You might remember a few years ago, I reviewed a Spanish arcade game entitled Thunder Hoop. Well, the TH in this game's title stands for the same thing I guess, since this is the sequel to it. Like its predecessor, it's about a guy who looks a lot like Son Goku (though this time round, it's more of a "Dragonball Z as drawn by Rob Liefeld" kind of Goku than the original game's shorter, more cutesy Dragonball style) running around platform stages shooting stuff.
Unlike the original though, TH Strikes back has less of an Amiga/Microcomputer feel to it, having a much faster pace, and more of an influence from console games as well as its arcade peers. There's generally a lot less careful platforming in this one, as you storm ahead as fast as you can, constantly shooting the many crowds of one-shot enemies, making you feel like the super-powered fighter your character resembles visually. The game has the "semi-auto" shooting, where you can shoot as fast as you can press the button, which is always satisfying, especially during boss fights. All in all, it's generally pretty fun to play. If you like Contra or Metal Slug and want a not-quite-as-good-but-still-pretty-good alternative, TH Strikes Back is a decent enough effort in that regard.
With the talk of the actual mechanics out of the way, I want to talk about the game's graphics. I've already mentioned the main character being a bit unoriginal, but the enemies are all pretty interesting. There's weird biological horrors, sleek, shiny sci-fi women who look like they've been ripped from the cover of an issue of Heavy Metal, floating cast-offs from The Real Ghostbusters, and even weirder biological horrors. The backgrounds are nice, too, being a mix of standard sci-fi spaceships and tech along with some shameless Giger-cribbing. All the enemies also have unique deatth animations, which for the most part have them exploding, spreading their innards all over the place, but special note should be made of the aforementioned sci-fi women, who upon death, inflate until they burst. I'll give the developers the benefit of the doubt since this game came out in 1994, but in our post-deviantart 2018 world, it does seem like that might have been some fiendish, perverse animator catering to his own special interests on the sly.
There's another cool little touch that kind of covers mechanics and aesthetics at the same time: enemies generally don't instantly kill you on touch. Bullets and other projectiles they shoot do, but the enemies themselves will instead initiate some attack when they touch you, and if you're quick enough, you can kill them before they actually pull the attack off and kill you. Like the death animations, those are all different for each enemy too. Lots of attention to detail in this game all round, which is a nice surprise when you consider that a lot of western-developed arcade games are just ugly, cheap cash-ins with the minimum effort put in.
TH Strikes back isn't going to change your life, and there's lots of better games in the genre, but it's still got enough going for it that you should at least play a few credits and have a look for yourself.
Friday, 1 June 2018
Sunday, 27 May 2018
Crayon Shin-chan Puzzle Daimaou no Nazo (3DO)
I'm not super familiar with Crayon Shin-chan, but I do know it's one of those absurdly long-running family anime that's been going since at least the early 1990s. I did see one episode once, back in the early 2000s when Fox Kids was still around, and I was really caught off guard and surprised to see that a kids channel was airing a show where a little boy gets a package from the postwoman and remarks "Hey, I've got a little package for you too, baby!" Anyway, as long-running as it is, it's had many videogame tie-ins, and this is one of them, on that doomed console, the 3DO.
It's a puzzle game of the sort that could really be skinned to match pretty much any property at all, though since it's a 3DO game, they have gone all-out with the theming, and there's lots of little animations and a ton of voice acting. Of course, it's a versus-style puzzle game, and it takes the Tetris Battle Gaiden approach of having special blocks that have to be cleared to activate special abilities, though unlike TBG, which has you saving those blocks up to use a more powerful power at your leisure, in this game, the power is used as soon as the special block is cleared. An extra little bit of personality I liked about this game is that every character has their own set of normal blocks, which I presume are linked to their interests. Like Shin-chan has little scribbly faces, his dad has socks and beer, and so on. It's a nice touch, and a more interesting way of saying "look at all the space a CD gives us compared to cartridges" than FMVs, too.
Anyway, different normal blocks fall from the 'bove, and disappear either when four of the same are placed in a straight line, or in a two-by-two square. If you get rid of them via the square method, one of the blocks in the next piece will be replaced with a special question mark block, which can take the place of any colour/shape in a disappearing formation. The kind of blocks with which you make the special blocks disappear decides which power gets activated. For example, one colour will make a randomly-selected bunch of the pieces in your pit fly away, another will erase the bottom three rows of your pit, and another will dump two rows of garbage blocks into your opponent's pit. As is tradition, the first person to have blocks go over the top of their pit loses.
Unfortunately, I have to say the same thing I say in almost every post I write about versus puzzle games: it's alright, but Puyo Puyo, Magical Drop, and a few other games have perfected aspects of the genre to such an extent that any other games have to have something really special to be worth anyone's time. And unless you really love Shin-chan and can understand spoken Japanese, Puzzle Daimaou no Nazo doesn't really have anything going for it. It's not a problem that troubles other genres, but I feel like versus puzzlers, especially the ones that aren't in the upper echelons, are so similar that it makes it possible for a few games to rise to cyclopean heights and eclipse all would-be competitors. I mean there are a few that aren't as good as those mentioned, but are still worth playing, like Landmaker, for example, but again, Landmaker is a very unique game that stands out.
It's a puzzle game of the sort that could really be skinned to match pretty much any property at all, though since it's a 3DO game, they have gone all-out with the theming, and there's lots of little animations and a ton of voice acting. Of course, it's a versus-style puzzle game, and it takes the Tetris Battle Gaiden approach of having special blocks that have to be cleared to activate special abilities, though unlike TBG, which has you saving those blocks up to use a more powerful power at your leisure, in this game, the power is used as soon as the special block is cleared. An extra little bit of personality I liked about this game is that every character has their own set of normal blocks, which I presume are linked to their interests. Like Shin-chan has little scribbly faces, his dad has socks and beer, and so on. It's a nice touch, and a more interesting way of saying "look at all the space a CD gives us compared to cartridges" than FMVs, too.
Anyway, different normal blocks fall from the 'bove, and disappear either when four of the same are placed in a straight line, or in a two-by-two square. If you get rid of them via the square method, one of the blocks in the next piece will be replaced with a special question mark block, which can take the place of any colour/shape in a disappearing formation. The kind of blocks with which you make the special blocks disappear decides which power gets activated. For example, one colour will make a randomly-selected bunch of the pieces in your pit fly away, another will erase the bottom three rows of your pit, and another will dump two rows of garbage blocks into your opponent's pit. As is tradition, the first person to have blocks go over the top of their pit loses.
Unfortunately, I have to say the same thing I say in almost every post I write about versus puzzle games: it's alright, but Puyo Puyo, Magical Drop, and a few other games have perfected aspects of the genre to such an extent that any other games have to have something really special to be worth anyone's time. And unless you really love Shin-chan and can understand spoken Japanese, Puzzle Daimaou no Nazo doesn't really have anything going for it. It's not a problem that troubles other genres, but I feel like versus puzzlers, especially the ones that aren't in the upper echelons, are so similar that it makes it possible for a few games to rise to cyclopean heights and eclipse all would-be competitors. I mean there are a few that aren't as good as those mentioned, but are still worth playing, like Landmaker, for example, but again, Landmaker is a very unique game that stands out.
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