Just for clarification, Junker's High is the beta title for Outrun 2019, and the only differences, as far as I can tell, are that Junker's High was intended to have the ability to save times and even replays, though it seems like these options don't actually work, even though they're there in the game. But still, Outrun 2019 isn't particularly well known as it is, is it? Until the Asian version of the Mega Drive Mini comes out, at least.
Despite the different working title, it's pretty clear that this was always meant to be an Outrun sequel: it looks and feels like Outrun, and even uses a similar branching paths system. Similar, but not exactly the same. Before you start playing, you pick one of four stages, each of which is made up of a collection of branching paths, like the one in Outrun. Though they don't follow the same big triangle formation as in the original game, instead being a selection of diamond and chain shapes. This means that each time you play a stage, the first and last areas will be the same as the other times you picked that stage, but there's a bunch of different routes to take in the middle. So while a single play will be shorter than a game of the original Outrun, there's a greater number of routes to go back and see.
The structure isn't the only change to the formula, though: your Batmobile-looking vehicle also has a boost function, that works in a pretty unique way. If you reach and maintain top speed for a few uninterrupted seconds, the boost will activate, significantly incresing your speed until you slow down for any reason. It's a little more strategic than the usual limited-use boost items you'd see in other racing games, and what makes it better is that it really does seem like the tracks are designed around it. It pays to learn where the straight parts are in a track that let you really cut loose with the speed, and where you should tap the brake to stop the boost activating so that it doesn't send you careening off of a bridge.
Another interesting thing is that though it looks like it's going to be set in a grim cyberpunk dystopia, there's actually a bit of optimism in the game's backdrops. Most of the city stages seem clean, shiny and genuinely advanced, and there's a few stages set in lush green paradises, too. From what I've seen, there's only one stage that takes a "glass half empty" approach, and that's a stage with you driving on bridges over clean-looking water, with a backdrops of ruined, crumbling skyscrapers in the distance.
If you like Outrun and want some more of it, then Junker's High/Outrun 2019 will give you exactly that, with a couple of new and interesting twists bundled in, too. The Asian version of the Mega Drive Mini probably has the best line up generally, and Outrun 2019 is a part of that, which is nice, since actual cartridge copies seem to be selling for the same price as they did when the game got released in 1992. (On another note, who would have ever have guessed it'd be Konami of all companies, that did the proper thing with their mini console by putting the same lineup on every version of it?)
Wednesday, 31 July 2019
Thursday, 25 July 2019
Other Stuff Monthly #3
I'm not sure how to write well about toys, so you'll have to forgive me if this post isn't great. But hopefully it's something I'll get used to and figure out over time, okay? Anyway, this post is about a figure from the 1994 anime series Haou Taikei Ryu Knight. The series is a fantasy mecha show, that occasionally throws a bit of wild west stuff in there too. It's nothing spectacular, but it's decent enough. If someone had dubbed it into english and had it broadcast in the US or UK at 6am, I'm sure it would've been a cult hit that a few people remembered and loved to this day.
The protagonist party in the show all fit into typical RPG classes, like knight, mage, ninja, and most pertinent to this post, priest. They all also have giant robots called Ryus, that are thematically appropriate to their character class. What I have in this post is the Ryu Priest Baurus action figure, accompanied by a smaller, unarticulated figure of its pilot, the priest Izumi. Getting Izumi out of the way, in terms of toyeticity, he's kind of superfluous here: nicely sculpted and painted, but unarticulated and not to scale with his mecha. Thinking like a kid, though, if you had a bunch of the other figures, having the pilots with them, even in this form, would add a lot of between-battle play value.
Onto the main figure: it's pretty good! I'm missing a couple of pieces (the big tall priest hat, and a part to attach unused weapons to the figure's back), but it's not too big a deal. It occupies a space between model kit and normal action figure, which I guess must have been a common trait for kids' mecha shows in the early 1990s, as I remember having, when I was a kid, a Samurai Pizza Cats figure that I later learned was an imported and repackaged Japanese toy. So the figure comes mostly pre-assembled, apart from weapons and a few details, and it can also be dismantled to a certai extent, too.
You might expect this hybrid approach to result in great articulation, but while there are some points you wouldn't have normally seen on regular action figures of this period, like in the middle of the feet, there's also some weird omissions of joints you'd think would be mandatory. The most glaring of these is the lack of elbow joints, especially since the figure comes with multiple weapon options (a large club, two smaller clubs, and a shield), that can be health in either hand. Speaking od which, the hands are pretty interesting: they're in a weapon-holding position that similar to what you'd see on Gunpla. The difference is that this toy is skewed towards a younger audience, and towards play more than display. So the hands are made of a slightly flexible rubber/plastic, making it easy to change what they're holding.
How do I end a review of a toy? I don't know, I guess I'll just say that I really like the squat, cute mecha designs of this series, and they do make for great-looking toys. I also think that as a kid, the lack of elbow joints would have annoyed me, but not enough for it to be a deal-breaker. That's all I've got, really: it's a pretty good toy, but it definitely could have been better.
The protagonist party in the show all fit into typical RPG classes, like knight, mage, ninja, and most pertinent to this post, priest. They all also have giant robots called Ryus, that are thematically appropriate to their character class. What I have in this post is the Ryu Priest Baurus action figure, accompanied by a smaller, unarticulated figure of its pilot, the priest Izumi. Getting Izumi out of the way, in terms of toyeticity, he's kind of superfluous here: nicely sculpted and painted, but unarticulated and not to scale with his mecha. Thinking like a kid, though, if you had a bunch of the other figures, having the pilots with them, even in this form, would add a lot of between-battle play value.
Onto the main figure: it's pretty good! I'm missing a couple of pieces (the big tall priest hat, and a part to attach unused weapons to the figure's back), but it's not too big a deal. It occupies a space between model kit and normal action figure, which I guess must have been a common trait for kids' mecha shows in the early 1990s, as I remember having, when I was a kid, a Samurai Pizza Cats figure that I later learned was an imported and repackaged Japanese toy. So the figure comes mostly pre-assembled, apart from weapons and a few details, and it can also be dismantled to a certai extent, too.
You might expect this hybrid approach to result in great articulation, but while there are some points you wouldn't have normally seen on regular action figures of this period, like in the middle of the feet, there's also some weird omissions of joints you'd think would be mandatory. The most glaring of these is the lack of elbow joints, especially since the figure comes with multiple weapon options (a large club, two smaller clubs, and a shield), that can be health in either hand. Speaking od which, the hands are pretty interesting: they're in a weapon-holding position that similar to what you'd see on Gunpla. The difference is that this toy is skewed towards a younger audience, and towards play more than display. So the hands are made of a slightly flexible rubber/plastic, making it easy to change what they're holding.
How do I end a review of a toy? I don't know, I guess I'll just say that I really like the squat, cute mecha designs of this series, and they do make for great-looking toys. I also think that as a kid, the lack of elbow joints would have annoyed me, but not enough for it to be a deal-breaker. That's all I've got, really: it's a pretty good toy, but it definitely could have been better.
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