A derogatory term that's popped up with regards to modern open-world games is "tidying up games", referring to the fact that they're all mostly the same mechanically, and that they all give you a large, open playing area and a checklist of things to go and "tidy". They're very popular games, though, since while they aren't particularly exciting, they aren't really bad, either, and until a player cottons on to the fact that they aren't being excited or stimulated, they can be both addictive and time-consuming.
In many ways, Action Hollywood is a kind of forbear to those games, though purely by coincidence, since this game was never popular enough to have influenced anything. Not only is it completely inoffensive and unexciting, but it's a game about walking around maps tidying them up. Well, you're walking on floor tiles to change their colour, rather than picking things up, but mechanically speaking, it's the same thing. There's also lots of extra points items hidden in the walls, and enemies roaming around.
You can't say they didn't at least try to get a bit of excitement in there, since there's a slightly Bubble Bobble-esque thing regarding the enemies. When attacked, they fly away from you until they hit a wall. Any enemies they hit along the way are killed, and killed enemies drop points items. You can also kill enemies by hitting while they're dizzy next to a wall. Its' still not enough, though, as there's just no satisfaction in doing it.
The "Hollywood" theme is an excuse for having stages with different themes: jungles, medieval, gothic horror and sci-fi, and you can pick which one to start on. An odd thing to note is that a short sample of the Star Trek: The Next Generation theme repeatedly plays during the castle stages. They all play exactly the same, though, other than different graphic sets (including different spprites for the player character, which is something, at least).
In summary, Action Hollywood is an incredibly average game that is neither good nor bad, it simply exists and takes up time. If it was a game that came packaged with a computer's operating system like Solitaire, that'd be fine, but it's an arcade game, and the makers expected people to pay to play it, which is practically an insult.
Saturday, 10 June 2017
Tuesday, 6 June 2017
Crest of Wolf (PC Engine)
So, Crest of Wolf, which is also known as Riot Zone, is a port of the arcade game Riot City. Wikipedia says that the reason for all this is that while Westone owned the rights to the game itself, while SEGA owned the title and all the characters. I don't know how true that is, but since it sounds like the arrangement that lead to the altered PC Engine ports of the Wonderboy in Monsterland games, it seems plausible.
Anyway, it's a pretty average beat em up, of the kind that sprouted up in their dozenns in the early 90s, following the release of Final Fight. It doesn't do anything particularly interesting or innovative with the forumla, with the characters only having pretty basic movesets, and there aren't even any weapons to pick up and use. To make things even worse, this port of the game doesn't even have a two-player mode, which is a particular shame, since I was looking forward to playing this co-op when I eventually got round to getting a multitap and another controller for my PC Engine.
It does have something in its favour, though: its aesthetic and presentation! The usual beat em up influences of Hokuto no Ken, The Warriors and Streets of Fire aren't so present in Crest of Wolf, and in their place is something a little more interesting. The game takes place in a very chinese-looking lawless island city that's reminiscent of the real-life Kowloon Walled City, which was in the process of being demolished when this game came out in 1993. Another possible inspiration that came to mind when I saw the mouldy concrete, rotting brickwork and general dilapidation of the locales seen in the game is Jademan Wong's comic Oriental Heroes, specifically the late 1980s incarnation that got a run translated into English.
It's not only original, but also really atmospheric, even with minimal animation. There's one part in particular that really caught my imagination: near the start of stage three, you fight in front of a seedy mahjong parlour, with people crowded round small tables, sat on stools and chain-smoking as mice scrurry back and forth across the floor. The boss of the same stage is an evil acupuncturist who you fight in his office, with diagrams on the walls and so on. I don't know why more games haven't used a similar setting.
So yeah, on a purely mechanical level, Crest of Wolf isn't anything special. It's not bad, but it's not a lost gem of the genre or anything, either. I think the setting and the atmosphere more than make up for that, though, and it's a game that's definitely worth your time.
Anyway, it's a pretty average beat em up, of the kind that sprouted up in their dozenns in the early 90s, following the release of Final Fight. It doesn't do anything particularly interesting or innovative with the forumla, with the characters only having pretty basic movesets, and there aren't even any weapons to pick up and use. To make things even worse, this port of the game doesn't even have a two-player mode, which is a particular shame, since I was looking forward to playing this co-op when I eventually got round to getting a multitap and another controller for my PC Engine.
It does have something in its favour, though: its aesthetic and presentation! The usual beat em up influences of Hokuto no Ken, The Warriors and Streets of Fire aren't so present in Crest of Wolf, and in their place is something a little more interesting. The game takes place in a very chinese-looking lawless island city that's reminiscent of the real-life Kowloon Walled City, which was in the process of being demolished when this game came out in 1993. Another possible inspiration that came to mind when I saw the mouldy concrete, rotting brickwork and general dilapidation of the locales seen in the game is Jademan Wong's comic Oriental Heroes, specifically the late 1980s incarnation that got a run translated into English.
It's not only original, but also really atmospheric, even with minimal animation. There's one part in particular that really caught my imagination: near the start of stage three, you fight in front of a seedy mahjong parlour, with people crowded round small tables, sat on stools and chain-smoking as mice scrurry back and forth across the floor. The boss of the same stage is an evil acupuncturist who you fight in his office, with diagrams on the walls and so on. I don't know why more games haven't used a similar setting.
So yeah, on a purely mechanical level, Crest of Wolf isn't anything special. It's not bad, but it's not a lost gem of the genre or anything, either. I think the setting and the atmosphere more than make up for that, though, and it's a game that's definitely worth your time.
Wednesday, 31 May 2017
Loopop Cube Loop Salad DS (DS)
Like Binary Land, I also received a physical copy of this game as a kind gift from a patreon subcriber, this time Justin, of the excellent (though sadly seldom updated) site, Tinpot Gamer! This time, it's a cute puzzle-platformer that was ported to DS from the Playstation. Unfortunately, I haven't played the Playstation version, so I can't tell you how they compare. I can only tell you about this version on its own terms.
Anyway, the biggest thing that will hit you about this game is the presentation: there's lots of art in the cutscenes and on the title screen and in the backgrounds of the stages by prolific artist Izumi Takemoto (who has appeared on this blog before, back when I reviewed the Saturn adventure game Dinosaur Island). I don't think any of his work in any field has ever been released in English, though if I'm wrong, please tell me. As well as that, each set of stages has a theme, like cake, medicine, sleeping, and so on, and the player character has a different sprite for each theme! And that's not all, either: each set of stages has its own background music, with not only vocals, but also karaoke lyrics on the bottom screen!
It's already the third paragraph, and I haven't even mentioned how the game plays yet! Each stage has various differently coloured cubes that you can push around. They disappear when three or more are touching, and the aim of each stage is to get rid of them all. Like you'd expect from a game like this (that doesn't hide it like certain other games that have recently been on this blog, rassum frassum), your movement and jumping is all very precise: jumps always reach the same height and cover the same distance, and you always move one block's width at a time.
The problem with a lot of these games is that they're either so easy as to be a boring timewaster, or so hard that I get a few stages in and give up. Loopop Cube is a rare case that falls somewhere in the middle! I've gotten slightly stuck a few times, but I've managed to get over thirty stages in so far (out of 120) without totally giving up yet, so that's pretty great.
In summary, Loopop Cube Loop Salad DS is a very cute, well presented game, that's also alright to play. Obviously, it doesn't have the kind of superfast action I usually crave, but as the ancient philosophers said: a man cannot live on bullet patterns alone.
Anyway, the biggest thing that will hit you about this game is the presentation: there's lots of art in the cutscenes and on the title screen and in the backgrounds of the stages by prolific artist Izumi Takemoto (who has appeared on this blog before, back when I reviewed the Saturn adventure game Dinosaur Island). I don't think any of his work in any field has ever been released in English, though if I'm wrong, please tell me. As well as that, each set of stages has a theme, like cake, medicine, sleeping, and so on, and the player character has a different sprite for each theme! And that's not all, either: each set of stages has its own background music, with not only vocals, but also karaoke lyrics on the bottom screen!
It's already the third paragraph, and I haven't even mentioned how the game plays yet! Each stage has various differently coloured cubes that you can push around. They disappear when three or more are touching, and the aim of each stage is to get rid of them all. Like you'd expect from a game like this (that doesn't hide it like certain other games that have recently been on this blog, rassum frassum), your movement and jumping is all very precise: jumps always reach the same height and cover the same distance, and you always move one block's width at a time.
The problem with a lot of these games is that they're either so easy as to be a boring timewaster, or so hard that I get a few stages in and give up. Loopop Cube is a rare case that falls somewhere in the middle! I've gotten slightly stuck a few times, but I've managed to get over thirty stages in so far (out of 120) without totally giving up yet, so that's pretty great.
In summary, Loopop Cube Loop Salad DS is a very cute, well presented game, that's also alright to play. Obviously, it doesn't have the kind of superfast action I usually crave, but as the ancient philosophers said: a man cannot live on bullet patterns alone.
Friday, 26 May 2017
Binary Land (NES)
First, I should mention that I was sent a physical copy of this game as a gift, by patreon subscriber Matt Sephton. So thanks! Anyway, the thing with most maze games is that the maze itself isn't the main source of the challenge. It exists only as a confined place that you have to navigate round while avoiding enemies (and also ensuring that the enemies don't trick you into trapping you between them). The obvious reason for this is that a straight-up maze-solving videogame probably wouldn't be very fun, significantly less than solving mazes on paper, even. Still, the developers of Binary Land decided to have a shot at making a maze game about mazes, though they did it with a gimmick in mind that wouldn't have been possible on paper.
That gimmick is that the player controls two characters at the same time, with one of them having their horizontal controls reversed. They're each on opposing sides of a wall, which also has two different mazes at either side. The objective is to not only get the two penguin protagonists to the top of the screen, but they each have to occupy the spaces directly at each side of a caged love heart at the top of the screen.
Obviously, there's various obstacles in their path, besides the difficulties you'll face in trying to get the two penguin lovers in just the right relative positions to end the stage. First off, there's spiders and their webs. You can kill the spiders and disperse their webs any time with your attack, though of course, you have to keep an eye on both sides of the screen all the time, as while one penguin is fighting off enemies, the other could be blindly walking into them. The webs are stationary, but if one of your penguins gets stuck in one, they're rendered totally immobile until the other comes over and gets them out.
Later on, more enemies appear, naturally. I've been able to get up to about stage fifteen or sixteen, and in that time, the spiders have been joined by birds, who can fly over the whole screen with no regard as to the walls, and, on contact, switch the positions of your characters. There's also little sentient fireballs, who slowly meander around the place, kill on contact, and unfairly, can't be killed.
Binary Land is a pretty good game, and as I said, it's fairly unique in that it's a maze game that's actually about solving mazes. It's also very cute, and one of those romance-themed games that were a thing in the mid-1980s and haven't really been since, so give it a try.
That gimmick is that the player controls two characters at the same time, with one of them having their horizontal controls reversed. They're each on opposing sides of a wall, which also has two different mazes at either side. The objective is to not only get the two penguin protagonists to the top of the screen, but they each have to occupy the spaces directly at each side of a caged love heart at the top of the screen.
Obviously, there's various obstacles in their path, besides the difficulties you'll face in trying to get the two penguin lovers in just the right relative positions to end the stage. First off, there's spiders and their webs. You can kill the spiders and disperse their webs any time with your attack, though of course, you have to keep an eye on both sides of the screen all the time, as while one penguin is fighting off enemies, the other could be blindly walking into them. The webs are stationary, but if one of your penguins gets stuck in one, they're rendered totally immobile until the other comes over and gets them out.
Later on, more enemies appear, naturally. I've been able to get up to about stage fifteen or sixteen, and in that time, the spiders have been joined by birds, who can fly over the whole screen with no regard as to the walls, and, on contact, switch the positions of your characters. There's also little sentient fireballs, who slowly meander around the place, kill on contact, and unfairly, can't be killed.
Binary Land is a pretty good game, and as I said, it's fairly unique in that it's a maze game that's actually about solving mazes. It's also very cute, and one of those romance-themed games that were a thing in the mid-1980s and haven't really been since, so give it a try.
Sunday, 21 May 2017
Autobahn Tokio (3DO)
A big problem for the 3DO is that it jumped the gun a bit. Releasing in 1993, it was far more impressive than its contempories like the the Phillips CDi (which apparently came out in 1991, though I think it took a couple of years for people to really notice it), Amiga CD32 and Atari Jaguar. Unfortunately, in 1994, the Saturn and Playstation came out and all those earlier attempts at starting a new console generation instantly looked ridiculous, like children wearing adult-sized clothes pretending to do grown-up things. The 3DO did try to keep up for a couple more years, however, and Autobahn Tokio is a clear attempt to compete with Daytona USA and Ridge Racer, the flagship racing games on the big two consoles. The problem is that all it really does is highlight the vast distance between the 3DO and SEGA and Sony's consoles.
Looking at still screenshots, you'll probably think it's a valiant effort, and it is: in terms of 3D modelling and quality of textures, this game's not too far behind Daytona. The real difference comes when you see it in motion. Now, I've mentioned a few times before that I have only disdain for the tedious pedants who leave bad reviews for games on steam based entirely on the framerate dipping slightly every now and then, but Autobahn Tokio at its best is slightly faster than a slideshow. It sometimes dips beneath this to become slightly slower than one. There's other, even worse presentational problems present, too. Like how to change the music track you race to, you have to go to the options screen in the main menu, but you can't actualy listen to the tracks while on that screen. Or how, after a race ends, all you get is a black screen with the word "winner" or "loser" on it before being booted back to the main menu (if you manage to get into the top ten best times for the track, you also go to the name entry screen, which is shamelessly ripped off from the one in Daytona USA).
It's not all bad, though. Despite its many faults, it does play pretty well. You have to take note that you need to pick any car other than the blue one, which is somehow so bad it actually drains the fun out of the game. But yeah, it's a pretty fun, simple racing game, that can actually feel pretty fast despite the framerate problems. There's three tracks too, which is more than the original Ridge Racer, and while two of them are pretty typical racing game settings (circuit in the country and city streets at night), the third has a bit more of a contemporary edge, being a twisty, turny mountain road like in Initial D and all those drift racing VHS magazines that modern-day vaporwave artists love so much. And yes, you can actually drift in this, and it's very easy to do: like in Outrun 2, you just let go of the accelerator, tap brake, then start holding the accelerator again.
So yeah, Autobahn Tokio isn't much competition for Daytona USA or Ridge Racer, and in trying to keep up with the Saturn and Playstation, all it really does is highlight how far behind the 3DO really was. But it isn't a terrible game, and it is an interesting technical display, at least.
Looking at still screenshots, you'll probably think it's a valiant effort, and it is: in terms of 3D modelling and quality of textures, this game's not too far behind Daytona. The real difference comes when you see it in motion. Now, I've mentioned a few times before that I have only disdain for the tedious pedants who leave bad reviews for games on steam based entirely on the framerate dipping slightly every now and then, but Autobahn Tokio at its best is slightly faster than a slideshow. It sometimes dips beneath this to become slightly slower than one. There's other, even worse presentational problems present, too. Like how to change the music track you race to, you have to go to the options screen in the main menu, but you can't actualy listen to the tracks while on that screen. Or how, after a race ends, all you get is a black screen with the word "winner" or "loser" on it before being booted back to the main menu (if you manage to get into the top ten best times for the track, you also go to the name entry screen, which is shamelessly ripped off from the one in Daytona USA).
It's not all bad, though. Despite its many faults, it does play pretty well. You have to take note that you need to pick any car other than the blue one, which is somehow so bad it actually drains the fun out of the game. But yeah, it's a pretty fun, simple racing game, that can actually feel pretty fast despite the framerate problems. There's three tracks too, which is more than the original Ridge Racer, and while two of them are pretty typical racing game settings (circuit in the country and city streets at night), the third has a bit more of a contemporary edge, being a twisty, turny mountain road like in Initial D and all those drift racing VHS magazines that modern-day vaporwave artists love so much. And yes, you can actually drift in this, and it's very easy to do: like in Outrun 2, you just let go of the accelerator, tap brake, then start holding the accelerator again.
So yeah, Autobahn Tokio isn't much competition for Daytona USA or Ridge Racer, and in trying to keep up with the Saturn and Playstation, all it really does is highlight how far behind the 3DO really was. But it isn't a terrible game, and it is an interesting technical display, at least.
Wednesday, 17 May 2017
Mabougirl Miracle Kurun (PC)
If you're smart enough to spot bi-ingual puns, you may have already guessed this game's main hook, which is one I'm suprised to have never encountered before: it's a combination of the old Irritating Stick/Kuru Kuru Kururin thing where you have to navigate a rotating stick through a maze without touching the sides and a danmaku-style shooting game. The pun of course being that the "cle" from "miracle" becomes "kuru" when transliterated into Japanese, and "kuru kuru" is a Japanese onomatopoeia for rotation.
Anyway, you play as a stick that you can move around, and also rotate either way at will, and you have to get through the stages without touching anything (obviously, unlike most modern shooting games, your hitbox is the same size as your ship, since that's the entire point of the game). All the while, bullets will be streaming from the wide sides of your stick, so you've got to juggle the rotation you do to avoid collisions and the rotation you do to try and kill enemies. Killing enemies also fills a meter, and at the press of a button, you can switch from your regular bullets to a powerful laser, that shoots out from the ends of your stick, and is not only more powerful than your normal shots, but also has a score multiplier attached to it that decreases as the meter depletes.
As you play through the stages, you collect gems to buy upgrades, like increases to max HP, greater ranges of speed settings for both movement and rotation, and even alternative ships. Disappointingly, though, the alternate ships only have different weaponry to the default ship. I would have thought the game could present a whole new set of challenes if there were ships that were different shapes: shorter but fatter for example, or maybe even curved. For those worried about the purity of the arcade-style experience being affected by the upgrades, you can turn them off once unlocked. Furthermore, the game doesn't really have arcade-style progression. Instead, each stage is played individually with a new set of lives and a score that doesn't carry over into other stages. As an extra challenge, though, some upgrades can only be bought by spending a certain kind of gem that can only be obtained one at a time, and only by completing a stage without taking any damage at all.
Mabougirl Miracle Kurun is far from being my favourite game from the current Japanese indie scene, but it's even further from being the worst I've played, too. It's alright, I guess. It'd probably worth a buy if it ever gets released in some convenient form, but it's not worth using a proxy site to order a physical copy from Japan. Like I did. Doh.
Anyway, you play as a stick that you can move around, and also rotate either way at will, and you have to get through the stages without touching anything (obviously, unlike most modern shooting games, your hitbox is the same size as your ship, since that's the entire point of the game). All the while, bullets will be streaming from the wide sides of your stick, so you've got to juggle the rotation you do to avoid collisions and the rotation you do to try and kill enemies. Killing enemies also fills a meter, and at the press of a button, you can switch from your regular bullets to a powerful laser, that shoots out from the ends of your stick, and is not only more powerful than your normal shots, but also has a score multiplier attached to it that decreases as the meter depletes.
As you play through the stages, you collect gems to buy upgrades, like increases to max HP, greater ranges of speed settings for both movement and rotation, and even alternative ships. Disappointingly, though, the alternate ships only have different weaponry to the default ship. I would have thought the game could present a whole new set of challenes if there were ships that were different shapes: shorter but fatter for example, or maybe even curved. For those worried about the purity of the arcade-style experience being affected by the upgrades, you can turn them off once unlocked. Furthermore, the game doesn't really have arcade-style progression. Instead, each stage is played individually with a new set of lives and a score that doesn't carry over into other stages. As an extra challenge, though, some upgrades can only be bought by spending a certain kind of gem that can only be obtained one at a time, and only by completing a stage without taking any damage at all.
Mabougirl Miracle Kurun is far from being my favourite game from the current Japanese indie scene, but it's even further from being the worst I've played, too. It's alright, I guess. It'd probably worth a buy if it ever gets released in some convenient form, but it's not worth using a proxy site to order a physical copy from Japan. Like I did. Doh.
Thursday, 11 May 2017
Legend of Pong Lonng Fighter Sunny'na (PC98)
So, we've all seen the many many mahjong games that were the most hated thing in MAME until they decided to start including fruit machines (which aren't even playable, as they have no graphics), but until recently, I'd never actually played any of them. Using the helpful site Mahjong in MAME, I picked up some of the basics of how the game works, and since Legend of Pong Lonng Fighter Sunny'na is a simplified version of the game, and it has a cool fantasy theme with amazing pixel art, just like you expect from PC98 games, I decided this would be my first foray into tile-matching. (Also as you'd expect from PC98 games, there's sex and nudity tacked on that adds nothing of value to the game. So tacked on, in fact, that I can take plenty of screenshots and you'd think it was a totally clean game with some fanservicey character designs).
So, rather than explain mahjong to you, I'll just suggest you visit the aforementioned site to learn how it's played, and then forget most of that, since like I said, this is a simplified version. There's a much smaller variety of tiles, and the only thing you're aiming to do is make up three sets of three identical tiles. Each turn you gain a tile, either by drawing at random, or by taking the last tile your opponent discarded (though you can only do this if it's the last one you need to make a "tri", which is what this game calls Pon/Koutsu). Another difference is that the tiles aren't the traditional mahjong tiles, but instead have pictures of typical RPG monsters and items on them: dragons, slimes, swords, potions and so on.
Keeping with that RPG theme, all your opponents are sexy female versions of RPG monsters, with HP and MP. (Which you also have) MP is used to stack the deck in your favour before a round, or to take a look at your opponent's hand during the round. Victory in a game is attained by reducing your opponent's HP to zero, and vice versa. How much damage you do to your opponent when you've got three tris depends on what the tiles making up those tris are. Different monsters deal different amounts of damage (or sometimes heal your HP and MP), and if you're lucky enough to get two tris of the same tile, that'll result in a massive bonus to its effects. Another thing to take note of is that all the monster tiles have yellow or blue triangles in their bottom corners, and making a hand of all yellow monsters results in a powerful "El Dorado" attack, while all blue results in an "Evil Attack".
If you win, you go back to the simple "board" and move on to the next opponent (or, if you beat a boss, you see a dirty cutscene before moving on to the next board), if you lose it's game over, and of course, a dirty cutscene featuring your character. If you haven't played a mahjong game before, Legend of Pong Lonng Fighter Sunny'na is a great introduction, as long as you don't mind the occasionaly bit of dirty pixel art. It's even addictive enough to have had me staying up hours later than I should have a few nights ago! I'll probably even look into some "proper" mahjong games in the near future, I enjoyed this one so much.
So, rather than explain mahjong to you, I'll just suggest you visit the aforementioned site to learn how it's played, and then forget most of that, since like I said, this is a simplified version. There's a much smaller variety of tiles, and the only thing you're aiming to do is make up three sets of three identical tiles. Each turn you gain a tile, either by drawing at random, or by taking the last tile your opponent discarded (though you can only do this if it's the last one you need to make a "tri", which is what this game calls Pon/Koutsu). Another difference is that the tiles aren't the traditional mahjong tiles, but instead have pictures of typical RPG monsters and items on them: dragons, slimes, swords, potions and so on.
Keeping with that RPG theme, all your opponents are sexy female versions of RPG monsters, with HP and MP. (Which you also have) MP is used to stack the deck in your favour before a round, or to take a look at your opponent's hand during the round. Victory in a game is attained by reducing your opponent's HP to zero, and vice versa. How much damage you do to your opponent when you've got three tris depends on what the tiles making up those tris are. Different monsters deal different amounts of damage (or sometimes heal your HP and MP), and if you're lucky enough to get two tris of the same tile, that'll result in a massive bonus to its effects. Another thing to take note of is that all the monster tiles have yellow or blue triangles in their bottom corners, and making a hand of all yellow monsters results in a powerful "El Dorado" attack, while all blue results in an "Evil Attack".
If you win, you go back to the simple "board" and move on to the next opponent (or, if you beat a boss, you see a dirty cutscene before moving on to the next board), if you lose it's game over, and of course, a dirty cutscene featuring your character. If you haven't played a mahjong game before, Legend of Pong Lonng Fighter Sunny'na is a great introduction, as long as you don't mind the occasionaly bit of dirty pixel art. It's even addictive enough to have had me staying up hours later than I should have a few nights ago! I'll probably even look into some "proper" mahjong games in the near future, I enjoyed this one so much.
Saturday, 6 May 2017
Lightning Legend: Daigo no Daibouken (Playstation)
There was a nice little trend in the late 90s, of 3D fighting games being released on home consoles with no prior ties. That is, they weren't related to existing games franchises and they weren't ports of arcade fighters. Most of them never got much attention beyond small cult followings, maybe a geocities fansite here or there, and as a result, most of them never got sequels and are mostly forgotten. Daigo no Daibouken is one of those games.
As far as I can tell, it's a completely original creation: no anime license, no arcade version, nothing. But you wouldn't guess if you weren't told, as the presentation on all levels is amazing. Not only does the game itself look great (a point I'll get back to later), but it's a total package that must have either had a pretty high budget or been a labour of love for the developers. It starts right from the outset, with the game having probably the best character select screen I've ever seen, depicting a room with a large window with a cliff outside, and all the playable characters just hanging out in the room (and on the cliff). Then there's the gallery, where each character not only has a bunch of the usual character design art and so on associated with them, but bizarrely, they each also have a selection of lovingly drawn food items. It's just a great, complete package that makes the game feel like it's a part of an existing series, despite being a one game wonder.
As for how the game actually plays, you have to remember that a lot of these games fell into obscurity because while they were enjoyable enough games, they just weren't in the same league as the games coming to consoles from the arcade. Daigo no Daibouken is no different in that regard, but it does combine a few nice little touches from other games (some of which actually came out years after it) that give it its own feel. It uses a 3-button control scheme similar to more modern fare like Marvel vs. Capcom 3 and Blazblue. It also has an anime-style super meter that has to be charged manually by holding the taunt and strong attack buttons together. You can also easily put together cool-looking normal combos by mashing the weak and medium attack buttons. Blocking is a weird one in this game: as well as holding back to block, it seems that holding forward also blocks, and possibly also pressing an attack button at the exact time of impact ala Asuka 120% Burning Fest.
Going back to the in-game graphics, they're excellent. This little subgenre of fighting games has been getting attention in some circles recently, because of their colourful aesthetics and crazy character designs. While most of the characters in this game aren't as out-there as in other games, it's definitely very colourful, and the character models themselves look great. I don't know whether it's a case of excellent modelling, well-drawn textures or maybe both, but they look amazing.
All in all, Lightning Legend: Daigo no Daibouken is a pretty good game. It won't set your world on fire, but it's enjoyable enough, and a lot of love clearly went into making it.It's definitely worth a shot.
As far as I can tell, it's a completely original creation: no anime license, no arcade version, nothing. But you wouldn't guess if you weren't told, as the presentation on all levels is amazing. Not only does the game itself look great (a point I'll get back to later), but it's a total package that must have either had a pretty high budget or been a labour of love for the developers. It starts right from the outset, with the game having probably the best character select screen I've ever seen, depicting a room with a large window with a cliff outside, and all the playable characters just hanging out in the room (and on the cliff). Then there's the gallery, where each character not only has a bunch of the usual character design art and so on associated with them, but bizarrely, they each also have a selection of lovingly drawn food items. It's just a great, complete package that makes the game feel like it's a part of an existing series, despite being a one game wonder.
As for how the game actually plays, you have to remember that a lot of these games fell into obscurity because while they were enjoyable enough games, they just weren't in the same league as the games coming to consoles from the arcade. Daigo no Daibouken is no different in that regard, but it does combine a few nice little touches from other games (some of which actually came out years after it) that give it its own feel. It uses a 3-button control scheme similar to more modern fare like Marvel vs. Capcom 3 and Blazblue. It also has an anime-style super meter that has to be charged manually by holding the taunt and strong attack buttons together. You can also easily put together cool-looking normal combos by mashing the weak and medium attack buttons. Blocking is a weird one in this game: as well as holding back to block, it seems that holding forward also blocks, and possibly also pressing an attack button at the exact time of impact ala Asuka 120% Burning Fest.
Going back to the in-game graphics, they're excellent. This little subgenre of fighting games has been getting attention in some circles recently, because of their colourful aesthetics and crazy character designs. While most of the characters in this game aren't as out-there as in other games, it's definitely very colourful, and the character models themselves look great. I don't know whether it's a case of excellent modelling, well-drawn textures or maybe both, but they look amazing.
All in all, Lightning Legend: Daigo no Daibouken is a pretty good game. It won't set your world on fire, but it's enjoyable enough, and a lot of love clearly went into making it.It's definitely worth a shot.
Monday, 1 May 2017
Hiho Densetsu: Chris no Bouken (PC Engine)
Sometimes, certain games get a reputation of being incredibly, unplayably difficult, accessible to only the most resilient of players. A few of these games deserve such a reputation, but in a lot of cases all the games really require is a slightly higher level of dexterity than most games, and maybe a little pattern recognition when it comes to facing off against enemies and bosses. Though there isn't a lot of english-language writing about Hiho Densetsu: Chris no Bouken floating around out there, what there is does tend to mention the game's difficulty.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
It's apparently even considered a Kusoge in some circles, so, just like I inadvertently did with my Renny Blaster review, I'm going to have to buck the trend. I actually thought this game was pretty good! It's nothing special, but it is good enough. The difficulty is mostly just a result of tight design. Every enemy has a very specific set pattern it follows in its movements and attacks, and that includes the bosses. So once you figure those out for an enemy type, you can beat every other enemy of that type with ease. And you get five hit points per life, so it's not like the game's totally unforgiving in that respect.
Another unforgiving aspect is the time limit. Each stage has a certain number of "days" for it's time limit. These "days" are acually only about 20-30 seconds, and you tend to get between three and nine of them to get through the stage, leaving you with no time to meander, you really have to figure things out as quickly as possible, beat enemies with a minimum of fuss and just generally storm your way through. Furthermore, if you die, even if it's during a boss fight, you go back to the start of the stage. Again, other than the "no checkpoints, ever" aspect, this is unforgiving, but still fair. The stages are clearly designed with this kind of play in mind: with one exception, they're totally linear, and it's pretty obvious what you have to do to get past the various obstacles in your way, requiring dextruous skill, rather than puzzle-solving insight.
There's a few interesting original ideas in here, too. For example, you start the game with a near-useless weapon with almost no range. To power it up, you collect two differently coloured orbs: red, blue or yellow. Each combination of two colours gives a different weapon. This itself is cool, but not something that hadn't been done before, even in 1991. What's cooler in relation to this idea is that a few stages into the game a kind of enemy startes to appear who doesn't do any damage to you, but instead steals one of your orbs and runs away, leaving you with the default weapon until you find another orb to go with the one you're left with.
So, Hiho Densetsu is a pretty good game, though it did take a few goes to grow on me. At first the slightly ugly look of it, and the harsh difficulty are off-putting, but stick with it, and it's a fun, satisfying little game.
Wednesday, 26 April 2017
Battle Pinball (3DO)
Longtime readers of this blog might remember that back in the mists of
antiquity, I wrote about a SNES game with the same title as this one.
The two are unrelated, though. While that game was a regular pinball
game themed around battles, this one is a game about battles taking
place in the form of pinball scoring contests.
There's four characters (a mole, an alien, death and a gambler), each with their own table. In single player mode, you pick one, and do battle with all four characters in random order. The battles work like this: you each get three balls, and the aim is to get a higher score than your opponent. The score really is all that matters: if you lose all three balls first, but have a higher score, your opponent continues playing until they either beat your score or lose their last ball. Once you beat all four characters, you see a short FMV ending (lovingly rendered, like all the character art, in hideous early-90s CGI, the kind that they used to call "Silicon Graphics" in magazines at the time.) And that's it, pretty much.
The tables are all very simple: a few bumpers, a couple of sets of targets, a ramp or two, and that's all. No multiball or special table events or moving parts of any kind. I guess the reasons for this are twofold, though both necessities of development. I'm only theorising here, but I think it'd be a heavy strain on the hardware to have to keep track of two fully-featured, action-packed pinball tables at once. The other reason is that I assume it would be a lot harder to balance the four tables, to make sure that none of them had massive scoring advantages over any of the others, if they were full of dozens of features and gimmicks.
It's surprising that no-one's used this splitscreen "Vs. Pinball" concept since (as far as I'm aware, at least). It's a good idea, and a lot less fiddly and confusing than the turn-taking multiplayer modes that a lot of pinball games do have. A simultaneous competitive pinball game could work really well on handhelds, too. Anyway, Battle Pinball is a fun little game with a cool concept, though the single player mode is incredibly anemic, and of course, it would work a lot better on more powerful hardware.
There's four characters (a mole, an alien, death and a gambler), each with their own table. In single player mode, you pick one, and do battle with all four characters in random order. The battles work like this: you each get three balls, and the aim is to get a higher score than your opponent. The score really is all that matters: if you lose all three balls first, but have a higher score, your opponent continues playing until they either beat your score or lose their last ball. Once you beat all four characters, you see a short FMV ending (lovingly rendered, like all the character art, in hideous early-90s CGI, the kind that they used to call "Silicon Graphics" in magazines at the time.) And that's it, pretty much.
The tables are all very simple: a few bumpers, a couple of sets of targets, a ramp or two, and that's all. No multiball or special table events or moving parts of any kind. I guess the reasons for this are twofold, though both necessities of development. I'm only theorising here, but I think it'd be a heavy strain on the hardware to have to keep track of two fully-featured, action-packed pinball tables at once. The other reason is that I assume it would be a lot harder to balance the four tables, to make sure that none of them had massive scoring advantages over any of the others, if they were full of dozens of features and gimmicks.
It's surprising that no-one's used this splitscreen "Vs. Pinball" concept since (as far as I'm aware, at least). It's a good idea, and a lot less fiddly and confusing than the turn-taking multiplayer modes that a lot of pinball games do have. A simultaneous competitive pinball game could work really well on handhelds, too. Anyway, Battle Pinball is a fun little game with a cool concept, though the single player mode is incredibly anemic, and of course, it would work a lot better on more powerful hardware.
Saturday, 22 April 2017
Dark Native Apostle (PS2)
When Bomberman: Act Zero came out for the 360 in 2006, it was universally loathed, and rightfully so. But an annoying point about the coverage it got is that so much of the negativity was focussed on the concept of a gritty sci-fi Bomberman game, that it was barely mentioned that the game itself was absolute garbage, with only one arena, no local multiplayer, and a single player mode that consisted of playing the same stage 100 times in a row. The thing is, it wasn't the first attempt at a gritty Bomberman for the 21st century. Though it doesn't bear the name of the esteemed multiplayer franchise, Dark Native Apostle was published in Japan by Hudson Soft, and features a protagonist with the ability to drop small timed explosives wherever he goes. (Coincidentally, it was developed by recurring Lunatic Obscurity favourites Tamsoft!)
It's not a multiplayer Vs. arena game, though, but takes the attack mechanic from the Bomberman series and applies to, of all things, a blend of survival horror with the occasional bit of light 3D platforming. Well, "survival horror" in the respect that the plot involves genetic engineering and bio-weapons, and that a lot of time is spent running back and forth finding keys, putting disks into computer terminals and flicking power switches. There isn't anything actually scary in the game, your main method of attack has infinte ammo and there's an ample supply of healing items.
So yeah, you're some genetic engineered bio-weapon guy with amnesia, and you go into the labs where you were made to try and find out your past. It's pretty much the exact same plot as a billion other games that came out between 1996 and 2005. The combat aspect of the game is incredibly easy: most enemies will stand still while firing at you or changing direction, so you can just drop a bomb at their feet to dispatch them. You can hold the square button down and walk away when you drop a bomb to give it a longer fuse, but I've gotten a fair few areas into the game, and beaten a few bosses and this ability has not yet been useful once.
The puzzle-solving aspect of the game is a lot more difficult, though. Well, I think it is, it might just be my being a bit thick. Though you are expected to comb every room you can go into to find every item and clue that might lead to you opening more rooms and progressing. There is one interesting feature the game has involving the upgrades to your powers: you can equip up to four "chips", each of which improves an aspect of your abilities, like the power of your bombs or you max HP or whatever. But, by equipping them in the right order, you can also gain special abilities! Some of these are almost universally useful, like the dash ability. Some are useful in a few certain places, like the ability to see invisible objects. Some are useful in literally one part of the game and then never again, like the ability to drop blinding flash bombs, that only seem to affect the big purple lizard boss you fight in the sewers early in the game. The fact that you often don't get the chips needed to acquire a special ability until around the time you get the note telling you about it is a disappointment, too: playing a second time around with prior knowledge of all the "recipes" could have possibly led to a sneaky bit of sequence breaking, maybe?
Dark Native Apostle isn't a great game, but it's not a particularly bad one either. I guess the core concept alone is interesting enough to be worth a look, though. An obvious comparision to make is to the Playstation game Silent Bomber, which I like a lot more than DNA, though it is a pure all-out action game, so it's not an entirely fair comparision to make.
It's not a multiplayer Vs. arena game, though, but takes the attack mechanic from the Bomberman series and applies to, of all things, a blend of survival horror with the occasional bit of light 3D platforming. Well, "survival horror" in the respect that the plot involves genetic engineering and bio-weapons, and that a lot of time is spent running back and forth finding keys, putting disks into computer terminals and flicking power switches. There isn't anything actually scary in the game, your main method of attack has infinte ammo and there's an ample supply of healing items.
So yeah, you're some genetic engineered bio-weapon guy with amnesia, and you go into the labs where you were made to try and find out your past. It's pretty much the exact same plot as a billion other games that came out between 1996 and 2005. The combat aspect of the game is incredibly easy: most enemies will stand still while firing at you or changing direction, so you can just drop a bomb at their feet to dispatch them. You can hold the square button down and walk away when you drop a bomb to give it a longer fuse, but I've gotten a fair few areas into the game, and beaten a few bosses and this ability has not yet been useful once.
The puzzle-solving aspect of the game is a lot more difficult, though. Well, I think it is, it might just be my being a bit thick. Though you are expected to comb every room you can go into to find every item and clue that might lead to you opening more rooms and progressing. There is one interesting feature the game has involving the upgrades to your powers: you can equip up to four "chips", each of which improves an aspect of your abilities, like the power of your bombs or you max HP or whatever. But, by equipping them in the right order, you can also gain special abilities! Some of these are almost universally useful, like the dash ability. Some are useful in a few certain places, like the ability to see invisible objects. Some are useful in literally one part of the game and then never again, like the ability to drop blinding flash bombs, that only seem to affect the big purple lizard boss you fight in the sewers early in the game. The fact that you often don't get the chips needed to acquire a special ability until around the time you get the note telling you about it is a disappointment, too: playing a second time around with prior knowledge of all the "recipes" could have possibly led to a sneaky bit of sequence breaking, maybe?
Dark Native Apostle isn't a great game, but it's not a particularly bad one either. I guess the core concept alone is interesting enough to be worth a look, though. An obvious comparision to make is to the Playstation game Silent Bomber, which I like a lot more than DNA, though it is a pure all-out action game, so it's not an entirely fair comparision to make.
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