I'm sure most of the people reading a blog like this will be cultured enough to have some familiarity with Gegege no Kitaro, but for the few that don't it's an incredibly popular and influential folk horror comic for kids from the mid-20th century that essentially re-introduced the concept of youkai back into Japanese popular culture. Of course, such a cultural megalith has had a ton of adaptations into other media, including lots of videogames, of which this is one.
It's a platform game, but unlike a lot of 1980s licensed platformers, it's actually got some cool and original ideas! You start out on a map screen, pretty reminiscent of the ones in Namco's Dragon Buster II, and it's litterd with various spooky-looking buildings that obviously contain the stages you'll be traversing. What interesting is the form those stages take. They're only about two or three screens across and the loop infinitely, but each one has one of three possible goals to complete.
Some stages want you to kill a quota of enemies, which is fairly standard, others want you to collect a quota of the ghosts floating around the stage, and the third kind are both the most conceptually interesting and the fiddliest to play. They have you accompanied by a little flamey ghost friend that follows you around like Tails in Sonic 2, and the goal is to move around the stage in such a way that the ghost touches (and lights) the wicks of all the candles strewn about the place. This mostly comes down to standing next to a candle and either crouching or jumping to get the spirit to float to the right height, but still, I appreciate the effort put into making something a little bit different. With some refinement of the basic formula and some skillful stage design, this could have been fleshed out into its own game, maybe.
Whatever the stage type you're in, after you've performed your task, two doors appear. Going in the one on the left takes you to a boss battle, the one on the right just takes you straight back to the map with the stage cleared. I don't know if there's any long-term consequences for skipping the bosses, other than missing out on the big points payday you get for defeating them. The bosses inhabit their own mini-stages, which are tall rather than wide, with you starting at the bottom and climbing up to the boss at the top. Though they're pretty formulaic, I have to say that the bosses are very charming. They all appear in the form of massive looming faces made up of a mixture of sprites and background tiles and there's just something about them that I love.
Gegege no Kitaro isn't a game that will change your life, but it is one that's got a lot of charm and it's decent enough fun to play, too. It's also a game that really strongly looks and feels like a Famicom game. Like, if you imagine in your head a game that kids might be playing at home in 1980s Japan, it'd probably look something like this one. It did get a US release, renamed to "Ninja Kid", despite the complete lack of ninjas. I reviewed the JP version, though, just because this is yet another game I "discovered" through my habit of buying dirt-cheap Famicom cartridges with cool-looking label art.
Wednesday, 13 March 2019
Thursday, 7 March 2019
Tsumera (PC)
I'll start out by saying that getting this game running was an ordeal. Unlike the last couple of old PC games, Graduation and Nyan Nyan Tower, which ran natively in Windows 10 with no problems, for a couple of days, I couldn't even manage to get Tsumera running in DOSBOX. Luckily, someone pointed me towards a version uploaded as part of something called the eXoDOS collection, which runs in DOSBOX no problem. So if you end up wanting to play this game, seek that out, I guess?
Anyway, it's a pinball game developed in Taiwan, which is itself pretty interesting. Is is the first Taiwanese game I've covered here? I can't actually remember. It's also very heavily influenced by the Crush games, which is no bad thing at all. Thematically, it can be considered a combination of Devil Crush and Jaki Crush, with lots European and Asian occult influences on display, though in terms of actual design, it's definitely skewed towards Devil Crush. Soome elements are shamelessly lifted from there, like the dragon whos maouth leads to a boss stage, or the hexagram surrounded by a troop of marching goons. And yes, like the Crush games, Tsumera is made up of one main table that's three screens high, with hidden portals to single-screen bossfight/bonus stages littered around the place.
Despite being pretty unoriginal, there's a lot to love about this game: it looks amazing, it's fun to play, there's a ton of mysterious things to uncover (I've played for a few hours now, and in my last credit before writing this, I was still discovering new stuff!), and it's generally a high-quality game all round. I do, however have a couple of minor issues. The first is that there's no score display while you're playing, nor is it ever made clear what exactly contributes to your end-of-ball bonuses. Obviously, this doesn't really affect play too much, but it does make learning to play the game better and make higher scores more difficult. The second, much bigger problem is also a little harder to explain: basically, there's lots of things to activate around the table. Portals to open, different monsters to summon, and so on. The problem is that whenever you leave the main table, whether it's to go to a boss screen, or even just to prematurely cash in your bonus, everything on the table resets. Because somethings are a lot less labourious to activate than others, seeing what some of the slower-activated gimmicks actually do when completed is pretty difficult!
All in all, though, these faults don't get in the way of the fact that Tsumera is an excellent little game, and it really is a shame that it's not only obscure, but also kind of inaccessible. We can only hope that whatever company owns the rights to it someday decides to cash in and put out a rerelease for modern systems. But if the idea of getting it working isn't too daunting, I definitely recommend doing so.
Anyway, it's a pinball game developed in Taiwan, which is itself pretty interesting. Is is the first Taiwanese game I've covered here? I can't actually remember. It's also very heavily influenced by the Crush games, which is no bad thing at all. Thematically, it can be considered a combination of Devil Crush and Jaki Crush, with lots European and Asian occult influences on display, though in terms of actual design, it's definitely skewed towards Devil Crush. Soome elements are shamelessly lifted from there, like the dragon whos maouth leads to a boss stage, or the hexagram surrounded by a troop of marching goons. And yes, like the Crush games, Tsumera is made up of one main table that's three screens high, with hidden portals to single-screen bossfight/bonus stages littered around the place.
Despite being pretty unoriginal, there's a lot to love about this game: it looks amazing, it's fun to play, there's a ton of mysterious things to uncover (I've played for a few hours now, and in my last credit before writing this, I was still discovering new stuff!), and it's generally a high-quality game all round. I do, however have a couple of minor issues. The first is that there's no score display while you're playing, nor is it ever made clear what exactly contributes to your end-of-ball bonuses. Obviously, this doesn't really affect play too much, but it does make learning to play the game better and make higher scores more difficult. The second, much bigger problem is also a little harder to explain: basically, there's lots of things to activate around the table. Portals to open, different monsters to summon, and so on. The problem is that whenever you leave the main table, whether it's to go to a boss screen, or even just to prematurely cash in your bonus, everything on the table resets. Because somethings are a lot less labourious to activate than others, seeing what some of the slower-activated gimmicks actually do when completed is pretty difficult!
All in all, though, these faults don't get in the way of the fact that Tsumera is an excellent little game, and it really is a shame that it's not only obscure, but also kind of inaccessible. We can only hope that whatever company owns the rights to it someday decides to cash in and put out a rerelease for modern systems. But if the idea of getting it working isn't too daunting, I definitely recommend doing so.
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