Saturday, 1 April 2017

Kid Chameleon (Mega Drive)

It's been said many times that Sonic the Hedgehog was SEGA's answer to Mario. This isn't just true on the basic level of being a company mascot, but from the way Sonic's first game was designed, to his brash, rebellious personality made him different to Mario, and by extension, made SEGA different to Nintendo. Kid Chameleon can also be said to be SEGA's answer to Mario, especially Super Mario Bros. 3, a game which saw Mario take on various different forms as the game went on.

While Sonic's games were almost totally different to Mario's, other than being platform games, Kid Chameleon is very similar to SMB3 in a number of ways: a main character who transforms, blocks containing power-ups that are broken from below and so on. But philosophically, Kid Chameleon shows a different set of ideas to Nintendo's game. Super Mario Bros. 3 is designed like a game adults think children should enjoy, while Kid Chameleon feels as if a ten-to-thirteen year old had played SMB3, and designed their own heavily-inspired game in an exercise book stolen from school, and then somehow their drawings had become an actual game. (I'd like to note that I don't mean to disparage either game here. They're both classics, of course.)

As you play Kid Chameleon, you can hear that kid's voice saying "Mario changing into a raccoon or a frog is okay, but what if you were a badass dude in shades, and you could turn into a knight or a samurai?", and then of course, the more you play, the further the ideas get from the family-friendly Nintendo fare: "What if you were a nazi tank in hell that shot skulls? And then you turned into Jason Voorhies and got chased around by giant skulls that scream 'DIE!' at you?". The structure of the game feels faily adolescent, too. The stages are huge, and full of secrets. Secret areas, invisible power-ups, and of course, secret exits that lead to extra secret stages.

I don't really know how to end this piece, since Kid Chameleon is already a pretty well-known game, and most people reading this will have probably played it at some point and already formed an opinion on it. I guess there's this anecdote: when I was a very young child, someone told me they were playing this game, and that it was so long and hard, they might not live long enough to ever finish it. Obviously, I suggested that they have it put into their coffin so that they could continue playing it in the afterlife. I was a very practically-minded child, I'm sure you'll agree.

Tuesday, 28 March 2017

Dogimegi Inroyku-chan (3DS)

The first time I played this game, I was impressed that there were still people able to come up with new mechanics for a Bubble Bobble-style platform game focussing on defeating multiple enemies in a single attack. As I played it more and more, I also got frustrated with the awkward controls, and I also came to relaise that the game's real focus is figuring out the exact right way of defeating all the enemies in a stage without dying: a test of smarts, rather than skill. I should really have realised sooner, since the game doesn't have any kind of scoring system, which is one of the two main keystones of a Bobble-like (the other being secrets revealed only through Druaga-esque byzantine methods).

So, you're a rogue cupid who has been causing havoc on Earth by setting up ridiculous couples that don't fit together at all, and God has seen an opportunity to kill two birds with one stone by sending you to hell to bring peace there by making all the demons fall in love with each other. How this actually works is that you shoot an arrow at an enemy, then shoot another arrow at something else, be it another enemy, or the wall, ceiling or floor, and the two will smash together. If two enemies smash together, they'll both disappear, as will any enemies they hit on the way to each other (does this mean they all became a polyamorous unit together?). If you hit an enemy and an inanimate object, the enemy will fly towards the object, and receive damage based on how far they had to go. Hit two inanimate objects and a temporary trampoline will appear, which is necessary for getting to places slightly out of reach of your normal jumps.

It's an okay game, the biggest flaw is its controls. Everything feels very awkward, especially jumping, over which you have no control after leaving the ground, with all jumps being an exact distance. Of course, I eventually figured out that it is the way it is because it's a puzzle game, and if you can't make a jump, you're meant to figure out a different way to get to where you want to be. The problem is that I just can't get past the fact that it looks like an action-platform game, and it's so frustrating that it doesn't work that way. I guess that's more my fault than the game's, though.

Even with that in mind, I find it hard to recommend Dogimegi Inryoku-Chan. It's not very exciting to play, it's even less exciting to look at and solving the stages isn't at all satisfying.