Grave Pobbery (Masahiro, 1997)
This game is very unpolished, but mechanically it seems to be mostly finished. It's a pretty simple game in which your little polygon man enters stages that each contain a few stone blocks. Using your pickaxe, you smash every block in the stage, and fight off the ghosts and snakes hiding within, either by repeatedly hitting them with your pickaxe, or by using items, also found inside the blocks. There's crosses to get rid of ghosts, and bombs to kill the snakes (and handily, destroy any blocks caught in their blast, too). It's a mildly amusing game, and its simple nature and tiny amount of assets used make it feel like the kind of thing someone might make for a quick game jam today.
Alien Looter (Ben James, 1998)
Alien Looter is a pretty simple concept: take Space Invaders, add power-ups and remove the dan kire so that the player can shoot as quickly as they can press the fire button. The result is a game where stages last only a few loud and cacophonus seconds, and you can blast through fifty or more stages in only a couple of minutes. It's nothing especially fancy, but it is a lot of fun while it lasts.
Oyaji (T. Munemasa, 1998)
This is a weird one: you play as an old, balding man wearing only a pair of underpants, and you're trapped in a brick maze with some hovering satellite dish robot things. As far as I can tell, your task is to smash all the robots, but awful collision detection coupled with your long, slow attack animation make this very difficult. Oyaji is graphically impressive with its texture maps and such, but not very fun to play at all.
Diver (Nahoisa Kamei, 1997)
Diver looks and feels like a game from a 1980s 8-bit computer, specifically the kind popular with Japanese hobbyists, like the PC88 and such. It's a very simple game: you play as a diver, diving into the sea to get piles of gold, though you can only stay under for a few seconds at a time. Every time you get a pile of gold, another one appears, as well as a few more rocks to get in the way. The main problem with Diver is that there's not really any challenge, unless you play chicken and try to get multiple piles in a single dive, but there's no real reason to do this, since they'll only be worth one point each whatever you do. Adding a score multiplier or something to incentivise this kind of risky play would be a massive improvement.
Thursday, 28 January 2016
Saturday, 23 January 2016
Pang: Magical Michael (DS)
So, Pang (also known as Buster Bros. and Pomping World) is a series that was once fairly well-known, but seemingly got completely forgotten once the 32-bit consoles came long in the mid-90s. For those of you who don't already know, it is, at its most basic, a kind of mix between Space Invaders and Asteroids, where the player (or players) run around the bottom of the screen firing upwards at malevolent balloons, that split into smaller balloons when shot, until they're at their smallest size, at which they just pop. The aim of each stage is to get rid of every balloon without any of them hitting you.
2010's Magical Michael was the first new Pang game in ten years, and in the years since, there haven't been any more of them. It's a shame, because it's easily the best in the series. The two main modes in the game are tour mode, which is the traditional stage-based affair, themed around visiting famous landmarks from around the world and freeing them of their inflated spherical oppressors, and panic mode, introduced in 2000's Mighty Pang, which is an endless survival mode with no platforms, items or ladders, in which balloons endlessly fall from the sky, with the player just popping them, scoring points and staying alive as long as possible.
The reason that this is the best version of Pang is mainly down to its host hardware. The two screens of the DS allow for a wider array of stage designs in tour mode: single-screen stages, stages in which the balloons have the height of both screens to bounce in, and split-level stages, where the player has to judge when and how to climb the ladder from one screen to the other.
To be honest, though, I don't particularly care for tour mode. Panic mode is a lot more enjoyable, being a pure score-based game of skill. There are two main scoring mechanics: one based on which order you pop balloons (more points for consecutively popping same-sized balloons) and a bonus that gradually increases as long as you don't fire off a shot that hits nothing. Panic mode doesn't really gain anything massive from being done on two screens, though, other than the fact that it takes place in a series of extravagant high-ceilinged halls that look amazing, despite being heavily stylised static artwork. It does, however, benefit greatly from being on a handheld. It's just a great game to have on hand to play for a few minutes while waiting for something else to happe, and a handheld console is a lot more convenient and logical towards that end than an arcade cabinet.
Pang: Magical Michael is a good game and a worthwhile (though simple) update to an old series. It's also available for practically nothing, so I definitely recommend seeking it out.
2010's Magical Michael was the first new Pang game in ten years, and in the years since, there haven't been any more of them. It's a shame, because it's easily the best in the series. The two main modes in the game are tour mode, which is the traditional stage-based affair, themed around visiting famous landmarks from around the world and freeing them of their inflated spherical oppressors, and panic mode, introduced in 2000's Mighty Pang, which is an endless survival mode with no platforms, items or ladders, in which balloons endlessly fall from the sky, with the player just popping them, scoring points and staying alive as long as possible.
The reason that this is the best version of Pang is mainly down to its host hardware. The two screens of the DS allow for a wider array of stage designs in tour mode: single-screen stages, stages in which the balloons have the height of both screens to bounce in, and split-level stages, where the player has to judge when and how to climb the ladder from one screen to the other.
To be honest, though, I don't particularly care for tour mode. Panic mode is a lot more enjoyable, being a pure score-based game of skill. There are two main scoring mechanics: one based on which order you pop balloons (more points for consecutively popping same-sized balloons) and a bonus that gradually increases as long as you don't fire off a shot that hits nothing. Panic mode doesn't really gain anything massive from being done on two screens, though, other than the fact that it takes place in a series of extravagant high-ceilinged halls that look amazing, despite being heavily stylised static artwork. It does, however, benefit greatly from being on a handheld. It's just a great game to have on hand to play for a few minutes while waiting for something else to happe, and a handheld console is a lot more convenient and logical towards that end than an arcade cabinet.
Pang: Magical Michael is a good game and a worthwhile (though simple) update to an old series. It's also available for practically nothing, so I definitely recommend seeking it out.
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