Tuesday, 5 February 2019

Nyan Nyan Tower (PC)

Collecting physical copies of doujin PC games is becoming something of a mini-hobby for me recently, and 2001's Nyan Nyan Tower is my latest acquisition. It's a cure maze game that plays a lot like a top-down version of the old SEGA arcade game Flicky: your aim is to go around each single-screen stage, pick up all the fairies, and bring them to the exit. Just like in Flicky, and Blitter Boy, and other games of this type, there's more points to be had by bring multiple fairies home at once. However, unlike every other game, it's not that simple: each fairy is colour-coded and they have to be picked up in rainbow order from red to violet, in order to score the big points.

When you start the game, you can choose between story and challenge mode, though the only difference I can see between them is that Story mode has a dialogue scene at the start. More meaningful is the choice between two characters, Nora and Ziam. Nora's normal attack is very close range, and only stuns enemies, though it can destroy destructible walls and reveal hidden coins (of which there is one on each stage, and every five stages you get to use them to play a bonus game), and to kill enemies, she has to use a charge attack. Ziam, on the other hand has a ranged normal attack, which kills enemies in one hit, but needs a charge attack to destroy walls and reveal coins.

Nyan Nyan Tower would be a pretty great game if it weren't for two problems. The first is that it's really, really slow. I'm sure it's not a frame rate issue, since all the sounds seem to be playing at the right speed, plus I'm sure my computer, which can emulate the Dreamcast and PS2, should have no trouble keeping up with a 2D indie game from eighteen years ago. But even though Nora moves slightly faster than Ziam, they both still feel like they're wading through treacle the whole time. The other problem is kind of related, and it's that the game is just too easy. Even if you play for score and go around collecting the fairies on each stage in order, you'll get more than ten stages in before you lose a single life. In fact, it's so easy that I've yet to have the patience to play an entire credit of it yet: I get bored and give up long before I'm in any danger of running out of lives.

It's a shame, but not every game can be a lost classic, I guess. Still, in NNT's favour, I will say that it's very well presented, and it's got some good ideas, even if the execution isn't great. The developers, Shisui House seem to have been pretty prolific around the early 00s, and they've got a few games I'd like to look at in the future too, and this one wasn't bad enough to put me off them, at least. But I still don't recommend tracking it down.

Wednesday, 30 January 2019

Sol Negro (Amiga)

I decided to play this game based entirely on the boxart, which featured the hero and heroine looking like they were from some cool european sci-fi action comic. Though the cover wasn't a total bait-and-switch, as those two characters are actually the protagonists, the world they inhabit is more like an uglier, more luridly coloured version of a nineties platformer world. More interesting is the story, which is a rip-off of the story from the 1985 fantasy movie Ladyhawke. Ladyhawke, if you don't know, is about a warrior and a lady who love each other, but are kept apart by a curse that means when he's a human, she's a hawk, and when she's a human he's a wolf. The main characters in Sol Negro have a similar dilemma, except that the guy in this case turns into a fish. Also they'e both rifle-toting post-apocalyptic soldiers.

So, at the start of the game, you pick one of the characters, who you play as in human form, while rescuing/protecting the other, who obviously appears in their animal form. The most interesting thing about this is that it means each character has different stages: the male character starts the game in a surreal place with mountains and giant mushrooms and flowers, while the female character starts under the sea. Beyond that, however, I can't tell you any more, since this is yet another Amiga game, that's absurdly difficult, and after many attempts, I never made it past either character's first stages.

The game's mechanics are as much of a rip-off as its story, as it sees you walking and flying along narrow horizontally-scrolling stages shooting groups of small enemies, a lot like the arcade game Atomic Robo-Kid (in the interests of fairness, it should be mentioned that Atomic Robo-Kid and Sol Negro were released in the same year, and the Amiga version of ARK didn't even come out until two years later, so the similarities might just be a coincidence). Though obviously, Atomic Robo-Kid is a lot better than this in pretty much every way. Sol Negro has terrible collision detection, pointless non-enemy characters that do nothing but float around making you wonder what you're supposed to shoot, and various other problems. The most hateful of all, I think, is the dolphin that appears in the female character's underwater stage: it can't hurt you, but unlike all the other peaceful characters, if you accidentally shoot it, a bunch of tridents fly in from off screen and kill you as punishment.

In summary, Sol Negro is a bad game, despite having unique presentation and an endearingly shameless/bizarre plot. Just play Atomic Robo-Kid instead, to be honest.

Friday, 25 January 2019

Initial D Gaiden (Game Boy)

I'm sure most of you are familiar with Initial D, but for the few that aren't, it's a comic/TV/movie/videogame franchise that started in the 90s, and it's all about people with badly-drawn faces taking part in street races down twisty mountain paths, mainly at night. If you were reading English-translated manga around the turn of the century, you might remember it being advertised in the back of seemingly everything Tokyopop published for about two years. Anyway, Initial D Gaiden is a Game Boy incarnation of it. Oddly, I think it might also be the first ever videogame adaptation of the series, beating the Saturn game Initial D: Koudou Saisoku Densetsu by three months.

It's a pretty simple game, but I consider that to be one of its strengths. You just pick a car, then participate in a series of one-on-one races until you get to the end of the game. Obviously, drifting around corners is a big part of the proceedings, and luckily the devs made that fun and easy to do: you just have to let go of the accelerator, tap the brake, then go back to holding the accelerator down. Just like Outrun 2, which came out about 5 years later! There's no car tuning or parts replacement or any other complications, you just go from one race to the next, with a little skippable dialogue scene between each one.

Mention has to be made of the game's presentation too, which is generally excellent. It must have taken a miracle, but the developers somehow managed to give a racing game that plays out on a tiny four-colour screen atmosphere! Even though the road seems to be  floating in a black void, it and the cars still look great, and the backgrounds really do give the feeling of driving down a mountain road at night, with the city lights shining in the distance. The only real problem the game has presentation wise is the lack of music, having instead a constant low buzz representing engine sounds punctuated with high pitched beeps when you're drifting.

There's not much more to be said here: Initial D Gaiden is just a really good racing game, on a system that isn't really known for them. It's a shame that the license precluded it from getting a worldwide release so more people might know about it. But without the license, would anyone have taken any notice of it today, including me?

Sunday, 20 January 2019

Pastel Island (Arcade)

Pastel Island is an unreleased arcade prototype, though as far as I can tell, the only noticable bug it has is that the "INSERT COINS" text keeps flashing while you're playing, so it doesn't seem totally unfair to treat it as if its a finished game. And it's not like it's on sale anywhere or anything, so I'm hardly going to be tricking anyone into buying a stinker or anything. Anyway, it's a maze game from 1993 where, by the time-honoured tradition, you are tasked with collecting all the points items (this time they're hearts) in a stage, before going to the next stage and doing it there, and so on.

It's a pretty full-featured game, too. There's a couple of scoring systems in play, the main one revolving around collecting stars. Stars are one of a few random power-ups that can appear when you destroy one of the destructible items littered around each stage, and when you kill an enemy. As a side note, while the power-ups are random, you can shoot them to turn them into other power ups, so scoring isn't totally reliant on the kindness of the random number generator, which is nice. The stars, when collected, multiply the value of the hearts for a limited time. If you collect a star while one's already active, the multiplier increases by one. So, collecting stars, and doing it in quick succession, is obviously an important part of the scoring system.

The other main scoring element is the selection of end-of-stage bonuses available. There's a bonus for how many stars you collected, as well as no-jump, no-dash, and no-miss bonuses. It's possible there might be a no-shoot bonus, too, but I haven't been able to finish a stage without shooting, so I don't know. The power ups other than the stars are S and P icons, whose purpose I haven't quite figured out, but I think that one of them will allow you to take one extra hit before dying, and a bubble, which turns your shots into lethal bubbles, rather than the stunning popcorn-like bullets you usually put out.

I should also mention the graphics, since this is a pretty good-looking game. The enemy and player sprites are an exception, all being quite ugly, but in their favour, every enemy has different behaviour and different abilities, and they're all easy to tell apart, which is nice. The stages are what really looks good, though: I'm not sure if they're made of a very low number of texture-mapped polygons, or if each stage is a huge Mode 7-style rotated sprite, but whatever it is, it's an effective and appealing effect. The stages also change name and visual theme every other one, and I was amused by stages 3 and 4 being called the "Confort [sic] Zone".

Pastel Island is a great-looking game that's fun to play, and while it's no Raimais, it would have been a worthy addition to the genre had it been officially released. Having said that, it's fairly obvious why it wasn't: in 1993, the first 2D fighting game boom was in full swing, and 3D fighting and racing games were just starting to loom over the horizon too. A maze game, no matter how well-designed, would have looked embarassingly old hat in that environment. Still, I recommend giving Pastel Island a chance if you're a fan of score-chasing.

Tuesday, 15 January 2019

Mo Jie Qibing (GBA)

I'm not the biggest fan of the Lord of the Rings trilogy, in fact, my main exposure to it was watching the first movie at a friend's house on DVD many years ago, and being left with no desire to ever watch the other two. What I do like, though, is the KiKi KaiKai games, also known as Pocky and Rocky. They a great bunch of Commando-style shooting games, but they're about a shrine maiden shooting ghosts instead of an army guy shooting other army guys. Mo Jie Qibang is an unofficial, unlicensed Lord of the Rings game that's also an unofficial, unlicenced KiKi KaiKai game.

You play as Legolas, Gimli, Aragorn, Gandalf, or Frodo, and you set out on an adventure that's a very, very loose interpretation of the original story. Like how the first stage is a north american-style desert full of cacti and bleach-white cow skeletons, culminating in a boss battle against a giant scorpion. Like the KiKi KaiKai games, you can shoot enemies from a distance, or you can bat them away with a risky, very short range melee attack. You've also got a limited-use bomb (represented by a gold ring) that instantly clears the screen of enemies. There's not need to save your bomb for the bosses, either, as both it and your melee attack are disabled during boss fights. I wonder if this is because the developers couldn't come up with a way of making those weapons do normal damage, rather than having them insantly kill enemies? We'll probably never know.

Anyway, though it's a terrible LotR adaptation, it is a pretty decent KKKK knock-off, so it's a lot of fun to play. There's only two real problems I've encountered. The first is that power-up distribution is totally random: every enemy seems to have an equal chance of dropping any power-up, or nothing at all. So on some runs you'll get lots of health items, extra lives, and so on, and on other runs you'll get nothing. The other big problem is the first boss: it's so much harder than the stages and bosses that follow it, and again, there's a bit of luck involved in beating it. Basically, there's a safe spot just in front of its face and to the side a little, and if you stand there, it'll stay still, fruitlessly trying to attack you while you safely shoot it in the face. Sometimes, though, it'll just move straight away and go back to attacking you.

Other than those faults, Mo Jie Qibang is still a pretty good game, though: it looks great, and it's a lot of fun when things go your way. It's easily one of the best pirate originals I've ever played, and I like it more than any official Lord of the Rings-based media I've encountered, too. Totally worth playing, though not as much as the actual KiKi KaiKai games are. Play those first, obviously.

Thursday, 10 January 2019

PatchMon (PC)

So, this is a game made in the fighting game engine MUGEN, more commonly known for those big giant mashups of every fighting game character ever, and of course, for SaltyBet. Contrary to stereotypes though, PatchMon is game using sem-original materials! I say semioriginal, as while it doesn't use prites from other games, it is a fangame based on a 1970s series of trading cards called Pachimon which featured a bunch of original kaiju going about their monsterly business.

The big gimmick of this game, as you can see from the screenshots, is that the graphics for the characters and most of the backgrounds are taken directly from the cards themselves. It makes for a unique and authentic look, but it also massively limits what the characters do: most of them don't have jumps or blocks, and one character in particular, a giant coelacanth/whale/shark thing, can't even move, and attacks by summoning waves and ships to travel across the screen on its behalf.

The rest of the cast doesn't have much more articulation, either, and the controls amount to moving left and right, performing two normal attacks and one (or sometimes two!) super attacks. One thing that has to be said though, is that the incredibly limited animation does have a lot of charm, and looks kind of like what you'd get if Monty Python's Terry Gilliam had put his animation methods towards making a cartoon about giant monsters.

The arcade mode takes a Street Fighter II approach, with you fighting all the playable characters, followed by four unplayable (as far as I'm aware) boss characters, and as well as that, there's survival and a crazy simultaneous two-versus-two mode. It would be a lie to say that PatchMon is a good game: it looks ridiculous, it's totally unbalanced, and it's stiff and weird to play. But it would also be a lie to say that it isn't a fun one, and you can definitely get an hour or two's enjoyment out of it before it outstays its welcome.

Friday, 4 January 2019

Sword of Sodan (Mega Drive)

This is a game whose title I'd always seen in lists of Mega Drive games and never bothered to take any notice of, assuming it was some boring, ugly western-developed RPG or something. Then I learned that in 1995, the final issue of Beep! Mega Drive magazine had it listed as the lowest rank Mega Drive game of all time, by Japanese Mega Drive owners. The fact that a western-developed game had gone pretty much entirely unnoticed in the west, while enjoying such notoriety in Japan got my interest, so I investigated. Turns out it's not an RPG at all, but an ugly, boring single plane beat em up!

You start out picking from a nameless hero or heroine, and then you set out to awkwardly shuffle forwards, swinging your sword at everyone that crosses you path. The game was apparently originally released on the Amiga, though since it uses all three buttons on the Mega Drive pad, plus the start button, it must have been even worse on a system whose controllers had one or maybe two buttons available at best. Anyway, the C button attacks (and you also have to press it in conjunction with the d-pad if you want to change the direction you're facing), B does a little jump that's totally pointless until a few stages in, when you can use it to try and jump over the massive, invisible instant death pits, and the A button drinks potions.

The potions are probably the most interesting thing about Sword of Sodan. There's four different potions to collect, and you can carry up to four at a time. The twist is that when the game is paused, you can pick two of the potions in your inventory to mix together for various different effects, from extra lives, to flaming attacks, to pointless self-poisoning. Otherwise, though, you mostly just shuffle along, hacking at enemies, and hoping you don't get torn apart by the traps in the stages, which are near-impossible to dodge with your incredibly unathletic warriors. Another little point of interest is that some enemies do require a little extra technique to kill, for example, the giants that start to appear at the end of the third stage: press C and up to slash their faces until they take a knee, then you have to stand at he exact right distance to them, and press C and up a couple more times to behead them.

I don't think Sword of Sodan is the worst Mega Drive game of all time, but it is a very bad game, and it's not one you should waste any time playing. It's not really a surprise, but that's how it is sometimes.

Thursday, 27 December 2018

Buddhagillie (MSX)

In the US and UK, at least, Wisdom Tree's selection of platformers about biblical figures carrying things on top of their heads are what we mostly think of, when we think of religious videogames. They also have a reputation (that they totally, one hundred percent deserve) for being awful to the point of near-unplayability. But of course, there are videogames with religious themes other than those relating to Christianity in the world, such as the 2006 Judaism-themed adventure game The Shivah, and though I can't remember the name, I definitely remember seeing a video of an Islamic-themed Tomb Raider-like a few years ago. And more infamously there's a game about (possibly even by?) the Aum Shinrikyo sect on PC88. But, as you might have gathered from the title, Buddhagillie is a game about Buddhism.

You play as the Buddha, with the aim of making all sentient beings your equal. This is done by going into hell and fighting the four sufferings (birth, aging, sickness and death), and absorbing the karma they spit out to power your mantra. You can only fly around the left half of the screen, you see, and the beings you hope to free from the circle of reincarnation: demons, asura, humans, gods and so on, all appear on the right side of the screen. So you have to use you sword to absorb karma, to power your mantra nad fire it at them. In gameplay terms, you slash small enemies with your sword by tapping the attack button. Holding the attack button lets you block their bullets, and absorb them. After you've absorbed bullets, you'll shoot your own on the last attack of your three-slash sword attack chain.

So, this is basically a decently-designed shooting game, with a few interesting ideas, and even a proper scoring system. Though those aren't surprising, since it's a homebrew game from 2018 released for free on the internet, and not actually a commercial MSX game from the 1980s. Whether you interpret it as an actual work of religious devotion, or you just see the Buddhist content as a bit of aesthetic flavour, it can't be denied that it does make the game stand out: there's not many games that look like this in the world, or that have selected quotes from the Buddha onscreen at all times.

But is it actually good? Yes! Like I said, it's got interesting ideas, and a proper, functional scoring system (that mainly centers around killing multiple small enemies with one three-hit chain), and it's pretty addictive, too. The only real complaint I have is the fault of the host hardware, rather than the game itself, and it's that there's quite a bit of sprite flicker, and it's very frustrating getting killed by a temporarily-invisible bullet.

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.

Monday, 10 December 2018

Family Pinball (NES)


Family Pinball, released in 1989, seems like it might have felt a little bit dated. Not only is the main table, a 2 screen high Pac-Man-themed affair, a bit simplistic when compared to real pinball tables of the late 1980s, but also compared to video pinball games on other systems. For example, Alien Crush had been released on PC Engine just a few months earlier, and while it might be a little unfair to compare games on systems with such different power levels, but while the Famicom had no chance of putting out anything that could rival Alien Crush graphically, it could definitely have played host to a pinball table that was just as complex and interesting.

I guess Namco saw the same problem in their own game, as while the Pac-Man table is the only traditional pinball table in the game, there are a bunch of other tables, that are more like pinball-inspired minigames, rather than actual tables. The first is 9-Ball. It's an odd combination of pinball and pachinko, where the aim is, like pachinko, to launch the ball at just the right speed so that it goes into one of the holes on the table. Before starting, you bet points, and winning the bet relies on getting balls in holes so that they form squares or lines. The pinball element enters proceddings in two ways: firstly, you can nudge the table to try and influence how the ball falls, and secondly, instead of a ball just falling off the bottom of the screen helplessly, there's a pair of flippers down there, so you can send it back up if you're quick enough.

The third of the minigames is battle pinball, and is also probably the most filled-out conceptually speaking, as well as the most fun to play. It's a versus pinball game, in which the aim is to get the ball past your opponent's flippers. First to three points wins. The way gravity works in this mode is a little odd, though I can't think of any better way they might have handled it: the ball will "fall" towards the nearest set of flippers, with "down" changing direction halfway up the table. (Or down it. You know what I mean.) There's three different tables in this mode, too, which would add a bit of variety if it was being played a lot (which I can actually imagine happening back in the game's heyday).

Finally, there's sports pinball, coming in soccer and ice hockey varieties (though there isn't much difference between the two as far as I can tell). This is mostly like battle pinball, with the same physics, and the same aim, but with no pinball bumpers or targets strewn about the tables, and with a much odder control scheme. Instead of activating two flippeers in front of your goal, you have a goalkeeper there, who you can move left and right, and who automatically deflects the ball, Pong-style. In the opponent's side of the table, you have one flipper, which you can also move left and right, and you can also press the buttons that activate the two flippers in other mdes to spin it clockwise or counter-clockwise. This mode feels a little half-baked, and is more fiddly than fun, especially compared to the much better battle pinball mode.

All in all, I found Family Pinball a bit of a disappointment, mainly thanks to how basic the main table is. If you have someone to regularly play against, you'll probably get decent milage out of battle mode, but otherwise, it's not a title worth bothering with.

Tuesday, 4 December 2018

Magical Speed (Arcade)

Magical Speed is an adaptation of the tradition card game (traditional as in it uses a deck of normal playing cards) Speed, with a really nice-looking fantasy RPG lick of paint, and there's a few interesting (or at least unusual) things about it. Speed, if you don't know (and I didn't before playing this) has two cards in the centre of the table, and the players have 4 cards at a time each, as well as a pile to draw from when one of them is gone. You get rid of your cards by putting them on top of one of the two cards in the middle, though it has to be one higher or lower than it (suits don't matter). The winner is the first player to be rid of all their cards, or whoever has the least remaining cards when time runs out.

The first interesting thing about this game is that it's intended to be played two-player, on a cocktail cabinet, with the players facing each other. So each player sees their cards at the bottom of the screen facing them, and their opponent's cars at the top, upside down. Luckily, there's also a single player mode, as even if I could get someone to play, figuring out how this arrangement would work while emulating on a PC would be a bit of a hassle. The single player mode is surprisingly thorough, too! Though it's just a typical fighting game-style deal where you play against a bunch of opponents in succession, each more skilled than the last, there are three difficulty levels to pick from, and each of the three levels has its own seperate cast of opponents, all with unique sprites and animations, plus their own cute little introductory cutscenes. And there is actually a fair difficulty curve too! Well done, Allumer.

The other interesting thing is the controls. Since this is a game all about having the fastest reactions, using the joystick to move a cursor to select your card, then choose which pile to put it on would be far too slow. Instead, there are six buttons: two on the top row, representing the two piles and four beneath, representing your four face-up cards. Hit the button for the card you want, then the pile you want it to go to, and that's how you play. I may have mentioned before, but I typically use a USB replica SEGA Saturn pad for playing stuff on PC that doesn't require any analogue sticks, but in this case, I was having trouble figuring out a setup that let me press all the buttons quickly, while also avoiding my getting confused about which button was which. Eventually, I managed to come up with something that worked pretty well: holding the controller in my right hand, I had the two top buttons mapped to the Y and Z buttons on there, and with my left hand on the PC keyboard, and the four bottom buttons mapped to Q, W, E, and R on there. I could only play for 10-15 minutes at a time before the fingers of my left hand started getting stiff, but it was good enough.

In summary, Magical Speed is a very cute game, and it's fun enough, but I can't imagine anyone ever wanting to play it more than a few times in single player. I guess if you're lucky enough to ever encounter a real cocktail cabinet of it, it seems like it'd be a ton of fun to play against a real opponent that way, though.