Some of you might remember the two Poy Poy/Poitter's Poit games on the original Playstation, which had a (very) small cult following in the west at the time. If not, then they were a pair of multiplayer action games, where a bunch of characters in a small field tried to be the last one standing in a game of chucking objects at each other. They had a very distinct visual style, with brightly coloured, very low poly graphics even by the standards of the time. Taisen! Bakuden Poi Poi is at the very least, a spiritual successor to those games. It might be an actual sequel, though because the titles are only similar, not the same, and the fact that I can't find any companies involved in those games and this one.
As well as the Poy Poy games, it's also a kind of modern reimagining of the 1987 arcade game Butasan. While Poy Poy had players throwing rocks and logs and so on to damage each other, Bakudan Poi Poi is all about running around throwing time bombs at each other, just like Butasan. Though Butasan was about cartoonish anthropomorphised pigs in muddy fields, while this game is about realistic humans in a modern day (or at least, early 2000s) Japanese setting. The reaslistic setting actually makes the game feel a lot sillier, as you have schoolgirls, policemen, soldiers, and so on, running around parking lots and suburban wastelands holding big round bombs above their heads and chucking them at each other.
There aren't just normal bombs, either: there's also a rugby ball-shaped bomb that bounces around wildly after being thrown, a landmine, and a UFO-looking bomb that creates a slow movement field when it explodes. There's also a few power-ups. Normal ones, like health refills and invincibility, and stranger ones, like a potion that makes you fall asleep, and an orb that turns you into a bomb, allowing you to lie in wait until another player picks you up before exploding.
Single player mode has you going through a short series of missions as each character. The missions are mostly just to kill a certain quota of opponents before time runs out or you get killed yourself. So it could be "kill 10 policemen", or "kill 30 of any opponent", for example. The final stage for each character is a boss fight against an opponent who has three hit points like you, and can even pick up the healing items like you can.
It's a pretty fun game, all told. It gets repetitive pretty quickly, but the all-round zaniness and the chaos of the constant explosions alleviates that a fair bit. Pretty much perfect for a Simple 2000 game, and it doesn't have any of the pointless grinding that drags down so many of its stablemates, either. If you stumble across a copy at any time, and assuming it still carries an appropriately low price tag, it's definitely worth a try.
Saturday, 18 January 2020
Monday, 13 January 2020
S.C.A.R.S (Playstation)
That title there's an acronym, for Super Computer Animal Racing Simulation. The plot involes a super computer in the distant future simulating races between animal/car hybrids (reminiscent of the 90s toyline Car-Nivores) for some reason. The plot doesn't really affect the game in any way other than each track having a little sequence where the topology "grows" out of a flat blue grid, before the textures spread over it. That's pretty cool, though. Better than a normal loading screen, at least. The cars being animals doesn't really come into it at all, though, other than looking cool and putting an A in the title's acronym.
The races themselves play out in a Mario Kart style, which you might not expect from the non-cuteness of the overall aesthetic. There's power-ups to collect and a jump button, though, so that's pretty Mario Kart, I'm sure you agree. There's enough differences in the formula to set it apart, though, and they mostly involve the power-ups themselves. Firstly, they aren't assigned randomly, you can see which power-up you're going to get before you get it. This means there's none of the MK-style balancing where racers at the front only get the worst power-ups, and racers at the back only get the best. This is kind of balanced out by the fact that most of the power-ups are more useful when you're behind the pack, so a racer in first will be driving around holding onto their power-ups just in case they fall behind at some point.
Then there's the power-ups themselves. There are some of the usual suspects: missiles, speed boosts, shields, and so on, but there's also several kinds of trap power-ups. When used, these typically send forwards an energy field of some kind: a wall, a spinning triangle, a floating magnetic tetrahedron. The wall and the triangle simple stop any car that hits them, and they take a split-second to disappear afterwards, so if a few cars are bunched together, they might all get stopped, fot you to drive past with impunity. The magnetic tetrahedron is more deadly, but only to one car: it piicks them up and spins them for a few seconds. The trapped car can shoot a missile to get free, but they'll be dropped at whatever angle the magnet currently has them at, while if they wait the few seconds to be dropped naturally, they'll be pointed in the right direction. What's annoying about all of the above, is that they can trap the racer who sent them out, which seems like a stupid oversight.
Another weird quirk is that you have a score while racing, with points awarded for hitting your opponents with weapons. But these points don't affect your standing in the race ranking in any way, and it's hard to see what the point of them is. There's a bonus ranking point awarded after each race for the racer that had the fastest single lap, so why couldn't they have had another one for the highest score? As it is, the score doesn't take anything away from the game, but at the same time, it doesn't add anything either.
As a single-player experience, SCARS is very much okay. It's not great, but it's not bad, either. In terms of Playstation kart racers that I've played in recent times, it's better than Tank Racer, but not as good as Megaman Battle & Chase. It's probably better with human opponents, but that's obviously going to be the case for the other games, too.
The races themselves play out in a Mario Kart style, which you might not expect from the non-cuteness of the overall aesthetic. There's power-ups to collect and a jump button, though, so that's pretty Mario Kart, I'm sure you agree. There's enough differences in the formula to set it apart, though, and they mostly involve the power-ups themselves. Firstly, they aren't assigned randomly, you can see which power-up you're going to get before you get it. This means there's none of the MK-style balancing where racers at the front only get the worst power-ups, and racers at the back only get the best. This is kind of balanced out by the fact that most of the power-ups are more useful when you're behind the pack, so a racer in first will be driving around holding onto their power-ups just in case they fall behind at some point.
Then there's the power-ups themselves. There are some of the usual suspects: missiles, speed boosts, shields, and so on, but there's also several kinds of trap power-ups. When used, these typically send forwards an energy field of some kind: a wall, a spinning triangle, a floating magnetic tetrahedron. The wall and the triangle simple stop any car that hits them, and they take a split-second to disappear afterwards, so if a few cars are bunched together, they might all get stopped, fot you to drive past with impunity. The magnetic tetrahedron is more deadly, but only to one car: it piicks them up and spins them for a few seconds. The trapped car can shoot a missile to get free, but they'll be dropped at whatever angle the magnet currently has them at, while if they wait the few seconds to be dropped naturally, they'll be pointed in the right direction. What's annoying about all of the above, is that they can trap the racer who sent them out, which seems like a stupid oversight.
Another weird quirk is that you have a score while racing, with points awarded for hitting your opponents with weapons. But these points don't affect your standing in the race ranking in any way, and it's hard to see what the point of them is. There's a bonus ranking point awarded after each race for the racer that had the fastest single lap, so why couldn't they have had another one for the highest score? As it is, the score doesn't take anything away from the game, but at the same time, it doesn't add anything either.
As a single-player experience, SCARS is very much okay. It's not great, but it's not bad, either. In terms of Playstation kart racers that I've played in recent times, it's better than Tank Racer, but not as good as Megaman Battle & Chase. It's probably better with human opponents, but that's obviously going to be the case for the other games, too.
Wednesday, 8 January 2020
Case of Dungeons (PC98)
It's time for that rarest of treats: a Japanese microcomputer game that has an English translation! Well, a partial one, at least. The character names are romanised and the names of the items and some of the enemies are translated, and not much else. But that does make it a lot easier compared to playing the raw Japanese version, and there doesn't really seem to be much of a plot to be missing out on, either. Anyway, Case of Dungeon is a simple isometric dungeon crawling RPG.
To start of with, you pick one of many pre-made characters from a little book at the start of the game. There's knights, mages, elves, thiefs, and so on, and one little odd thing I noticed is a few sneaky little Addams Family references, with some of the characters' names containing "Fesuta", "Gomezu", "Wenzudi", and "Motesha", though there's no "Paguzuri". The characters aren't at all balanced, with some having stats that just totally put the others to shame, even when you take into account the differing amount of points you can add to stats yourself when you select one. Once that's done with, you enter the dungeon, on your quest to (I think) kill the Black Dragon.
As mentioned, everything's seen from an isometric viewpoint, and the game is controlled with either the mouse or the arrow and Z/X keys. You don't directly move your character, you move an arrow around the screen, where it'll be pointing in one of four directions, then press Z to make them take one step in that direction. It's pretty slow, as the dungeon is procedurally generated and revealed one space at a time. Every now and then, you'll also enter a random battle. The commands for the battles aren't translated, so I'll tell you what they are here: from left to right, you've got escape, magic, and attack. Your item window is also open during battle, and oddly, using items and changing equipment doesn't use up a turn, so if you're about to die, you can just eat a load of bread until you get back to full health.
Something that was clearly done to extend the length of the game is that the stairs down to the next floor of the dungeon won't appear until you've explored every last tile on the current floor, except for those covered by locked doors. (On the subject of locked doors, you do start with a load of keys, and they're pretty commonly found in chests, too, but it's not worth the effort of going into your inventory and using them, as doors are almost always generated in frong of walls, or in the middle of rooms. So you can just either walk round them or they don't lead anywhere anyway. Weird.)
This, more than anything else, is what killed this game for me. I was actually fine with the incredibly slow walking speed and the slightly glitchy battle menu, but after I'd gotten a few floors in, I was traipsing around the place looking for the one last unexplored tile somewhere that would make the stairs appear for over 20 minutes. I saved my game and gave up. I might never go back to that file, but you never know. It's a shame, as despite having everything going against it, Case of Dungeon was, like The Hunter, it's a game that really held my attention despite really being quite boring.
I can't really say that I recommend this game after saying that, can I? But if you're more patient than I am, maybe you could give it a shot? Everyone like isometric graphics at least, don't they? Oh, and for some reason, the translated version doesn't seem to be listed on romhacking.net or on the "beginner's guide to PC98"-type articles going around, so here's the link.
To start of with, you pick one of many pre-made characters from a little book at the start of the game. There's knights, mages, elves, thiefs, and so on, and one little odd thing I noticed is a few sneaky little Addams Family references, with some of the characters' names containing "Fesuta", "Gomezu", "Wenzudi", and "Motesha", though there's no "Paguzuri". The characters aren't at all balanced, with some having stats that just totally put the others to shame, even when you take into account the differing amount of points you can add to stats yourself when you select one. Once that's done with, you enter the dungeon, on your quest to (I think) kill the Black Dragon.
As mentioned, everything's seen from an isometric viewpoint, and the game is controlled with either the mouse or the arrow and Z/X keys. You don't directly move your character, you move an arrow around the screen, where it'll be pointing in one of four directions, then press Z to make them take one step in that direction. It's pretty slow, as the dungeon is procedurally generated and revealed one space at a time. Every now and then, you'll also enter a random battle. The commands for the battles aren't translated, so I'll tell you what they are here: from left to right, you've got escape, magic, and attack. Your item window is also open during battle, and oddly, using items and changing equipment doesn't use up a turn, so if you're about to die, you can just eat a load of bread until you get back to full health.
Something that was clearly done to extend the length of the game is that the stairs down to the next floor of the dungeon won't appear until you've explored every last tile on the current floor, except for those covered by locked doors. (On the subject of locked doors, you do start with a load of keys, and they're pretty commonly found in chests, too, but it's not worth the effort of going into your inventory and using them, as doors are almost always generated in frong of walls, or in the middle of rooms. So you can just either walk round them or they don't lead anywhere anyway. Weird.)
This, more than anything else, is what killed this game for me. I was actually fine with the incredibly slow walking speed and the slightly glitchy battle menu, but after I'd gotten a few floors in, I was traipsing around the place looking for the one last unexplored tile somewhere that would make the stairs appear for over 20 minutes. I saved my game and gave up. I might never go back to that file, but you never know. It's a shame, as despite having everything going against it, Case of Dungeon was, like The Hunter, it's a game that really held my attention despite really being quite boring.
I can't really say that I recommend this game after saying that, can I? But if you're more patient than I am, maybe you could give it a shot? Everyone like isometric graphics at least, don't they? Oh, and for some reason, the translated version doesn't seem to be listed on romhacking.net or on the "beginner's guide to PC98"-type articles going around, so here's the link.
Thursday, 2 January 2020
Curiosities Vol. 16 - Zero no Tsukaima Fantasy Force
This post is also about that game's sequel, Zero no Tsukaima Fantasy Force 2nd Impact, since they're both a little off the beaten track, but I didn't think they were interesting enough to warrant a whole post each. The most interesting thing about them really is their method of distribution: they were never actually available to buy, but were extras included with the limited editions of the PS2 visual novels Zero no Tsukaima: Muma ga Tsumugu Yokaze no Nocturne and Zero no Tsukaima: Maigo no Period to Ikusen no Symphony, respectively. Because they were limited edition extras, that means they have their own discs and PS2 game ID numbers, so they can be counted as games in their own right, and not the kind of thing I covered all the way back in Curiosities Vol. 8.
Are they any good, though? Well, they're alright. The first game is a horizontal scroller that's easy enough that I one credit cleared the first loop on my second attempt. It's got some cute little touches, though, like how your charge attack extends a line of text from your character's mouth that damages enemies, in a nice little homage to the Parodius games. The second loop is a lot tougher, too, with a greater number of enemies acting more aggressively and even shooting revenge bullets right from the start. Maybe they should have included the option to start there as a hard mode?
The second game is a vertical scroller, and it takes a big step up in quality. There's two characters to choose from, each with their own sets of weapons, and there's even a two-player co-op option! The RPG-like backdrops and the fact that one of the characters rides a dragon really bring to mind Namco's Dragon Spirit/Saber duology, which is definitely no bad thing. Again, it's a little easy, though I only got as far as what appears to be the final boss this time round. One weird thing they included is a bad powerup that reduces your bomb stock by one. I don't understand that at all.
Both games are pretty fun diversions, but not much more than that, and definitely not worth tracking down what are probably now rare and valuable Japan-only visual novels from over a decade ago. There's no real scoring systems in them, which is fair enough, since they're deliberately evoking an oldschool feel, but I think what really kills them for me is that they don't save high scores, which was an annoyingly common problem with PS2 shooting games, as I remember. In summary, emulate them if you're curious, but otherwise you're not missing out on anything special.
Are they any good, though? Well, they're alright. The first game is a horizontal scroller that's easy enough that I one credit cleared the first loop on my second attempt. It's got some cute little touches, though, like how your charge attack extends a line of text from your character's mouth that damages enemies, in a nice little homage to the Parodius games. The second loop is a lot tougher, too, with a greater number of enemies acting more aggressively and even shooting revenge bullets right from the start. Maybe they should have included the option to start there as a hard mode?
The second game is a vertical scroller, and it takes a big step up in quality. There's two characters to choose from, each with their own sets of weapons, and there's even a two-player co-op option! The RPG-like backdrops and the fact that one of the characters rides a dragon really bring to mind Namco's Dragon Spirit/Saber duology, which is definitely no bad thing. Again, it's a little easy, though I only got as far as what appears to be the final boss this time round. One weird thing they included is a bad powerup that reduces your bomb stock by one. I don't understand that at all.
Both games are pretty fun diversions, but not much more than that, and definitely not worth tracking down what are probably now rare and valuable Japan-only visual novels from over a decade ago. There's no real scoring systems in them, which is fair enough, since they're deliberately evoking an oldschool feel, but I think what really kills them for me is that they don't save high scores, which was an annoyingly common problem with PS2 shooting games, as I remember. In summary, emulate them if you're curious, but otherwise you're not missing out on anything special.
Saturday, 28 December 2019
Other Stuff Monthly #8!
It's time once again to look at a thing that's not a videogame, and this month, our subject is the November 2005 issue of Terebi Magazine, which is a Japanese magazine aimed at little boys. Why bother covering something like this? Because almost all the content is about tokusatsu tv shows, and a lot of that is spent of awesome double-page spreads, be they photographic or even some cool old-school artwork.
The magazine is also supposed to come with a DVD and a bunch or press-out-and-fold cardboard toys, but unfortunately, my copy has no DVD, and most of the toys were missing too. A coupler of the toys were intact, but my attempt at putting them together was an abject failure resulting in ugly, mangled, torn cardboard. Oh well.
Anyway, even if you can't read Japanese, Terebi Magazine is still worth seeking out some issues of if you're interested in tokusatsu, because of those aforementioned photo spreads. While adult-aimed magazines like Newtype Thelive are great for pictures of attractive actors and actresses from tokusatsu shows (and for covering late night stuff like Garo and Lion Maru G that has no place in a kids magazine, of course), these spreads have lots of big close-ups of monster, mecha, and hero suits, which are a joy to look at in such detail.
Also in this issure were some awesome detail cutaway drawings of Ultraman monsters, and a bunch of puzzles, mainly mazes. That's about it for this month, and I'm sorry if you're not at all interested in tokusatsu, but I never claimed that these monthly posts were ever going to be anything but self-indulgent!
The magazine is also supposed to come with a DVD and a bunch or press-out-and-fold cardboard toys, but unfortunately, my copy has no DVD, and most of the toys were missing too. A coupler of the toys were intact, but my attempt at putting them together was an abject failure resulting in ugly, mangled, torn cardboard. Oh well.
Anyway, even if you can't read Japanese, Terebi Magazine is still worth seeking out some issues of if you're interested in tokusatsu, because of those aforementioned photo spreads. While adult-aimed magazines like Newtype Thelive are great for pictures of attractive actors and actresses from tokusatsu shows (and for covering late night stuff like Garo and Lion Maru G that has no place in a kids magazine, of course), these spreads have lots of big close-ups of monster, mecha, and hero suits, which are a joy to look at in such detail.
Also in this issure were some awesome detail cutaway drawings of Ultraman monsters, and a bunch of puzzles, mainly mazes. That's about it for this month, and I'm sorry if you're not at all interested in tokusatsu, but I never claimed that these monthly posts were ever going to be anything but self-indulgent!
Monday, 23 December 2019
Grand Master (NES)
Despite the martial artsy-sounding name, this is an action RPG with a western fantasy setting, in which you play as a young knight named Rody out to rescue a princess from a devil named Dante. It is the most generic plot possible, but it is at at least presented well, with nice-looking pixelart cutscenes, and there's little side elements too, like the failed hero of a land that's already fallen to Dante, and your sister who went missing after going off to become a demon tamer thre years ago. It's also a little different to most RPGs, since it has no save or password functions, so you're meant to be able to get through it in one sitting (I've managed about half, so far, though the way the game's set out means that I've been able to see much more of it than that).
From the start, you can choose which order you want to play the first five dungeons (and this game only has dungeons, no towns), though I strongly recommend going to the icy mountains first, since there you get the throwing axes, which make all the bossfights significantly easier. Every stage has some kind of item to make progress easier, too: a morning star, a magic wand, armour, and so on, and those items are avtually the only way to improve you attack power, since levelling up only improves your max HP and MP. As I mentioned, there's no saving or even passwords available, but if you do die, you can continue from the title screen as many times as you like, keeping your experience level, as well as any items you got from dungeons you've completed.
The nice thing about Grand Master is it's a proper, purely designed videogame, by which i mean that you can easily recognise each kind of enemy and each stage element and quickly learn what they do and how they behave, then you figure out how you best counteract that behaviour. It's not flashy or impressive, but it is simple and satisfying. Though that's not to say that this is a game with bad presentation, the aforementioned cutscenes look great for something in a NES game, and there's some cool little touches in the game itself, too, like when you go to the mountains, Rody's wearing a big thick coat, and in the desert dungeon, he's wearing lighter, short-sleeved armour.
I don't think there's really much more for me to say about Grand Master: it's just a simple, well-designed, fun-to-play game. So obviously, I recommend that you give it a try!
From the start, you can choose which order you want to play the first five dungeons (and this game only has dungeons, no towns), though I strongly recommend going to the icy mountains first, since there you get the throwing axes, which make all the bossfights significantly easier. Every stage has some kind of item to make progress easier, too: a morning star, a magic wand, armour, and so on, and those items are avtually the only way to improve you attack power, since levelling up only improves your max HP and MP. As I mentioned, there's no saving or even passwords available, but if you do die, you can continue from the title screen as many times as you like, keeping your experience level, as well as any items you got from dungeons you've completed.
The nice thing about Grand Master is it's a proper, purely designed videogame, by which i mean that you can easily recognise each kind of enemy and each stage element and quickly learn what they do and how they behave, then you figure out how you best counteract that behaviour. It's not flashy or impressive, but it is simple and satisfying. Though that's not to say that this is a game with bad presentation, the aforementioned cutscenes look great for something in a NES game, and there's some cool little touches in the game itself, too, like when you go to the mountains, Rody's wearing a big thick coat, and in the desert dungeon, he's wearing lighter, short-sleeved armour.
I don't think there's really much more for me to say about Grand Master: it's just a simple, well-designed, fun-to-play game. So obviously, I recommend that you give it a try!
Tuesday, 17 December 2019
Ryu Kyu (Game Gear)
So, this is a port of an arcade game that was also ported to the PC Engine. I'm reviewing this version, though, because it's slightly different to the others, and because it's been a long time since the Game Gear was featured here. Also, this port of Ryu Kyu was released in the west under the title Solitaire Poker, but I didn't find that out until after I'd already played the Japanese version for a few hours, and also that title is so boring I almost fell asleep typing it in this sentence.
Anyway, Ryu Kyu is a poker-themed puzzle game. Each stage gives you a score quota and a pit containing a five-by-five grid. A deck of cards is shuffled into four piles, you can only see the top card of each pile. Your task is to pick one of the four visible cards, and drop it into the pit, then do that twenty-four more times until every space is full. While doing this, you're trying to make poker hands in rows, columns and diagonals. Every hand is worth a different amount of points, and you've got to meet the stage's quota before all the spaces are full. This is the basic premise of the game, which is the same in both the Arcade and Game Gear versions.
The Game Gear version differs in a few ways, though. Firstly, before you start playing, you pick a difficulty level. Easy is a lot easier than the arcade version, and hard is slightly harder, though the only difference between the two is that the score quotae are higher in hard mode. The second, much bigger, difference is that in the arcade version, every couple of stages, you got to open a random box, which would reduce the next stage's quota by a few hundred or a few thousand points. The Game Gear has its own system for reducing quotae, which is both better and worse than the arcade version's.
Now, when you clear a stage, any points you scored over the current stage's quota are subtracted from the next stage's quota. This means that you're rewarded for playing well, which I do prefer to the arcade's randomly assigned bonuses, but at the same time, it does make the game a lot easier. I've had playthroughs where my quota was zero points for two or three stages in a row! Though, obviously, it's still a game where you're heavily reliant on what cards you draw. I'd say it's about half-and-half with regards to skill versus luck, though. And though I'd normally admonish a game for having such a strong element of luck, I think in this case it's not so big a problem.
Ryu Kyu is just a simple little puzzle game on a handheld, something to pass a short amount of time, while still being addictive enough to have you coming back to it. It succeeds at that goal pretty well, and I actually like this version better than the arcade. My only big complaint is that you don't get an overall score, your points only correspond to the quota system. But otherwise, I recommend giving this game a try!
Anyway, Ryu Kyu is a poker-themed puzzle game. Each stage gives you a score quota and a pit containing a five-by-five grid. A deck of cards is shuffled into four piles, you can only see the top card of each pile. Your task is to pick one of the four visible cards, and drop it into the pit, then do that twenty-four more times until every space is full. While doing this, you're trying to make poker hands in rows, columns and diagonals. Every hand is worth a different amount of points, and you've got to meet the stage's quota before all the spaces are full. This is the basic premise of the game, which is the same in both the Arcade and Game Gear versions.
The Game Gear version differs in a few ways, though. Firstly, before you start playing, you pick a difficulty level. Easy is a lot easier than the arcade version, and hard is slightly harder, though the only difference between the two is that the score quotae are higher in hard mode. The second, much bigger, difference is that in the arcade version, every couple of stages, you got to open a random box, which would reduce the next stage's quota by a few hundred or a few thousand points. The Game Gear has its own system for reducing quotae, which is both better and worse than the arcade version's.
Now, when you clear a stage, any points you scored over the current stage's quota are subtracted from the next stage's quota. This means that you're rewarded for playing well, which I do prefer to the arcade's randomly assigned bonuses, but at the same time, it does make the game a lot easier. I've had playthroughs where my quota was zero points for two or three stages in a row! Though, obviously, it's still a game where you're heavily reliant on what cards you draw. I'd say it's about half-and-half with regards to skill versus luck, though. And though I'd normally admonish a game for having such a strong element of luck, I think in this case it's not so big a problem.
Ryu Kyu is just a simple little puzzle game on a handheld, something to pass a short amount of time, while still being addictive enough to have you coming back to it. It succeeds at that goal pretty well, and I actually like this version better than the arcade. My only big complaint is that you don't get an overall score, your points only correspond to the quota system. But otherwise, I recommend giving this game a try!
Thursday, 12 December 2019
Reinforcer (X68000)
The first thing I though when I loaded up Reinforcer is that it looked a lot like SEGA's arcade game Crack Down, and the first two stages even have you locating and defusing bombs, which is kind of the opposite of what you do in Crack Down, even though in top-down videogame form, the two activities are identical. It only takes a little more inspection to see that Reinforcer is definitely its own game with a lot to offer, though.
Possibly because of the resemblence to Crack Down, I first approached the game with an approach that was both methodical and thorough: killing every enemy, searching every room and path for items, and so on. Then I got to the first boss and had sixteen seconds to try and fight it. It seems that the actual way to play the game is a lot more exciting! I found a lot more success in running through each room, killing only the enemies that were directly in my path or otherwise especially threatening. You can absorb plenty of damage too, which also encourages this kind of madcap, rampaging playstyle.
But let's take a break from talking about how the game plays to highlight the presentation. Though it's a top-down shooter, everything looks as detailed as it can, with some of the sprites looking better than those in the first two Grand Theft Auto games. The menus, cutscenes, dialogue boxes also look great: detailed and stylish. There's a lengthy intro that you thankfully don't have to watch, but it's worth a look at least once, for some excellent pixel art, and top-quality music (though the game has great music generally, to be honest). On top of all this, there's some nice little touches here and there, like the text on the title screen that states emphatically that "THIS GAME IS CYBER PUNK ACTION". It all looks and feels so cool!
Getting into specifics, each character has a selection of four weapons, though you'll mostly be using the machine gun (because it has infinite ammo), and the hand grenades (because you can throw them over walls to kill enemies a room over). Though you don't get to pick which character you use to play each mission, unfortunately. Also of interest is your characters' damage system. You have damage counters for armour and health that start at zero and go up when you get hit. You don't lose any health until your armour is at 100% damage, and in the few stages I've played, there are no items for refilling your health, only your armour (though you can still collect these when your armour is 100% damaged, and it'll still go back down).
Reinforcer is definitely a game I recommend you try out. Among the X68000 action games that aren't arcade ports, it's definitely one of the most high quality, in terms of both presentation, and just as a fun, exciting game! Finally, if you try it out in xm6g, it might not be immediately obvious how to get it running so here's some help: put the System Disk in the first drive, then wait for it to start loading. Then, into the second drive, insert Disk A to watch the intro, or Disk B to go straight to the game. For some reason, the game won't load if you don't wait for the system disk to start loading before inserting one of the others.
Possibly because of the resemblence to Crack Down, I first approached the game with an approach that was both methodical and thorough: killing every enemy, searching every room and path for items, and so on. Then I got to the first boss and had sixteen seconds to try and fight it. It seems that the actual way to play the game is a lot more exciting! I found a lot more success in running through each room, killing only the enemies that were directly in my path or otherwise especially threatening. You can absorb plenty of damage too, which also encourages this kind of madcap, rampaging playstyle.
But let's take a break from talking about how the game plays to highlight the presentation. Though it's a top-down shooter, everything looks as detailed as it can, with some of the sprites looking better than those in the first two Grand Theft Auto games. The menus, cutscenes, dialogue boxes also look great: detailed and stylish. There's a lengthy intro that you thankfully don't have to watch, but it's worth a look at least once, for some excellent pixel art, and top-quality music (though the game has great music generally, to be honest). On top of all this, there's some nice little touches here and there, like the text on the title screen that states emphatically that "THIS GAME IS CYBER PUNK ACTION". It all looks and feels so cool!
Getting into specifics, each character has a selection of four weapons, though you'll mostly be using the machine gun (because it has infinite ammo), and the hand grenades (because you can throw them over walls to kill enemies a room over). Though you don't get to pick which character you use to play each mission, unfortunately. Also of interest is your characters' damage system. You have damage counters for armour and health that start at zero and go up when you get hit. You don't lose any health until your armour is at 100% damage, and in the few stages I've played, there are no items for refilling your health, only your armour (though you can still collect these when your armour is 100% damaged, and it'll still go back down).
Reinforcer is definitely a game I recommend you try out. Among the X68000 action games that aren't arcade ports, it's definitely one of the most high quality, in terms of both presentation, and just as a fun, exciting game! Finally, if you try it out in xm6g, it might not be immediately obvious how to get it running so here's some help: put the System Disk in the first drive, then wait for it to start loading. Then, into the second drive, insert Disk A to watch the intro, or Disk B to go straight to the game. For some reason, the game won't load if you don't wait for the system disk to start loading before inserting one of the others.
Saturday, 7 December 2019
Uppers (PS Vita)
I really, really wanted to like this game. On paper, it has so much going for it: it's a modern beat em up that relies on neither ham-fisted nostalgia nor a grind-driven negative difficulty curve, and it has a ton of cool ideas and a lot of visual flair. It's all ruined, though, by one massive insurmountable flaw: it might not have a negative difficulty curve, but it doesn't have a positive one either. It's got a difficulty flatline. What I'm saying is that it's incredibly easy, to an extent I don't remember seeing before in an action game that wasn't made for very young children.
But I'll get back to that, after talking about the game's positives. Like how all the stages have crowds of girls loitering around the place, and you can get statistical bonuses by impressing them with your fighting. Impress them enough, and they'll even give you love letters! There's also some weird slot machine thing involving them where you can win more bonuses, and a weird minigame that lets you lift a girl's skirt by tapping the X button fast enough for a few seconds. This stuff's all a little unseemly, but it is, at least, original. In fact, I don't remember a beat em up that has you trying to impress onlookers in this way. Surely it hasn't taken 30-odd years of the genre's exitence for someone to come up with this idea?
What I think is the game's best point is its use of weapons and the environment. Rather than being able to pick weapons up, carry them round and use them to clobber enemies, they're all instead parts of the stage. So you use the O button in the right place, and you'll swing round a lamppost to kick the enemies surrounding you, throw a motorbike into a crowd, or event flip a pick-up truck onto a group of foes. Conversely, you can punch, throw, and kick enemies into things to elicit effects: you can cause them to smash through walls, collapse piles of girders, explode burning barrells, and so on. Both these features really add an anarchic feel of mass destruction to all the fights, which is nice.
Of course, that brings us all back to the problem of the game's difficulty. All those cool ideas and visual bombast don't mean much when the game itself is easier than breathing. There's no tension, no friction, and no real excitement. Most of the enemies go down in two or three normal punches, meaning that you only need to use the cool environmental stuff for the tougher enemies and bosses. And even they don't put up much of a challenge. Uppers is definitely the game to play if you ever want to sympathise with Superman's "world of cardboard" speech. I've been playing for over two hours, with hard mode switched on, and still there's no challenge. It might well get harder at some point later in the game, but an action game really shouldn't make you play for multiple hours before getting to the "real" start of the game. Because if it does, then you're likely to just give up on it. Like I have given up on Uppers. One final note: it does have a proper printed manual, with colour illustrations and staples and everything!
But I'll get back to that, after talking about the game's positives. Like how all the stages have crowds of girls loitering around the place, and you can get statistical bonuses by impressing them with your fighting. Impress them enough, and they'll even give you love letters! There's also some weird slot machine thing involving them where you can win more bonuses, and a weird minigame that lets you lift a girl's skirt by tapping the X button fast enough for a few seconds. This stuff's all a little unseemly, but it is, at least, original. In fact, I don't remember a beat em up that has you trying to impress onlookers in this way. Surely it hasn't taken 30-odd years of the genre's exitence for someone to come up with this idea?
What I think is the game's best point is its use of weapons and the environment. Rather than being able to pick weapons up, carry them round and use them to clobber enemies, they're all instead parts of the stage. So you use the O button in the right place, and you'll swing round a lamppost to kick the enemies surrounding you, throw a motorbike into a crowd, or event flip a pick-up truck onto a group of foes. Conversely, you can punch, throw, and kick enemies into things to elicit effects: you can cause them to smash through walls, collapse piles of girders, explode burning barrells, and so on. Both these features really add an anarchic feel of mass destruction to all the fights, which is nice.
Of course, that brings us all back to the problem of the game's difficulty. All those cool ideas and visual bombast don't mean much when the game itself is easier than breathing. There's no tension, no friction, and no real excitement. Most of the enemies go down in two or three normal punches, meaning that you only need to use the cool environmental stuff for the tougher enemies and bosses. And even they don't put up much of a challenge. Uppers is definitely the game to play if you ever want to sympathise with Superman's "world of cardboard" speech. I've been playing for over two hours, with hard mode switched on, and still there's no challenge. It might well get harder at some point later in the game, but an action game really shouldn't make you play for multiple hours before getting to the "real" start of the game. Because if it does, then you're likely to just give up on it. Like I have given up on Uppers. One final note: it does have a proper printed manual, with colour illustrations and staples and everything!
Sunday, 1 December 2019
Logic Pro 2 (Arcade)
So, I've already reviewed the first and last parts of this trilogy in the past, and I've finally decided to write about the awkward middle child, which also happens to be the black sheep of the family. While Logic Pro and Logic Pro Adventure are the best nonogram games I've ever played, Logic Pro 2 rivals Oekaki Pizzle for the title of worst.
Where Oekaki Puzzle was boring and joyless in its execution, Logic Pro 2 is actively hateful. The big problem it has is that in attempting liven up their sequel, the developers thought it would be a good idea to add enemies into the mix. Now, this isn't some kind of versus mode where you race to finich a puzzle before an AI opponent, it's little creatures crawling around the grid doing stuff while you try to solve the puzzle. That "stuff" being erasing the crosses you use to mark squares that definitely don't need filling in, or adding crosses of their own, or just sitting and getting in the way.
You can kill all of the aforementioned enemies, though they respawn a short time later. Another type of enemy is unkillable, though, as it appears outside of the grid: the caterpillars that wiggle onto the screen now and then to cover up the numbers. You already have a time limit, and now you'll be wasting valuable seconds waiting for these jerks to wiggle away again so you can actually see the puzzle you're meant to be solving!
The real shame is that other than the enemies, it's mostly the same as Logic Pro Adventure: great graphics, decent puzzles, and that weird gimmick where you collect fifty little dots for a big bonus. It's just ruined by the enemies. I guess Adventure does prove that they learned from their mistakes though, which is nice. Still, don't play this game, no matter how much you're left wanting more after finishing its stablemates.
Where Oekaki Puzzle was boring and joyless in its execution, Logic Pro 2 is actively hateful. The big problem it has is that in attempting liven up their sequel, the developers thought it would be a good idea to add enemies into the mix. Now, this isn't some kind of versus mode where you race to finich a puzzle before an AI opponent, it's little creatures crawling around the grid doing stuff while you try to solve the puzzle. That "stuff" being erasing the crosses you use to mark squares that definitely don't need filling in, or adding crosses of their own, or just sitting and getting in the way.
You can kill all of the aforementioned enemies, though they respawn a short time later. Another type of enemy is unkillable, though, as it appears outside of the grid: the caterpillars that wiggle onto the screen now and then to cover up the numbers. You already have a time limit, and now you'll be wasting valuable seconds waiting for these jerks to wiggle away again so you can actually see the puzzle you're meant to be solving!
The real shame is that other than the enemies, it's mostly the same as Logic Pro Adventure: great graphics, decent puzzles, and that weird gimmick where you collect fifty little dots for a big bonus. It's just ruined by the enemies. I guess Adventure does prove that they learned from their mistakes though, which is nice. Still, don't play this game, no matter how much you're left wanting more after finishing its stablemates.
Tuesday, 26 November 2019
Other Stuff Monthly #7!
This month's thing that isn't a videogame is an old, rare fanzine! Which is about videogames. Specifically, PC Engine games, it being called The Complete PC Engine Guide Book and all. It was printed in 1993, as far as I can tell, on regular white photocopy paper, with slightly thicker yellow paper used for the cover. Naturally, after twenty-six years, such an item feels pretty fragile, and in fact, the ebay seller from whom I bought it sent me a message when I placed my bid, requesting that I promise to take care of it. It's pretty rare, too, it seems to have been only listed on ebay twice ever (though I don't know if both times were the same copy).
There's about 90 pages of actual content in here, along with a few blank "notes" pages, and some ads on the inside back cover. There's a section detailing all the different models of PC Engine, which even includes the LT and the LaserActiive, which is pretty impressive from a pre-WWW fanzine. Then there's a section on peripherals, the highlights being something called a "colour booster", which does... something to do with making the colours better on a "SCART PC Engine", as opposed to a PAL one. I know there were a small number of PAL PC Engines released by mail-order, but I have no idea what a SCART one might be, or why the colours need boosting, and half a page dedicated to the Magic Super Griffin. This is one of those big, old-fashioned piracy devices, that goes into the HuCard slot of your PC Engine, and connects to a floppy drive via parallel port. It cost £250, and the article claims that "It is quite legal, in the UK, to buy and use these copiers, so long as you do not sell the software", which sounds very dubious to me. There's also a small mention of a forthcoming, unnamed peripheral that will allow users to record up to an hour of broadcast tv to a CD. Was such a thing ever announced for the PC Engine? It sounds like some absurd fantasy.
There's also a short anime section, explaining what anime is, in that very early 90s way, and giving glowing reviews to Akira, Project A-Ko, and Warriors of the Wind, and a not-so-glowing review of the 1986 Fist of the North Star movie. Then we get a little preview of the Arcade Card, before the bulk of the book: the games reviews. There's 48 pages of these, packed in 5 to a page (all hand-written, too!), and some of the opinions on offer are pretty unusual. I have to say I'm glad I don't have to rely on this book as my primary source of info when buying PCE games. For example: the excellent KiKiKaiKai only scores two out of ten, while the very mediocre L-Dis scores seven! Wallaby scores higher than KiKiKaiKai, even though the writer admits he couldn't even figure out how to play it! There are some undeniable universal truths, though, as Rondo of Blood and Final Lap Twin both score much-deserved nines.
What's most interesting about the reviews section, from a historical standpoint, is some of the titles used for certain games. Obviously, internet access would have been very rare back then, and even if you were online, there wouldn't be a lot of English language info on Japanese videogames out there, so, when people couldn't read the Japanese titles of games, they just kind of had to guess. So, there's a game just listed as "Dodge Ball", though there's at least three games that could be on PC Engine. Bonze Adventure is "Hell Explorer", Schubibinman is "Overhauled Man", and best of all, Bravoman is "Mr. Stretcho Man". There's even a few mystery titles, like "Kario World", "Son of Dracular", and "Japan Warrior".
The book ends with a sizable cheats section, which was probably very useful in that pre-internet age, and the aforementioned notes pages and ads. Some previous owner of my copy has written in some Devil Crash passwords on the last of the notes pages, and the ads are for a few early 90s UK games importers, plus a faux-leather HuCard waller for only £3.20! I can't really recommend seeking out and buying a copy of this guide, unless you're really interested in the ephemera of early import videogame fandom in the UK. Naturally, all the information is available much more easily and more more accurately online in 2019, so historical curiosity is all it has to offer.
There's about 90 pages of actual content in here, along with a few blank "notes" pages, and some ads on the inside back cover. There's a section detailing all the different models of PC Engine, which even includes the LT and the LaserActiive, which is pretty impressive from a pre-WWW fanzine. Then there's a section on peripherals, the highlights being something called a "colour booster", which does... something to do with making the colours better on a "SCART PC Engine", as opposed to a PAL one. I know there were a small number of PAL PC Engines released by mail-order, but I have no idea what a SCART one might be, or why the colours need boosting, and half a page dedicated to the Magic Super Griffin. This is one of those big, old-fashioned piracy devices, that goes into the HuCard slot of your PC Engine, and connects to a floppy drive via parallel port. It cost £250, and the article claims that "It is quite legal, in the UK, to buy and use these copiers, so long as you do not sell the software", which sounds very dubious to me. There's also a small mention of a forthcoming, unnamed peripheral that will allow users to record up to an hour of broadcast tv to a CD. Was such a thing ever announced for the PC Engine? It sounds like some absurd fantasy.
There's also a short anime section, explaining what anime is, in that very early 90s way, and giving glowing reviews to Akira, Project A-Ko, and Warriors of the Wind, and a not-so-glowing review of the 1986 Fist of the North Star movie. Then we get a little preview of the Arcade Card, before the bulk of the book: the games reviews. There's 48 pages of these, packed in 5 to a page (all hand-written, too!), and some of the opinions on offer are pretty unusual. I have to say I'm glad I don't have to rely on this book as my primary source of info when buying PCE games. For example: the excellent KiKiKaiKai only scores two out of ten, while the very mediocre L-Dis scores seven! Wallaby scores higher than KiKiKaiKai, even though the writer admits he couldn't even figure out how to play it! There are some undeniable universal truths, though, as Rondo of Blood and Final Lap Twin both score much-deserved nines.
What's most interesting about the reviews section, from a historical standpoint, is some of the titles used for certain games. Obviously, internet access would have been very rare back then, and even if you were online, there wouldn't be a lot of English language info on Japanese videogames out there, so, when people couldn't read the Japanese titles of games, they just kind of had to guess. So, there's a game just listed as "Dodge Ball", though there's at least three games that could be on PC Engine. Bonze Adventure is "Hell Explorer", Schubibinman is "Overhauled Man", and best of all, Bravoman is "Mr. Stretcho Man". There's even a few mystery titles, like "Kario World", "Son of Dracular", and "Japan Warrior".
The book ends with a sizable cheats section, which was probably very useful in that pre-internet age, and the aforementioned notes pages and ads. Some previous owner of my copy has written in some Devil Crash passwords on the last of the notes pages, and the ads are for a few early 90s UK games importers, plus a faux-leather HuCard waller for only £3.20! I can't really recommend seeking out and buying a copy of this guide, unless you're really interested in the ephemera of early import videogame fandom in the UK. Naturally, all the information is available much more easily and more more accurately online in 2019, so historical curiosity is all it has to offer.
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