last door on the map leads to the boss.
Miracle! Panzou is a nice looking game, and it's fairly fun to play at first, but it does have some pretty big problems. Firstly, there's one of the worst problems with a lot of post-2000 videogames: pointless tutorials for everything. It mainly only effects the first stage (with exceptions when you gain a new ability, though there's no real reason why those abilities couldn't have been available from the start anyway, another modern game design nuisance), but there, your play will be interrupted so you can be told how to shoot, jump and pretty much every other action, no matter how basic. There's also the problem that I feel bad about bringing up, since it feels so subective: the games is just way too easy. Like I'm sure you have, I've read that criticism being given out by all sorts of idiots, from those who don't understand the point of Kirby games, to those who think credit feeding through an arcade port on the easiest settings means they've seen all it has to offer.
Miracle! Panzou just doesn't feel like even the slightest challenge at any point. I played through the first two worlds, which took about 20-30 minutes, and there were no hard parts, no progression in difficulty from one world to the next, nothing. The new abilities that were obtained weren't really any use except as "keys" (the double jump appears just before the first time you reach a platform that's just out of reach for a single jump, the charge punch appears just before you reach a statue that has to be smashed to progress, and other than similar specific situations, there's no uses for them). It just felt like the game was wasting my time and I might as well have been watching a tv show while mindlessly pressing buttons. Looking at the game's aesthetics, it was probably made with a younger audience in mind, but to me, that's not a valid excuse. There's plenty of games suitable for children, while still being challenging and interesting. A game like Miracle! Panzou, however, just feels insulting.
Anyway, each world has three parts. The first is flying to the world by spaceship, represented by a short and very easy vertical shooting section. Then, you land on the world, and walk around a top-down map with a vacuum cleaner sucking up little creatures and finding the entrances to the actual stages. The actual stages come in platform form. On the map, there are doors with orbs on them, with stages behind them. At the end of each stage there's an orb, and the doors open when you have as many orbs as they're displaying. So progression between stages is totally linear (not that that's a problem or anything, but the map sections add nothing else to the game). The last door on the map leads to the boss.
Miracle! Panzou is a nice looking game, and it's fairly fun to play at first, but it does have some pretty big problems. Firstly, there's one of the worst problems with a lot of post-2000 videogames: pointless tutorials for everything. It mainly only effects the first stage (with exceptions when you gain a new ability, though there's no real reason why those abilities couldn't have been available from the start anyway, another modern game design nuisance), but there, your play will be interrupted so you can be told how to shoot, jump and pretty much every other action, no matter how basic. There's also the problem that I feel bad about bringing up, since it feels so subective: the games is just way too easy. Like I'm sure you have, I've read that criticism being given out by all sorts of idiots, from those who don't understand the point of Kirby games, to those who think credit feeding through an arcade port on the easiest settings means they've seen all it has to offer.
Miracle! Panzou just doesn't feel like even the slightest challenge at any point. I played through the first two worlds, which took about 20-30 minutes, and there were no hard parts, no progression in difficulty from one world to the next, nothing. The new abilities that were obtained weren't really any use except as "keys" (the double jump appears just before the first time you reach a platform that's just out of reach for a single jump, the charge punch appears just before you reach a statue that has to be smashed to progress, and other than similar specific situations, there's no uses for them). It just felt like the game was wasting my time and I might as well have been watching a tv show while mindlessly pressing buttons. Looking at the game's aesthetics, it was probably made with a younger audience in mind, but to me, that's not a valid excuse. There's plenty of games suitable for children, while still being challenging and interesting. A game like Miracle! Panzou, however, just feels insulting.
Sunday, 8 November 2015
Pachinko! (Odyssey2)
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.
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.
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
Saturday, 31 October 2015
Rock N' Bolt (SG-1000)
Rock N' Bolt is part of a thematic tradition that was strong in the 1980s, especially on the 8-bit microcomputers, but seemed to have completely disappeared by the start of the 1990s: working class videogames. That is, games with protagonists that weren't adventurers or assassins or any other kind of power fantasy, but just men and women doing (cartoonishly exaggerated versions of) their regular day-to-day jobs, like binmen, miners, nurses and in this case, construction workers*.
So, as a part of that long-forgotten tradition, Rock N' Bolt stars a construction worker charged with the task of bolting girders in place, with his only enemy being the time limit. The girders, when not bolted down are inexplicably moving back and forth, and your worker can't jump across any gaps that might appear. Each floor is done twice: first, you only have to bolt down every girder. The second time around, you're given a diagram at the bottom of the screen, and the girders have to be bolted down so that they match the diagram. Once he's done on a floor, he goes back to the elevator to be taken upwards to the next, and this is where the real puzzle element comes in.
Just going out and bolting the girders down is simple enough, and even in the diagram versions of the stages it's not too much of a task to get things matched up, but getting back to the elevator means leaving some girders left unbolted, sometimes even unbolting them so you can get across the map. It gets hard pretty quickly, too, as a few stages in, the stages get bigger, being spread across several screens. So the player has to navigate their way away from the elevator, put the girders in the positions detailed on the diagram, and find their way back. All while keeping in mind what's happening across several screens and staying within the time limit.
It's a fun game, I can't deny that. And like most SG-1000 games, it automatically looks nice, thanks to the system's attractive and idiosyncratic colour palette. There's also the neat little touch of the score being displayed as dollars and cents working in it's favour. But for me, it's just a little too stressful. All the doing and un-doing and backtracking and so on is just a bit overwhelming. I know a lot of people would be fine with all that, and would love Rock N' Bolt, and to those people, I definitely recommend it, personally, it's not something I can see myself continuing to play long term.
So, as a part of that long-forgotten tradition, Rock N' Bolt stars a construction worker charged with the task of bolting girders in place, with his only enemy being the time limit. The girders, when not bolted down are inexplicably moving back and forth, and your worker can't jump across any gaps that might appear. Each floor is done twice: first, you only have to bolt down every girder. The second time around, you're given a diagram at the bottom of the screen, and the girders have to be bolted down so that they match the diagram. Once he's done on a floor, he goes back to the elevator to be taken upwards to the next, and this is where the real puzzle element comes in.
Just going out and bolting the girders down is simple enough, and even in the diagram versions of the stages it's not too much of a task to get things matched up, but getting back to the elevator means leaving some girders left unbolted, sometimes even unbolting them so you can get across the map. It gets hard pretty quickly, too, as a few stages in, the stages get bigger, being spread across several screens. So the player has to navigate their way away from the elevator, put the girders in the positions detailed on the diagram, and find their way back. All while keeping in mind what's happening across several screens and staying within the time limit.
It's a fun game, I can't deny that. And like most SG-1000 games, it automatically looks nice, thanks to the system's attractive and idiosyncratic colour palette. There's also the neat little touch of the score being displayed as dollars and cents working in it's favour. But for me, it's just a little too stressful. All the doing and un-doing and backtracking and so on is just a bit overwhelming. I know a lot of people would be fine with all that, and would love Rock N' Bolt, and to those people, I definitely recommend it, personally, it's not something I can see myself continuing to play long term.
Monday, 26 October 2015
Chandragupta: Warrior Prince (PSP)
Chandragupta: Warrior Prince was released on PS2 and PSP by Sony in 2009, exclusively in India (GameFAQs lists a European release, but I haven't seen any evidence to suggest that this happened. Also, GameFAQs only lists that release, with no mention of India. I haven't played the PS2 version, but on the PSP it's a single-plane beat em up with some platforming bits.
When I first started playing it, I hated this game. The first stage has enemies that are constantly blocking and awkward to fight, constant tutorial messages abruptly halting the action andsome truly awful platforming sections with almost unavoidable traps. I perservered though, and in the follwing stages, I actually found myself having a lot of fun: the enemies were more numerous, but also a lot more co-operative in my attempts to kill them, making the action flow a lot better. Furthermore, the platforming sections were less frequent, shorter and a lot less sadistic.
Another positive the game has right from the start is the fact that it looks amazing, presented as it is in a 2.5D style reminiscent of the likes of Pandemonium or Klonoa, that goes great with the beautiful ancient India setting, one which I think has always been criminally underused in the medium of videogames (and comics, action cartoons, etc. too, come to think of it).
There are some downsides to the game, though. Firstly, there's a "feature" that, in my opinion is something that works to the detriment of many modern action games: the fact that special moves and weapons are unlocked as you progress through the game. It's boring, annoying and adds nothing to games. Secondly, there's the whole mechanic surrounding firing arrows. There's some enemies that'll be lurking in the background shooting arrows at you while you fight melee enemies in the foreground (or vice versa). The only way to beat them is by shooting them with arrows, and this is done by holding down the right shoulder button, aiming your crosshair with the analogue stick and then letting go to shoot. All this time you're completely immobile and unable to defend yourself from other foes. Thirdly, it's only a minor complaint, but the boss fights are terrible. Each boss is just a regular enemy with more health, who will go into the background every now and then to summon a small group of regular enemies for the player to fight while they watch.
Another complaint that's not one concerning the game's mechanics, but still quite disappointing is the fact that Chandragupta himself is light-skinned, while the enemies he fights are dark-skinned. It's especially noticable and unpleasant in the second stage, featuring a young Chandragupta defending his village from "a gang of thugs". It's a phenomenon I've seen before in the Amar Chitra Katha series of comics that adapt stories from Hindu mythology and Indian history, but those comics at least have the excuse of being made in the 1960s and 70s. We should expect better from media made in this century.
All in all, Chandragupta is an okay game. It's nothing particularly special to play, but it does look amazing, and I don't know of any other games that were made in India or specifically for that market, so it's a bit of a curiosity, too.
When I first started playing it, I hated this game. The first stage has enemies that are constantly blocking and awkward to fight, constant tutorial messages abruptly halting the action andsome truly awful platforming sections with almost unavoidable traps. I perservered though, and in the follwing stages, I actually found myself having a lot of fun: the enemies were more numerous, but also a lot more co-operative in my attempts to kill them, making the action flow a lot better. Furthermore, the platforming sections were less frequent, shorter and a lot less sadistic.
Another positive the game has right from the start is the fact that it looks amazing, presented as it is in a 2.5D style reminiscent of the likes of Pandemonium or Klonoa, that goes great with the beautiful ancient India setting, one which I think has always been criminally underused in the medium of videogames (and comics, action cartoons, etc. too, come to think of it).
There are some downsides to the game, though. Firstly, there's a "feature" that, in my opinion is something that works to the detriment of many modern action games: the fact that special moves and weapons are unlocked as you progress through the game. It's boring, annoying and adds nothing to games. Secondly, there's the whole mechanic surrounding firing arrows. There's some enemies that'll be lurking in the background shooting arrows at you while you fight melee enemies in the foreground (or vice versa). The only way to beat them is by shooting them with arrows, and this is done by holding down the right shoulder button, aiming your crosshair with the analogue stick and then letting go to shoot. All this time you're completely immobile and unable to defend yourself from other foes. Thirdly, it's only a minor complaint, but the boss fights are terrible. Each boss is just a regular enemy with more health, who will go into the background every now and then to summon a small group of regular enemies for the player to fight while they watch.
Another complaint that's not one concerning the game's mechanics, but still quite disappointing is the fact that Chandragupta himself is light-skinned, while the enemies he fights are dark-skinned. It's especially noticable and unpleasant in the second stage, featuring a young Chandragupta defending his village from "a gang of thugs". It's a phenomenon I've seen before in the Amar Chitra Katha series of comics that adapt stories from Hindu mythology and Indian history, but those comics at least have the excuse of being made in the 1960s and 70s. We should expect better from media made in this century.
All in all, Chandragupta is an okay game. It's nothing particularly special to play, but it does look amazing, and I don't know of any other games that were made in India or specifically for that market, so it's a bit of a curiosity, too.
Wednesday, 21 October 2015
Chiteisenki (X68000)
Chiteisenki is a bit of a mixed bag. There's a lot to like about it, but there's also a few annoying little flaws that can easily attract your most fevered hatred. It's a giant robot shooting game by Sprite, wo are mostly known for fangames featuring anime characters, like Ayu Ayu Panic and Akazukin Cha Cha Cha.
You guide your robot through the stages, which look like platform stages, though you can freely fly around them, and your task is to find and destroy the various enemy towers that sit around the stages motionless, firing their weapons and spawning enemies. Each destroyed tower also yields a futuristic treasure chest, that will contain one of the various items, and sometimes also an enemy. Destroy them all and the exit to the next stage opens.
There are a few unique points to make Chiteisenki stand out. The first you'll encounter is the game's use of gravity and recoil: you're constantly being pulled down by gravity, and the recoil from firing your gun knocks you backwards a little. It's just a little touch, but it's contantly affecting how you control your movement. The other main unique point is the extra life system. At the end of each stage, you'll play a roulette game. By default, the prizes on offer are four empty boxes, two items worth 1000 points and two items that will reduce your health by one point. However, one of the items that can be found in the treasure chests is a small bouncy creature, a lot like the Haro robots from the Gundam franchise. Each one of these you collect replaces one of the empty boxes in the roulette, and should you get one from the roulette, it's worth an extra life. Unfortunately, these items can be shot and killed when they appear, and if you do kill one, not only do you lose that one, you lose all of them you have in stock. Also, collecting more than four of them doesn't really have any extra benefit.
The one big problem with the game is how frustrating it can be. Using the Haro items as an example, sometimes a chest will contain one of them and an enemy, and it's way too easy to accidentally shoot the item while trying to kill the enemy. There's also the fact that you start each stage and each life with only three out of your five shields in place (or two if you were unlucky in the previous stage's roulette). And there's also the fact that side from the enemies that are already in the stages, and the enemies that spawn from the towers, a lot of the stages also feature enemies constantly spawning at random from thin air.
All in all, Chiteisenki is a fairly average game. If you think you got the patience for it, it's definitely interesting enough to be worth a look. Oddly, it also has a port to the GBA, though I haven't played that yet. One last note: I did actually get further than the second set of stages, but for no obvious reason, Fraps decided to stop taking screenshots at that point, and I didn't have it in me to start again.
You guide your robot through the stages, which look like platform stages, though you can freely fly around them, and your task is to find and destroy the various enemy towers that sit around the stages motionless, firing their weapons and spawning enemies. Each destroyed tower also yields a futuristic treasure chest, that will contain one of the various items, and sometimes also an enemy. Destroy them all and the exit to the next stage opens.
There are a few unique points to make Chiteisenki stand out. The first you'll encounter is the game's use of gravity and recoil: you're constantly being pulled down by gravity, and the recoil from firing your gun knocks you backwards a little. It's just a little touch, but it's contantly affecting how you control your movement. The other main unique point is the extra life system. At the end of each stage, you'll play a roulette game. By default, the prizes on offer are four empty boxes, two items worth 1000 points and two items that will reduce your health by one point. However, one of the items that can be found in the treasure chests is a small bouncy creature, a lot like the Haro robots from the Gundam franchise. Each one of these you collect replaces one of the empty boxes in the roulette, and should you get one from the roulette, it's worth an extra life. Unfortunately, these items can be shot and killed when they appear, and if you do kill one, not only do you lose that one, you lose all of them you have in stock. Also, collecting more than four of them doesn't really have any extra benefit.
The one big problem with the game is how frustrating it can be. Using the Haro items as an example, sometimes a chest will contain one of them and an enemy, and it's way too easy to accidentally shoot the item while trying to kill the enemy. There's also the fact that you start each stage and each life with only three out of your five shields in place (or two if you were unlucky in the previous stage's roulette). And there's also the fact that side from the enemies that are already in the stages, and the enemies that spawn from the towers, a lot of the stages also feature enemies constantly spawning at random from thin air.
All in all, Chiteisenki is a fairly average game. If you think you got the patience for it, it's definitely interesting enough to be worth a look. Oddly, it also has a port to the GBA, though I haven't played that yet. One last note: I did actually get further than the second set of stages, but for no obvious reason, Fraps decided to stop taking screenshots at that point, and I didn't have it in me to start again.
Thursday, 15 October 2015
Croket! Kindan no Kinka Box (Playstation)
So, Croket is based on an anime series from 2003, about the eponymous boy going on a quest to seek out some kind of special wish-granting coins called Kinka. Or so the summary on anidb says, at least. Only a single episode has been subbed, apparently, and I haven't seen it.
In this game (the only one on a home console, though there are a bunch on the GBA and DS), youtake control of Croket, and take part in some kind of fighting-themed gameshow/tournament arrangement. Each stage sees you in a top-down location with other characters, and for the first couple of stages, there's a certain amount of Kinka you need to get to finish the stage. Eventually, I reached a stage with some kind of scavenger hunt arrangement going on, and I couldn't work out the win condition. On the map screen, you see how many Kinka the top 6 fighters have, and you go about looking for them. Walking into another character on the map takes things into a side-view platform/fighting arrangement feeling a lot like the Digimon Battle Spirit games.
In the fighting segments, there are treasure chests that fling Kinka about when opened, and you can also knock the Kinka out of your opponent either with certain moves, or just with sustained beatings. Of course, the winner of the bout also takes a portion of their opponent's Kinka as a prize. Unfortunately, you'll end up having to fight the same opponents multiple times in a stage to get the required amount, and to make things worse, the smart player will quickly work out which characters they can most easily beat, and follow them around the map "bullying" them until they have enough Kinka to end the stage.
The fighting controls are simple, though they do have one odd little quirk: there's buttons for weak and strong attacks, as well as a third button that's only used in conjunction with direction inputs for specials and supers. Specials use up a third of your super meter, while supers use up the whole thing, but if you connect with your super, your opponent will drop a lot of coins, and coins fill up your meter.
It's hard to believe that this is not only a Playstation game, but one that came so late in the console's life in 2003, as it would easily fit in among the many anime licenced games on the Super Famicom. I'm not saying that's a bad thing, of course, it just strikes me as very unusual that not only was a licenced game being released on the original Playstation years after the PS2's release, but it's also such a dated-looking title. I can only assume the developers weren't given much of a budget.
Croket! Kindan no Kinka Box is a fairly playable game, if you're curious about it, it won't hurt to give it a try, but you're not missing out on anything special if you don't. One last note, though: like I said, I've never sen the anime on which this game is based, so maybe it's pretty different, but the game's premise heavily reminds me of the hunter exam arc near the start of Hunter X Hunter, particularly the part where all the candidates have to hunt each other down to steal enough badges to pass. I don't know if the anime was just a cheap, cynical cash-in, but the game kind of makes it seem that way.
In this game (the only one on a home console, though there are a bunch on the GBA and DS), youtake control of Croket, and take part in some kind of fighting-themed gameshow/tournament arrangement. Each stage sees you in a top-down location with other characters, and for the first couple of stages, there's a certain amount of Kinka you need to get to finish the stage. Eventually, I reached a stage with some kind of scavenger hunt arrangement going on, and I couldn't work out the win condition. On the map screen, you see how many Kinka the top 6 fighters have, and you go about looking for them. Walking into another character on the map takes things into a side-view platform/fighting arrangement feeling a lot like the Digimon Battle Spirit games.
In the fighting segments, there are treasure chests that fling Kinka about when opened, and you can also knock the Kinka out of your opponent either with certain moves, or just with sustained beatings. Of course, the winner of the bout also takes a portion of their opponent's Kinka as a prize. Unfortunately, you'll end up having to fight the same opponents multiple times in a stage to get the required amount, and to make things worse, the smart player will quickly work out which characters they can most easily beat, and follow them around the map "bullying" them until they have enough Kinka to end the stage.
The fighting controls are simple, though they do have one odd little quirk: there's buttons for weak and strong attacks, as well as a third button that's only used in conjunction with direction inputs for specials and supers. Specials use up a third of your super meter, while supers use up the whole thing, but if you connect with your super, your opponent will drop a lot of coins, and coins fill up your meter.
It's hard to believe that this is not only a Playstation game, but one that came so late in the console's life in 2003, as it would easily fit in among the many anime licenced games on the Super Famicom. I'm not saying that's a bad thing, of course, it just strikes me as very unusual that not only was a licenced game being released on the original Playstation years after the PS2's release, but it's also such a dated-looking title. I can only assume the developers weren't given much of a budget.
Croket! Kindan no Kinka Box is a fairly playable game, if you're curious about it, it won't hurt to give it a try, but you're not missing out on anything special if you don't. One last note, though: like I said, I've never sen the anime on which this game is based, so maybe it's pretty different, but the game's premise heavily reminds me of the hunter exam arc near the start of Hunter X Hunter, particularly the part where all the candidates have to hunt each other down to steal enough badges to pass. I don't know if the anime was just a cheap, cynical cash-in, but the game kind of makes it seem that way.
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