Monday, 4 May 2020

Magical Tree (MSX)

The great thing about writing about obscure stuff is that sometimes, you find something great, and can then go on to show it off to everyone, so they can enjoy it, too. This is one of those times. Magical Tree is an MSX platform game about climbing a tree. I first tried it out, because I saw the boxart, and thought it might be a clone of Noboranka, the arcade shooting game about climbing a tree. I was wrong, but luckily, it turned out to be better than that anyway.

I'm sure I've mentioned before the concept of "pure" game design. Don't confuse purity with quality, it's just a stylistic assessment. What I mean by it is a concept that was more common in the eighties and early nineties than it is now: videogames in which each element, be it an enemy, an item, a part of the stage ,or something else, serves a specific in-game purpose and is easily identifiable from the other elements around it. Obviously, this kind of thing is much easier to do in simple, old-fashioned, arcade-style games like this one, but it's something you can also see in Minecraft, which is probably one of the most complex videogames of all time. I'm bringing it up here, because Magical Tree is a game that has this purity, and it does it well.

It is a very simple game: you go up the tree, avoiding enemies and collecting points items. At certain score thresholds, you get extra lives, so there's an incentive for playing for score, if that's not enough of a motivating factor for on its own. But like I describe above, you can easily learn how each enemy type acts, how certain objects interact with certain stage elements, and so on, to figure out every way possible of maximising your score, and of surviving to climb a little higher up the tree. Luckily, along with all of that, it is actually fun to play the game and do all this stuff.

One little stylistic thing that I think adds a lot to the game, and how addictive it is, is the constant on-screen tracker of how far up the tree you currently are. It's a constant reminder of your progress, and an easily-remembered benchmark to compare against earlier runs. It's probably copied from the "how high can you get?" screens, but they only appeared between stages, in twenty-five metre increments, while this counter is constant, and counts every metre you climb. It's just satisfying, you know?

Obviously, I recommend that you play Magical Tree. It's fun and cute and addictive. It seems that I keep finding more and more MSX games to love as time goes on, and while other Japanese microcomputers might have excellent graphics or music, it's the MSX's games that keep me coming back most often.

Tuesday, 28 April 2020

Other Stuff Monthly #12!

Wow, it's the twelfth installment of Lunatic Obscurity's least-popular feature, Other Stuff Monthly! So why not talk about the item that inspired it, a 1980s Dragonball tabletop game, which I think is called Goku's West City Uproar? See, I bought this game on a whim after seeing it listed for one solitary Yen on Yahho Auctions Japan, and it being a piece of merch of the world's most popular cartoon that I'd never seen before, thought it mght make an interesting subject to review or at least post about somewhere at some point.

Having not yet had the idea for Other Stuff Monthly, I put it away and forgot about it, until recently! When my landlord found it as he was clearing out the spare room. Now, there's a reason this rare old toy was so cheap, and that's because it is in very poor condition. There's several parts missing, most of which are just cosmetic, but two are very much essential to play: the balls.

If you've ever seen the game that's known in the UK as Screwball Scramble, in which the player races against the clock, using switches to operate various gizmos on a board to get a ball bearing through an assault course as quickly as possible, Goku's West City Uproar is a game like that, except instead of a single player racing against the clock, it's two players racing against each other. I did try to rectify this omission though, by ordering a couple of ball bearings online, but unfortunately, they're just slightly too big to fit through the tunnels on the board, and just slightly too heavy to jump off of the little lifting pokey sticks high enough.

In testing the game with the replacement balls, I also found out another thing wrong with my copy of the game: some of the parts which are supposed to move up and down when a player pushes a lever don't do anything at all. So even if I got some more appropriately-sized orbs, it still wouldn't matter. I've taken some pictures (with the griny PS Vita camera, as always), but that's all I can really say on this post. Please look forward to  many more installments of this feature, whether you want them or not!