Thursday, 20 December 2018

Shanghai Kid (Arcade)

Also known as Hokuha Syourin Hiryu no Ken, Shanghai Kid is the first in the long-running Hiryu no Ken series of fighting games and beat em ups. The last entries in the series were on the Playstation and N64, so I guess it just wasn't able to survive the move to 3D, though I'll save that talk for another time, as I do intend to cover a few other games in this series at some point in the future, but for now: back to Shanghai Kid. It looks like an early fighting game, though it's really more of an attempt at a more complex (for the time) martial arts simulator-type game.

The structure is the same as most fighting games even to this day: you fight a series of gradually more difficult opponents. The difference is in how the fighting takes place, and how you control your character, as the developers came up with a system that allows for quite a bit of sophistication using only two buttons and an eight-way joystick, long before special move motions or combos had been invented. The two buttons are predictably assigned to punch and kick, but the interesting stuff comes in the form of the joystick. Though you can walk left and right, jump, and crouch, those aren't the things you'll mainly be using the joystick for. Instead, the game uses a system of high, middle, and low attacks, as well as corresponding blocks.

The way this works is almost turn-based in its execution. There are red circles that will appear on you or your opponent, at the head, feet, or torso level. When a circle appears on you, you just press the joystick up, down, or sideways to block the incoming attack. When it appears on the opponent, you do the same, but you press punch or kick at the same time, to attack your opponent's temporary blind spot. Obviously, as the game goes on, and the difficulty of opponents increases, so does the speed at which circles appear, disappear, or change places. Another complication is that a few fights in, you start facing special opponents (including one that happens to look exactly like Tiger Mask! There are probably otther unofficial appearances from old manga characters too, that I haven't recognised) who have unique attacks, for which you'll need to figure out the most effective evasive maneuvers.

I really like Shanghai Kid, it's an interesting game, and the Hiryu no Ken series is interesting to me in general, so like I said earlier, expect to see some of the sequels covered here at some point in the future. Until then, obviously I recommend giving this game a try!

Saturday, 15 December 2018

Tenma de Jack - Odoroki Mamenoki Daitoubou!! (Playstation)

The early days of 3D platforming were a little odd, as developers came up with their own ideas as to how what was probably the most popular genre on home systems at the time would work in 3D. Games like Pandemonium and Klonoa just played like 2D platformers, but with amazing-looking polygon graphics. Crash Bandicoot turned things sideways and had players going in a fairly linear path into the screen, instead of across it. Mario 64, Croc, and Spyro, between them, took what would become the most popular approach: huge 3d worlds to run and jump around in. But there was another approach that's been mostly forgotten by history: Bug on the saturn had players navigating netowrks of thin paths suspended in space, and had almost no imitators. In fact, this game: Tenma de Jack - Odoroki Mamenoki Daitoubou is the only one that I know of, coming out on Playstation in the year 2000.

Tenma de Jack's paths aren't floating in total isolation though: despite the protagonist being a weird blue goblin with a detachable head, he's actually the folkloric Jack, and the whole game is about climbing his famous and popular beanstalk, which runs up through the centre of each stage, and in most cases, can be jumped onto and climbed up, too. There's a few things stopping you from just jumping on and climbing to the top (and end) of the stage. First, there's an extra objective: each stage has a native flower, of which there are three specimens to find (though you only need to get one of them to be allowed to go to the next stage). Second, there's areas on the beanstalk that you can't grab ahold of, meaning that getting to the top requires strategic use of both platforms and stalk to get to the top. There's also a meter on screen showing Jack's remaining arm strength, which depletes as you're clung to the stalk, and Jack's movement speed goes down with it.

There's also, on each stage, a special enemy to go along with the usual birds and worms and such. This enemy is a human (or at least vaguely human-like), who will chase you around, trying to steal your head, for some reason. They're incredibly annoying, and you can only knock them out for a few seconds at a time. In fact, when you first start playing, the whole game is pretty annoying: every where you go, you'll find a new irritating trap or enemy or mechanic stopping your progress. But as you learn to recognise these things, and also to figure out the game's logic so you can more easily figure out new obstacles as they appear, it becomes a much more enjoyable game! Stages that were painful slogs, you begin to soar through at high speed, and it all becomes quite rewarding. Thugh it's not in the same league of quality as Speed Power Gunbike, I do think it belongs to that same school of games that get better in proportion to your ability to learn their systems and play them.

Tenma de Jack isn't a great game, but platform fans might want to track it down to try something a little out of the norm for the genre. You will need a bit of patience to get you through the initial frustration, though.