Monday, 30 May 2016

Jet Ion GP (PS2)

Usually, when a new console gets released, magazines will cover every game they can get their hands on, even Japan-only titles. Which makes it odd that Jet Ion GP (released in Japan under the vowel-deprived title of Hresvelgr: Interntional Edition) seemed to go by unnoticed, despite being released in the opening months of the Playstation 2's life, in December 2000. There was even an earlier revision, simply named Hresvelgr a few months earlier, that similarly went unmentioned in UK magazines of the time.

Anyway, Jet Ion GP is a futuristic racing game, with anti-gravity crafts taking the place of cars. The road is also replaced, by a glowing "energy belt" that serves the dual purpose of showing the way through the racecourse, and ensuring no-one can take shortcuts, as it's also the power source for the crafts. If a pilot tries to fly away from it, their speed gradually decreases, until their craft's power cuts out altogether.

The future in which the game is set takes an unusually optimistic view of the decades to come, as the setting combines the luxury and opulence of the Ridge Racer series with the wonder and spectacle of a post-scarcity, pollution-free high-tech civilisation. With this in mind, the tracks themselves take place in a variety of locations with serene mountains and forests accompanying the standard neon megalopolises. The locations are the same on every difficulty level, though the actual course that's flown through them is different.

The course designs are great, too. They start off simple, letting the player learn to fly their craft, gradually getting more complex and difficult as they advance. Just like you'd expect, really, though special mention must go to the mountain-set final stage, Bramble Yard. Even on the easiest difficulty setting, Bramble Yard offers a really spectacular race, with roller coaster-esque vertical climbs and drops, and twists around buildings and under and over pipes and beams.

There is one downside to Jet Ion GP, though: the framerate. Though I don't have a single particle of sympathy for the ridiculous framerate bores that plague the reviews section of many Steam games, Jet Ion GP really does have a shockingly low frame rate, especially for a racing game. It's at its worst in the first few seconds of each race, as all the crafts are close together, but it never gets to a speed most would call "smooth." I wonder if this problem could be fixed in emulation? But anyway, I've said all this, but it really didn't hamper my enjoyment of the game at all. It is, however, noticable enough that it does need to be mentioned.

In conclusion, Jet Ion GP is an enjoyable, overlooked racing game, and you can get a copy for practically nothing (in the UK at least), and I'd say it's worth doing.

Thursday, 26 May 2016

Aquapolis SOS (MSX)

When you first start playing Aquapolis SOS, it seems like nothing more than a much easier knock-off of Taito's 1979 arcade game Lunar Rescue, but it's actually more than that: it's a much easier knock-off of Lunar Resuce with some added elements of Missile Command! Anyway, the premise is that the underwater city of Aquapolis is under seige, from missiles and floating mines, and you're charged with the task of helping evacuate the place, as well as operating the city's forcefield to protect the buildings. You can probably work out most of how this works from the screenshots, but basically, you pilot your submarine down to the city, land on top of one of the buildings to pick up an evacuee, and then go back up to the surface ship. On your way back up, you can shoot the mines for extra points, though your score actually goes down if one of your missiles hits the surface ship. I can't think of many other arcade-style games where you can actually lose points like that, the only one that immediately comes to mind is Dynamite Deka 2, in which you lose points when you lose health (and gain points when you get it back). As well as mines, there's also a seahorse, that will try to drag you around if you get too close, though it can't hurt you itself, and you can't hurt it.

As for the missiles and the force field, that's just something you have to manage as you play. At the push of a button, you can open or close a forcefield above the city which destroys anything it touches (except for that indestructible seahorse), the opening and closing is pretty slow, so once you get a few stages in, and there's more mines for you to avoid, you've really got to be skillful in balancing the tasks of avoiding mines, protecting the city and not smashing into the field yourself. Missiles that get through will destroy one of the buildings, permanenly taking away one landing spot in the city, and if all of them get destroyed, it's an instant game over (though, I had to deliberately not use the forcefield and play through several stages to confirm that this happens).

There's some other little quirks in the game too, like the end-of-stage bonus, based on how many successful rescues you get during a stage. This is interesting because a stage ends once five evacuees have left the city, and the only way to lose one is by losing a life on your way back up the screen after picking them up. I would have preferred a time bonus, but I guess the random appearence of the missiles would have added to large an element of luck to scoring.

Aquapolis SOS is a game that I can't really say is particularly good or bad. It's not very exciting or interesting, but it passes the time in a fairly unpleasant manner. The most significant thing to say about it is that it's a very early game from the team that would go on to become MSX stalwarts and Puyo Puyo creators Compile.