Monday, 25 May 2020

Coron Land (SNES)

For a brief period in the early nineties, there was a craze of Bomberman wannabes, obviously fuelled by that series' massive popularity, that even managed to sell big expensive multitaps to people in decent numbers, too. I hesitate to call them clones, as while they were all top-down single screen action games with idiosyncratic attack methods and four player versus modes, they mostly each had their own unique gimmicks. (Though there were one or two that were literally just Bomberman knockoffs, like the ninja-themed SNES game Otoboke Ninja Colosseum).

Coron Land's gimmick is kind of snowball-themed. In story mode, you defeat enemies by shooting them a few times, turning them into pink orbs. You can then pick up these orbs and throw them at other enemies, or before doing that, you can make them bigger and more powerful by rolling them along the ground like snowballs. In the multiplayer mode, shooting just stuns your opponents, and the orbs randomly fall from the sky, but they can still be rolled and thrown and so on. It's a fun little thing, and even rolling an orb a short distance is worth doing, just for the little bit of extra damage it does, so rolling doesn't really slow the game down too much.

It probably goes without saying for a game of this type, but the multiplayer mode, even when played alone against CPU opponents, is a lot better than the singleplayer story mode. In this case it's especially so, though, since the story mode has a ludicrously steep difficulty curve, with some very hard enemy types showing up after only a few stages: enemies that can send orbs back at you, enemies that can stun, then pick up and throw you like you do to the orbs, and so on. Multiplayer is fine, I guess. A nice touch is that every player gets to be a differrent character, not just palette swaps of the same one, a feature I don't think the Bomberman series offered until about three or four games in, if I remember rightly. There's also a selection of stages, each offering a slight variation: trains that speed across the stage, running players over, a stage with bouncy walls, a stage with no walls at all, with instant death for players who fall off, and so on.

Coron Land is a decent enough game, I guess. It's not really worth playing unless you have thee friends willing to play it with you, though, and even then, it'd probably be easier to get ahold of a copy of one of the Super Bomberman series. Though having said that, this is a much faster game than Bomberman, so it does have that in its favour.

Wednesday, 20 May 2020

Wolfchild (Mega CD)

Wolfchild is that precious, rare kind of Mega CD game: it came from a western developer, but it isn't a terrible FMV game or boring edutainment title. Though to be fair, it is from Core Design, who had a reputation in UK magazines, at least, for making great Mega CD titles, after seemingly every publication in the UK lost their minds over their sprite scaling shooter Thunderhawk. It does one bit of FMV though: a charmingly ugly animated intro.

Oher than the intro though, Wolfchild is a pretty typical early 90s platformer, albeit one with something of a psuedo-gritty "dark superhero" setting, that you might see in some of the comics and tabletop RPGs of the time. You play as some guy who's used science to turn himself into a psuedo-werewolf, to go and defeat the evil Chimera group and rescue his scientist dad. Oddly, Wolfchild apparently takes its cues for werewolf abilities from Altered Beast of all places, as the main advantage of wolf form is that you shoot fireballs from your fists.

How transformation works is linked to your health bar: above a certain level, you're a wolfman, below that level, you're just a manman. There's some kind of subtle levelling up ystem in place whereby your maximum health increases as you make your way through the game. I'm not sure whether this is related to scoring points or collecting items, though, as the game does nothing to draw your attention to it happening (I didn't notice it until I'd already played the game a few times). Other than that, this is a pretty standard decent-quality platform game.

There's a few little problems the game has, like how even in wolf form, and after collecting some power-ups, you still don't feel particularly powerful, and the power-ups themselves have a problem that you see in a fair few western platformers of the time, whereby they all just look kind of like tiny indistinct polished orbs (everything else looks great, though. Especially thr backgrounds). There's also one stage of the game that has a few instances of what some call "Rick Dangerous nonsense", where hazards just suddenly pop out of the scenery without warning, meaning the first time you go through an area, you have no way of knowing they're there, and you just have to remember them next time. There's not enough of it to ruin the game, but it is still annoying.

Wolfchild isn't some great classic, but it's not bad, either. I receommend at least giving it a look, definitely.