Though the title might sound like one of those Japan-only racehorse management games, Breed Master is actually a colour-matching puzzle game, with some monster raising/battling flavour added. It's also part of that strange class of games: those very low budget Playstation games that came out well after everyone had moved onto the PS2.
It has a few quirks besides that, too, like how not only do you have (almost) complete control over when pieces drop into your pit, but the game doesn't end when they reach the top! Instead, you can summon another row's worth of pieces by pressing the R1 button at any time, and the game ends when your monster's HP reaches zero. You can probably work out from there that filling your pit to the brim damages your monster, and that's right, but it only causes a small amount of damage. Instead, damage is caused to your opponent's monster (and vice versa) mainly by getting rid of coloured pieces by matching them, and doing so in combos, as tradition dictates.
Now, it's the combo-forming that's my favourite part of this game, as it takes an approach similar to the Magical Drop series, in that being fast and dextrous in your movement of the pieces is more important than the approach preferred in games like Puyo Puyo, for example, where setting up a large chain in advance and waiting for the right piece you need to trigger it to come along is the main tactic. Getting bigger combos does more damage to your opponent, of course.
Then there's the monster-raising aspect of the game. The pieces come in four colours, and there are four corresponding meters for your monster below its HP meter. As they fill up, your monster will level up, and very occasionally (like, no more than three times in an entire single-player run), four yellow blocks with hexagrams on them will fall into your pit. Put those together and your monster evloves into a new form, with more HP and a different magic attack. Magic attacks are performed in a similar manner to evolution, except these hexagram blocks are green, and they appear a lot more frequently. Magic attacks range from healing your monster everytime it damages the opponent, to turning the bottom few rows of their pit into junk blocks, or making unbreakable stone pillars appear in their pit for a short time.
The problem with Breed Master is that it feels half-made. You'll get good enough to 1CC the single player mode after no more than two or three attempts, there's no checklist to see entice you into trying to hatch that one monster you're missing, and the game's core mechanics aren't exciting enough for versus play to be much of a draw. It's an okay game, and if you see it going cheap, it might be worth gettin for a couple of hours' entertainment, but it's not one to bother actively seeking out.
Monday, 18 March 2019
Wednesday, 13 March 2019
Gegege no Kitarou - Youkai Daimakyou (NES)
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.
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.
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