Thursday, 16 August 2018

Shadow Blasters (Mega Drive)

Shadow Blasters, also known as Shiten Myooh, is an interesting case. When I first played it, I wrote it off as an unfair, too-hard kusoge. For some resaon, though, I kept being drawn back to it, and the more I played it, the more I saw the good in it. For a start, it's not unfair, or too hard, it's just a very old fashioned (even for 1990) game that expects you to learn it, and offers little mercy or concession while you do so.

You get four characters (two ninja, a swordsman and a monk), who also act as your lives, and you can switch between them at any time from the pause menu. One concession the game does make is that it allows you to play the stages in whatever order you wish. The four characters each have their own very slightly different attacks, not in my opinion, they're not really different enough to warrant switching often. One thing that really feels missing from this game is the ability to heal characters while they're "tagged out", either automatically over time, or through power ups with that purpose. As it is though, you might as well play with one character until they die, then go onto the next, until you run out or finish the game. Maybe it would make the game too easy though?

On the other hand, something I did really find interesting about Shadow Blasters is the attack/power up system. Next to your health meter, there's a power meter, indicating how powerful your attacks are. You can charge it by holding the attack button for a more powerful attack. That's all fairly traditional, right? The twist that I really like, though, is that one of the power ups you collect makes it so a segment of your current character's power meter is always filled in, making charge shots take less time to power up, and gradually increasing the power of all your shots, until eventually, if you ever manage to collect nine of the items with one character, every one of your attacks is at full power. It's only something small, but I don't recall ever seeing it done in any other game, and I thought it was really cool.

Everything else about the game is fairly standard for an early Mega Drive action title: the stages are in forests, mountains, spaceships, and gritty inner cities, the enemies are a mix of humanoid troops who blindly march forward and weird small monsters that fly around, and the bosses are a decent enough array of big, weird monsters. It's not ground-breaking, but it is at least well executed. Shadow Blasters was apparently released in Japan and the US in the same week, but despite that, there's still some localisation silliness in there. In the JP version, the characters have the thematically appropriate names Kotarou, Ayame, Senshirou and Kidenbou, while the US version has the incredibly ill-fitting Horatio, Tiffany, Leo and Marco. That's more amusing than anything, tough the same can't be said for the disparity in quality between the two versions' boxarts: the Japanese copy has an incredible high quality painting, reminiscent of the best of the Heisei era Godzilla movie posters, while the US box has a laughable piece that looks like the cover of a self-published tabletop RPG supplement.

Whichever version you play, though, the game itself is surprisingly good if you have the patience to stick with it. You'll probably want to emulate, though, since it's apparently now rare and expensive. Though it was one of the built in ROMs on my chinese handheld Mega Drive clone, so that's also a nice way to get it!

Friday, 10 August 2018

Block Wars (Playstation)

It's kind of interesting, that every time I find another Versus Arkanoid clone, it manifests its competitive element in a totally different way. There's the most famous example, Puchi Carat, that essentially transplants Puzzle Bobble's ruleset into a block-breaking environment, there's Blocken, with its combination of a block-breaking race, and Tetris Battle Gaiden-esque attacks, and now Block Wars, which has yet another interpretation of the concept.

How it works is that the field is horizontally aligned, with a player at each end, barrier in the middle, and a solid wall behind each player. Each player starts with an identical set of blocks, and they go about their business smashing them with the ball. There's a bunch of characters to choose from, and as far as I can tell, they differ in how fast the ball goes, and how quickly it accelerates. There are two possible win conditions, the least interesting being smashing all your blocks before your opponent does.

Much more interesting is the way the walls and centre barrier come into play. The other way you can win is to ensure that one of the blocks on your opponent's side touches the wall behind them. Of course, this is done by moving the barrier in the middle of the field. There's two things that make the barrier move: hitting it with your ball pushes it away from you and towards your opponent. Allowing your ball to hit the wall behind you does the opposite. I think hitting the barrier also makes extra blocks appear on your opponent's side of the field, but the game moves really fast, so I'm not totally sure about that.

Well, the balls move really fast, but the game doesn't always. As is often a problem in single player Arkanoid-likes, you do often end up with situations where both players have one brick remaining in a hard-to-reach place, and there's a long, tense battle to be the first to reach it. And of course, with no blocks in the way, both players are knocking the barrier back and forth, too. The tension would probably be a lot more exciting with human opponents than AI ones, I assume.

Block Wars is a playable game, but if you plan on playing it single player, I wouldn't bother. There's a perfectly fine Playstation port of Puchi Carat, and that game's a lot more fun, and it has a couple of solo modes, too. Maybe Block Wars would have worked better as an arcade game, maybe on a tabletop cabinet with a vertically-aligned screen between the players?