Sunday, 13 March 2016

Fightin' Spirit (Amiga)

Now, I don't mean to badmouth the Amiga when I say this, but Fightin' Spirit is one of the best-presented titles I've seen on the system, and it wouldn't look out of place on the SNES or Mega Drive a few years earlier. It's harsh, but it's true: by the time the 90s were in full swing, the gap in budget and size of development team between console/arcade games and Amiga games was at the point where, even with the more powerful hardware of the A1200, Amiga games were starting to look very dated in comparison.

This is a really well-presented game, though. There's menus full of options (which I'll get to later), big colourful fonts, character portraits, and all the stuff you'd expect from a post Street Fighter II fighting game. There's a bunch of different fighters, though they're mostly from the US, for some reason, with one guy each coming from Thailand, China, Japan and India. Plus there's a tiger from parts unknown and a dinosaur that, for some reason, hails from Brazil. Did Blanka make the developers assume that Brazil was just a land of monsters or something? Bizarre. The game's storyline gimmick is that all the human characters have "animal spirits" that appear over their bodies when they do certain special moves, which looks kind of like Joe's Tiger Knee from SNK's games, but with a whole bunch of different animals. Of particular interest is the token female character, Sheila, who has the dolphin as her animal spirit, but can also summon and throw ethereal starfish at her opponents.

Like I said earlier, there's a lot of options in this game. Some are taken from more popular games, like the King of Fighters-esque team battle mode, and the Deathmatch mode from World Heroes 2, with it's momentum-based shared health bar. There's also control options for one and two button controllers, and, more usefully, the four-button CD32 controller. There's also some odder options, like the option to either choose your opponent in single-player mode, or fight opponents in random order, and the inexplicable option to turn off special moves.

Well, once you start to play the game, that last option won't seem entirely inexplicable. One of the biggest problems this game has is that even if you have a movelist handy, specials just can't be performed reliably. The biggest problem, though, is that the fights aren't very exciting. Everything feels stiff, stilted and awkward, and the fact that specials only come out some of the time only adds to that feeling. Of course, the AI players can perform specials perfectly everytime, and they do. Repeatedly.


Fightin' Spirit might be better than the infamously bad Amiga ports of Street Fighter II, but compare it to any of its contempories on other formats, and it doesn't hold up well at all. I know those games had more powerful host hardware, bigger budgets and bigger, more experienced development teams, but it's the way it plays that lets Fightin' Spirit down, not the graphics or production values.

Thursday, 10 March 2016

Simple 1500 Series Vol. 35: The Shooting (Playstation)

I said it in my review of another Simple Series game with a very to-the-point title, Vol. 24: The Gun Shooting, but this game isn't as generic as you'd expect. Not only does it have a plot told in (thankfully skippable) FMV cutscenes between stages, but there's also little bits of voice-acted dialogue between your pilot and their comrades as you play through the stages themselves. As well as there being more plot and more effort put into the presentation than you'd expect, it's also a pretty full-featured (if not particularly original) horizontal shooter that gives the player lots of attack options.

But before I get onto how it plays, i'll talk a little bit more about how it looks. Now, the difficulty spikes massively in the third stage, and as a result, I haven't been able to get past that stage's boss. But, those three stages display either a love of the game's contemporaries, or a lack of shame in ripping them off, depending on how cynical you are. For example, the first stage takes place in a futuristic cityscape reminiscent of Einhander, the second over and under an idyllic ocean that calls to mind G-Darius, and the third a desert with a brief foray into an underground technological tunnel that vaguely reminded me of Thunderforce V, but only a little. All of this in that "low-poly models with low-resolution textures" aesthetic with which I'm sure all my discerning readers are enamoured.

Though the game doesn't have any power-ups, the player does start with an array of different weapons that really really remind me of Thunderforce V (as an aside, The Shooting was apparently developed by two companies called CyberDreams and C.I.I, and I haven't been able to find anything else they worked on. I guess there's a chance that those are psuedonyms for ex-Tecnosoft employees, but this is pure conjecture on my part). You have a machine gun, fired from the front of your ship, and from two options. By moving left or right while not shooting, the two options can be moved around the ship, allowing the player to shoot i wide angles, as well as above, below and behind. You've also got a lock-on weapon, which can shoot up to sixteen guided missiles in a nice Itano Circus-esque fashion. Unfortunately, it takes so long to fire that you'll usually have killed all the enemies with your machine gun by the time the missiles reach them (it's useful in boss fights, though). Finally, you have a forward-firing giant, powerful laser that's limited by a power meter at the top of the screen. The power meter recharges in a matter of seconds, but the catch is that it's shared with another, non-offensive feature of your ship: a quick dodging move that can pass harmlessly through enemy bullets.

What ties all these weapons and features together is a control system that's simple and elegant. Square fires your machine gun, holding X locks on your missiles and releasing fires them, and the dodge and laser are assigned to the two right shoulder buttons. It's obviously designed around the idea that the player will spend much of the game holding down the square button, but will also need regular, comfortable and instant access to the others (which wouldn't have been the case had all four functions been assigned to the Playstation controller's four face buttons). It's a little thing, but it's done so well that I feel it's worth mentioning.

Simple 1500 Series Vol. 35: The Shooting is a pretty good game. It's nothing particularly spectacular or original, and the sudden upturn in difficulty presented by stage 3 is a pain, but it's much better than a budget title with a generic title really needs or deserves to be. Apparently, it also got a western release as "Shooter: Space Shot", which somehow feels like an even worse title. I don't know how intact the US version is, though, as we all know that western budget publishers loved to meddle in games, especially shooting games.